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// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "config.h"
#include "CCLayerAnimationController.h"
#include "CCActiveAnimation.h"
#include "CCAnimationCurve.h"
#include "CCAnimationTestCommon.h"
#include <gmock/gmock.h>
#include <gtest/gtest.h>
#include <public/WebTransformationMatrix.h>
#include <wtf/Vector.h>
using namespace cc;
using namespace WebKitTests;
using WebKit::WebTransformationMatrix;
namespace {
void expectTranslateX(double translateX, const WebTransformationMatrix& matrix)
{
EXPECT_FLOAT_EQ(translateX, matrix.m41());
}
PassOwnPtr<CCActiveAnimation> createActiveAnimation(PassOwnPtr<CCAnimationCurve> curve, int id, CCActiveAnimation::TargetProperty property)
{
return CCActiveAnimation::create(curve, 0, id, property);
}
TEST(CCLayerAnimationControllerTest, syncNewAnimation)
{
FakeLayerAnimationControllerClient dummyImpl;
OwnPtr<CCLayerAnimationController> controllerImpl(CCLayerAnimationController::create(&dummyImpl));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(CCLayerAnimationController::create(&dummy));
EXPECT_FALSE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
addOpacityTransitionToController(*controller, 1, 0, 1, false);
controller->pushAnimationUpdatesTo(controllerImpl.get());
EXPECT_TRUE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
EXPECT_EQ(CCActiveAnimation::WaitingForTargetAvailability, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
}
// If an animation is started on the impl thread before it is ticked on the main
// thread, we must be sure to respect the synchronized start time.
TEST(CCLayerAnimationControllerTest, doNotClobberStartTimes)
{
FakeLayerAnimationControllerClient dummyImpl;
OwnPtr<CCLayerAnimationController> controllerImpl(CCLayerAnimationController::create(&dummyImpl));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(CCLayerAnimationController::create(&dummy));
EXPECT_FALSE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
addOpacityTransitionToController(*controller, 1, 0, 1, false);
controller->pushAnimationUpdatesTo(controllerImpl.get());
EXPECT_TRUE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
EXPECT_EQ(CCActiveAnimation::WaitingForTargetAvailability, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
CCAnimationEventsVector events;
controllerImpl->animate(1, &events);
// Synchronize the start times.
EXPECT_EQ(1u, events.size());
controller->notifyAnimationStarted(events[0]);
EXPECT_EQ(controller->getActiveAnimation(0, CCActiveAnimation::Opacity)->startTime(), controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->startTime());
// Start the animation on the main thread. Should not affect the start time.
controller->animate(1.5, 0);
EXPECT_EQ(controller->getActiveAnimation(0, CCActiveAnimation::Opacity)->startTime(), controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->startTime());
}
TEST(CCLayerAnimationControllerTest, syncPauseAndResume)
{
FakeLayerAnimationControllerClient dummyImpl;
OwnPtr<CCLayerAnimationController> controllerImpl(CCLayerAnimationController::create(&dummyImpl));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(CCLayerAnimationController::create(&dummy));
EXPECT_FALSE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
addOpacityTransitionToController(*controller, 1, 0, 1, false);
controller->pushAnimationUpdatesTo(controllerImpl.get());
EXPECT_TRUE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
EXPECT_EQ(CCActiveAnimation::WaitingForTargetAvailability, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
// Start the animations on each controller.
CCAnimationEventsVector events;
controllerImpl->animate(0, &events);
controller->animate(0, 0);
EXPECT_EQ(CCActiveAnimation::Running, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
EXPECT_EQ(CCActiveAnimation::Running, controller->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
// Pause the main-thread animation.
controller->suspendAnimations(1);
EXPECT_EQ(CCActiveAnimation::Paused, controller->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
// The pause run state change should make it to the impl thread controller.
controller->pushAnimationUpdatesTo(controllerImpl.get());
EXPECT_EQ(CCActiveAnimation::Paused, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
// Resume the main-thread animation.
controller->resumeAnimations(2);
EXPECT_EQ(CCActiveAnimation::Running, controller->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
// The pause run state change should make it to the impl thread controller.
controller->pushAnimationUpdatesTo(controllerImpl.get());
EXPECT_EQ(CCActiveAnimation::Running, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
}
TEST(CCLayerAnimationControllerTest, doNotSyncFinishedAnimation)
{
FakeLayerAnimationControllerClient dummyImpl;
OwnPtr<CCLayerAnimationController> controllerImpl(CCLayerAnimationController::create(&dummyImpl));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(CCLayerAnimationController::create(&dummy));
EXPECT_FALSE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
addOpacityTransitionToController(*controller, 1, 0, 1, false);
controller->pushAnimationUpdatesTo(controllerImpl.get());
EXPECT_TRUE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
EXPECT_EQ(CCActiveAnimation::WaitingForTargetAvailability, controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity)->runState());
// Notify main thread controller that the animation has started.
CCAnimationEvent animationStartedEvent(CCAnimationEvent::Started, 0, 0, CCActiveAnimation::Opacity, 0);
controller->notifyAnimationStarted(animationStartedEvent);
// Force animation to complete on impl thread.
controllerImpl->removeAnimation(0);
EXPECT_FALSE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
controller->pushAnimationUpdatesTo(controllerImpl.get());
// Even though the main thread has a 'new' animation, it should not be pushed because the animation has already completed on the impl thread.
EXPECT_FALSE(controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity));
}
// Tests that transitioning opacity from 0 to 1 works as expected.
TEST(CCLayerAnimationControllerTest, TrivialTransition)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
controller->addAnimation(toAdd.release());
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1, events.get());
EXPECT_EQ(1, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests animations that are waiting for a synchronized start time do not finish.
TEST(CCLayerAnimationControllerTest, AnimationsWaitingForStartTimeDoNotFinishIfTheyWaitLongerToStartThanTheirDuration)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
toAdd->setNeedsSynchronizedStartTime(true);
// We should pause at the first keyframe indefinitely waiting for that animation to start.
controller->addAnimation(toAdd.release());
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(2, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
// Send the synchronized start time.
controller->notifyAnimationStarted(CCAnimationEvent(CCAnimationEvent::Started, 0, 1, CCActiveAnimation::Opacity, 2));
controller->animate(5, events.get());
EXPECT_EQ(1, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests that two queued animations affecting the same property run in sequence.
TEST(CCLayerAnimationControllerTest, TrivialQueuing)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 1, 0.5)), 2, CCActiveAnimation::Opacity));
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(1, dummy.opacity());
controller->animate(2, events.get());
EXPECT_EQ(0.5, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests interrupting a transition with another transition.
TEST(CCLayerAnimationControllerTest, Interrupt)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 1, 0.5)), 2, CCActiveAnimation::Opacity));
toAdd->setRunState(CCActiveAnimation::WaitingForNextTick, 0);
controller->addAnimation(toAdd.release());
// Since the animation was in the WaitingForNextTick state, it should start right in
// this call to animate.
controller->animate(0.5, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(1, dummy.opacity());
controller->animate(1.5, events.get());
EXPECT_EQ(0.5, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests scheduling two animations to run together when only one property is free.
TEST(CCLayerAnimationControllerTest, ScheduleTogetherWhenAPropertyIsBlocked)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeTransformTransition(1)), 1, CCActiveAnimation::Transform));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeTransformTransition(1)), 2, CCActiveAnimation::Transform));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 2, CCActiveAnimation::Opacity));
controller->animate(0, events.get());
EXPECT_EQ(0, dummy.opacity());
EXPECT_TRUE(controller->hasActiveAnimation());
controller->animate(1, events.get());
// Should not have started the float transition yet.
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
// The float animation should have started at time 1 and should be done.
controller->animate(2, events.get());
EXPECT_EQ(1, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests scheduling two animations to run together with different lengths and another
// animation queued to start when the shorter animation finishes (should wait
// for both to finish).
TEST(CCLayerAnimationControllerTest, ScheduleTogetherWithAnAnimWaiting)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeTransformTransition(2)), 1, CCActiveAnimation::Transform));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 1, 0.5)), 2, CCActiveAnimation::Opacity));
// Animations with id 1 should both start now.
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
// The opacity animation should have finished at time 1, but the group
// of animations with id 1 don't finish until time 2 because of the length
// of the transform animation.
controller->animate(2, events.get());
// Should not have started the float transition yet.
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(1, dummy.opacity());
// The second opacity animation should start at time 2 and should be done by time 3
controller->animate(3, events.get());
EXPECT_EQ(0.5, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests scheduling an animation to start in the future.
TEST(CCLayerAnimationControllerTest, ScheduleAnimation)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
toAdd->setRunState(CCActiveAnimation::WaitingForStartTime, 0);
toAdd->setStartTime(1);
controller->addAnimation(toAdd.release());
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(2, events.get());
EXPECT_EQ(1, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests scheduling an animation to start in the future that's interrupting a running animation.
TEST(CCLayerAnimationControllerTest, ScheduledAnimationInterruptsRunningAnimation)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(2, 0, 1)), 1, CCActiveAnimation::Opacity));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0.5, 0)), 2, CCActiveAnimation::Opacity));
toAdd->setRunState(CCActiveAnimation::WaitingForStartTime, 0);
toAdd->setStartTime(1);
controller->addAnimation(toAdd.release());
// First 2s opacity transition should start immediately.
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(0.5, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.25, dummy.opacity());
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.5, dummy.opacity());
controller->animate(2, events.get());
EXPECT_EQ(0, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Tests scheduling an animation to start in the future that interrupts a running animation
// and there is yet another animation queued to start later.
TEST(CCLayerAnimationControllerTest, ScheduledAnimationInterruptsRunningAnimationWithAnimInQueue)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(2, 0, 1)), 1, CCActiveAnimation::Opacity));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(2, 0.5, 0)), 2, CCActiveAnimation::Opacity));
toAdd->setRunState(CCActiveAnimation::WaitingForStartTime, 0);
toAdd->setStartTime(1);
controller->addAnimation(toAdd.release());
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 0.75)), 3, CCActiveAnimation::Opacity));
// First 2s opacity transition should start immediately.
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(0.5, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.25, dummy.opacity());
EXPECT_TRUE(controller->hasActiveAnimation());
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.5, dummy.opacity());
controller->animate(3, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(4, events.get());
EXPECT_EQ(0.75, dummy.opacity());
EXPECT_FALSE(controller->hasActiveAnimation());
}
// Test that a looping animation loops and for the correct number of iterations.
TEST(CCLayerAnimationControllerTest, TrivialLooping)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), 1, CCActiveAnimation::Opacity));
toAdd->setIterations(3);
controller->addAnimation(toAdd.release());
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1.25, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.25, dummy.opacity());
controller->animate(1.75, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
controller->animate(2.25, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.25, dummy.opacity());
controller->animate(2.75, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
controller->animate(3, events.get());
EXPECT_FALSE(controller->hasActiveAnimation());
EXPECT_EQ(1, dummy.opacity());
// Just be extra sure.
controller->animate(4, events.get());
EXPECT_EQ(1, dummy.opacity());
}
// Test that an infinitely looping animation does indeed go until aborted.
TEST(CCLayerAnimationControllerTest, InfiniteLooping)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
const int id = 1;
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), id, CCActiveAnimation::Opacity));
toAdd->setIterations(-1);
controller->addAnimation(toAdd.release());
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1.25, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.25, dummy.opacity());
controller->animate(1.75, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
controller->animate(1073741824.25, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.25, dummy.opacity());
controller->animate(1073741824.75, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
EXPECT_TRUE(controller->getActiveAnimation(id, CCActiveAnimation::Opacity));
controller->getActiveAnimation(id, CCActiveAnimation::Opacity)->setRunState(CCActiveAnimation::Aborted, 0.75);
EXPECT_FALSE(controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
}
// Test that pausing and resuming work as expected.
TEST(CCLayerAnimationControllerTest, PauseResume)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
const int id = 1;
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 0, 1)), id, CCActiveAnimation::Opacity));
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(0.5, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.5, dummy.opacity());
EXPECT_TRUE(controller->getActiveAnimation(id, CCActiveAnimation::Opacity));
controller->getActiveAnimation(id, CCActiveAnimation::Opacity)->setRunState(CCActiveAnimation::Paused, 0.5);
controller->animate(1024, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.5, dummy.opacity());
EXPECT_TRUE(controller->getActiveAnimation(id, CCActiveAnimation::Opacity));
controller->getActiveAnimation(id, CCActiveAnimation::Opacity)->setRunState(CCActiveAnimation::Running, 1024);
controller->animate(1024.25, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
controller->animate(1024.5, events.get());
EXPECT_FALSE(controller->hasActiveAnimation());
EXPECT_EQ(1, dummy.opacity());
}
TEST(CCLayerAnimationControllerTest, AbortAGroupedAnimation)
{
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
const int id = 1;
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeTransformTransition(1)), id, CCActiveAnimation::Transform));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(2, 0, 1)), id, CCActiveAnimation::Opacity));
controller->addAnimation(createActiveAnimation(adoptPtr(new FakeFloatTransition(1, 1, 0.75)), 2, CCActiveAnimation::Opacity));
controller->animate(0, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0, dummy.opacity());
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(0.5, dummy.opacity());
EXPECT_TRUE(controller->getActiveAnimation(id, CCActiveAnimation::Opacity));
controller->getActiveAnimation(id, CCActiveAnimation::Opacity)->setRunState(CCActiveAnimation::Aborted, 1);
controller->animate(1, events.get());
EXPECT_TRUE(controller->hasActiveAnimation());
EXPECT_EQ(1, dummy.opacity());
controller->animate(2, events.get());
EXPECT_TRUE(!controller->hasActiveAnimation());
EXPECT_EQ(0.75, dummy.opacity());
}
TEST(CCLayerAnimationControllerTest, ForceSyncWhenSynchronizedStartTimeNeeded)
{
FakeLayerAnimationControllerClient dummyImpl;
OwnPtr<CCLayerAnimationController> controllerImpl(CCLayerAnimationController::create(&dummyImpl));
OwnPtr<CCAnimationEventsVector> events(adoptPtr(new CCAnimationEventsVector));
FakeLayerAnimationControllerClient dummy;
OwnPtr<CCLayerAnimationController> controller(
CCLayerAnimationController::create(&dummy));
OwnPtr<CCActiveAnimation> toAdd(createActiveAnimation(adoptPtr(new FakeFloatTransition(2, 0, 1)), 0, CCActiveAnimation::Opacity));
toAdd->setNeedsSynchronizedStartTime(true);
controller->addAnimation(toAdd.release());
controller->animate(0, 0);
EXPECT_TRUE(controller->hasActiveAnimation());
CCActiveAnimation* activeAnimation = controller->getActiveAnimation(0, CCActiveAnimation::Opacity);
EXPECT_TRUE(activeAnimation);
EXPECT_TRUE(activeAnimation->needsSynchronizedStartTime());
controller->setForceSync();
controller->pushAnimationUpdatesTo(controllerImpl.get());
activeAnimation = controllerImpl->getActiveAnimation(0, CCActiveAnimation::Opacity);
EXPECT_TRUE(activeAnimation);
EXPECT_EQ(CCActiveAnimation::WaitingForTargetAvailability, activeAnimation->runState());
}
} // namespace