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// Copyright (c) 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 "ui/compositor/layer_animation_sequence.h"
#include "base/basictypes.h"
#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "base/time/time.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/compositor/layer_animation_delegate.h"
#include "ui/compositor/layer_animation_element.h"
#include "ui/compositor/test/test_layer_animation_delegate.h"
#include "ui/compositor/test/test_layer_animation_observer.h"
#include "ui/compositor/test/test_utils.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/transform.h"
namespace ui {
namespace {
// Check that the sequence behaves sanely when it contains no elements.
TEST(LayerAnimationSequenceTest, NoElement) {
LayerAnimationSequence sequence;
base::TimeTicks start_time;
start_time += base::TimeDelta::FromSeconds(1);
sequence.set_start_time(start_time);
EXPECT_TRUE(sequence.IsFinished(start_time));
EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
LayerAnimationElement::UNKNOWN),
sequence.properties());
EXPECT_FALSE(sequence.HasConflictingProperty(LayerAnimationElement::UNKNOWN));
}
// Check that the sequences progresses the delegate as expected when it contains
// a single non-threaded element.
TEST(LayerAnimationSequenceTest, SingleElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start = 0.0f;
float middle = 0.5f;
float target = 1.0f;
base::TimeTicks start_time;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateBrightnessElement(target, delta));
for (int i = 0; i < 2; ++i) {
start_time += delta;
sequence.set_start_time(start_time);
delegate.SetBrightnessFromAnimation(start);
sequence.Start(&delegate);
sequence.Progress(start_time, &delegate);
EXPECT_FLOAT_EQ(start, delegate.GetBrightnessForAnimation());
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(500),
&delegate);
EXPECT_FLOAT_EQ(middle, delegate.GetBrightnessForAnimation());
EXPECT_TRUE(sequence.IsFinished(start_time + delta));
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1000),
&delegate);
EXPECT_FLOAT_EQ(target, delegate.GetBrightnessForAnimation());
}
EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
LayerAnimationElement::BRIGHTNESS),
sequence.properties());
}
// Check that the sequences progresses the delegate as expected when it contains
// a single threaded element.
TEST(LayerAnimationSequenceTest, SingleThreadedElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start = 0.0f;
float middle = 0.5f;
float target = 1.0f;
base::TimeTicks start_time;
base::TimeTicks effective_start;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target, delta));
for (int i = 0; i < 2; ++i) {
int starting_group_id = 1;
sequence.set_animation_group_id(starting_group_id);
start_time = effective_start + delta;
sequence.set_start_time(start_time);
delegate.SetOpacityFromAnimation(start);
sequence.Start(&delegate);
sequence.Progress(start_time, &delegate);
EXPECT_FLOAT_EQ(start, sequence.last_progressed_fraction());
effective_start = start_time + delta;
sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
cc::AnimationEvent::STARTED, 0, sequence.animation_group_id(),
cc::Animation::OPACITY, effective_start));
sequence.Progress(effective_start + delta/2, &delegate);
EXPECT_FLOAT_EQ(middle, sequence.last_progressed_fraction());
EXPECT_TRUE(sequence.IsFinished(effective_start + delta));
sequence.Progress(effective_start + delta, &delegate);
EXPECT_FLOAT_EQ(target, sequence.last_progressed_fraction());
EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
}
EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
LayerAnimationElement::OPACITY),
sequence.properties());
}
// Check that the sequences progresses the delegate as expected when it contains
// multiple elements. Note, see the layer animator tests for cyclic sequences.
TEST(LayerAnimationSequenceTest, MultipleElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_opacity = 0.0f;
float target_opacity = 1.0f;
base::TimeTicks start_time;
base::TimeTicks opacity_effective_start;
base::TimeTicks transform_effective_start;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
// Pause bounds for a second.
sequence.AddElement(LayerAnimationElement::CreatePauseElement(
LayerAnimationElement::BOUNDS, delta));
gfx::Transform start_transform, target_transform, middle_transform;
start_transform.Rotate(-30.0);
target_transform.Rotate(30.0);
sequence.AddElement(
LayerAnimationElement::CreateTransformElement(target_transform, delta));
for (int i = 0; i < 2; ++i) {
int starting_group_id = 1;
sequence.set_animation_group_id(starting_group_id);
start_time = opacity_effective_start + 4 * delta;
sequence.set_start_time(start_time);
delegate.SetOpacityFromAnimation(start_opacity);
delegate.SetTransformFromAnimation(start_transform);
sequence.Start(&delegate);
sequence.Progress(start_time, &delegate);
EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
opacity_effective_start = start_time + delta;
EXPECT_EQ(starting_group_id, sequence.animation_group_id());
sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
cc::AnimationEvent::STARTED, 0, sequence.animation_group_id(),
cc::Animation::OPACITY, opacity_effective_start));
sequence.Progress(opacity_effective_start + delta/2, &delegate);
EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
sequence.Progress(opacity_effective_start + delta, &delegate);
EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
// Now at the start of the pause.
EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
TestLayerAnimationDelegate copy = delegate;
// In the middle of the pause -- nothing should have changed.
sequence.Progress(opacity_effective_start + delta + delta/2,
&delegate);
CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
copy.GetBoundsForAnimation());
CheckApproximatelyEqual(delegate.GetTransformForAnimation(),
copy.GetTransformForAnimation());
EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(),
copy.GetOpacityForAnimation());
sequence.Progress(opacity_effective_start + 2 * delta, &delegate);
CheckApproximatelyEqual(start_transform,
delegate.GetTransformForAnimation());
EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
transform_effective_start = opacity_effective_start + 3 * delta;
EXPECT_NE(starting_group_id, sequence.animation_group_id());
sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
cc::AnimationEvent::STARTED, 0, sequence.animation_group_id(),
cc::Animation::TRANSFORM, transform_effective_start));
sequence.Progress(transform_effective_start + delta/2, &delegate);
EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
EXPECT_TRUE(sequence.IsFinished(transform_effective_start + delta));
sequence.Progress(transform_effective_start + delta, &delegate);
CheckApproximatelyEqual(target_transform,
delegate.GetTransformForAnimation());
}
EXPECT_EQ(
static_cast<LayerAnimationElement::AnimatableProperties>(
LayerAnimationElement::OPACITY | LayerAnimationElement::TRANSFORM |
LayerAnimationElement::BOUNDS),
sequence.properties());
}
// Check that a sequence can still be aborted if it has cycled many times.
TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_brightness = 0.0f;
float target_brightness = 1.0f;
base::TimeTicks start_time;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateBrightnessElement(target_brightness, delta));
sequence.AddElement(
LayerAnimationElement::CreateBrightnessElement(start_brightness, delta));
sequence.set_is_cyclic(true);
delegate.SetBrightnessFromAnimation(start_brightness);
start_time += delta;
sequence.set_start_time(start_time);
sequence.Start(&delegate);
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(101000),
&delegate);
EXPECT_FLOAT_EQ(target_brightness, delegate.GetBrightnessForAnimation());
sequence.Abort(&delegate);
// Should be able to reuse the sequence after aborting.
delegate.SetBrightnessFromAnimation(start_brightness);
start_time += base::TimeDelta::FromMilliseconds(101000);
sequence.set_start_time(start_time);
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(100000),
&delegate);
EXPECT_FLOAT_EQ(start_brightness, delegate.GetBrightnessForAnimation());
}
// Check that a sequence can be 'fast-forwarded' to the end and the target set.
// Also check that this has no effect if the sequence is cyclic.
TEST(LayerAnimationSequenceTest, SetTarget) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_opacity = 0.0f;
float target_opacity = 1.0f;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
LayerAnimationElement::TargetValue target_value(&delegate);
target_value.opacity = start_opacity;
sequence.GetTargetValue(&target_value);
EXPECT_FLOAT_EQ(target_opacity, target_value.opacity);
sequence.set_is_cyclic(true);
target_value.opacity = start_opacity;
sequence.GetTargetValue(&target_value);
EXPECT_FLOAT_EQ(start_opacity, target_value.opacity);
}
TEST(LayerAnimationSequenceTest, AddObserver) {
base::TimeTicks start_time;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
LayerAnimationSequence sequence;
sequence.AddElement(
LayerAnimationElement::CreateBrightnessElement(1.0f, delta));
for (int i = 0; i < 2; ++i) {
start_time += delta;
sequence.set_start_time(start_time);
TestLayerAnimationObserver observer;
TestLayerAnimationDelegate delegate;
sequence.AddObserver(&observer);
EXPECT_TRUE(!observer.last_ended_sequence());
sequence.Progress(start_time + delta, &delegate);
EXPECT_EQ(observer.last_ended_sequence(), &sequence);
sequence.RemoveObserver(&observer);
}
}
} // namespace
} // namespace ui