blob: a8aaaa0e0c16ecaf811fe979d8516736ceedcd9f [file] [log] [blame]
// Copyright (c) 2013 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/keyboard/keyboard_controller.h"
#include <memory>
#include "base/bind.h"
#include "base/bind_helpers.h"
#include "base/command_line.h"
#include "base/macros.h"
#include "base/run_loop.h"
#include "base/test/scoped_task_environment.h"
#include "build/build_config.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/aura/client/focus_client.h"
#include "ui/aura/test/aura_test_base.h"
#include "ui/aura/test/test_window_delegate.h"
#include "ui/aura/window.h"
#include "ui/base/ime/dummy_text_input_client.h"
#include "ui/base/ime/input_method.h"
#include "ui/base/ime/input_method_factory.h"
#include "ui/base/ime/text_input_client.h"
#include "ui/base/ui_base_switches.h"
#include "ui/compositor/compositor.h"
#include "ui/compositor/layer_type.h"
#include "ui/compositor/scoped_animation_duration_scale_mode.h"
#include "ui/compositor/test/context_factories_for_test.h"
#include "ui/compositor/test/layer_animator_test_controller.h"
#include "ui/events/test/event_generator.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/keyboard/container_full_width_behavior.h"
#include "ui/keyboard/keyboard_controller_observer.h"
#include "ui/keyboard/keyboard_layout_manager.h"
#include "ui/keyboard/keyboard_ui.h"
#include "ui/keyboard/keyboard_util.h"
#include "ui/keyboard/test/keyboard_test_util.h"
#include "ui/keyboard/test/test_keyboard_layout_delegate.h"
#include "ui/keyboard/test/test_keyboard_ui.h"
#include "ui/wm/core/default_activation_client.h"
#if defined(USE_OZONE)
#include "ui/ozone/public/ozone_platform.h"
#endif
namespace keyboard {
namespace {
// Steps a layer animation until it is completed. Animations must be enabled.
void RunAnimationForLayer(ui::Layer* layer) {
// Animations must be enabled for stepping to work.
ASSERT_NE(ui::ScopedAnimationDurationScaleMode::duration_scale_mode(),
ui::ScopedAnimationDurationScaleMode::ZERO_DURATION);
ui::LayerAnimatorTestController controller(layer->GetAnimator());
// Multiple steps are required to complete complex animations.
// TODO(vollick): This should not be necessary. crbug.com/154017
while (controller.animator()->is_animating()) {
controller.StartThreadedAnimationsIfNeeded();
base::TimeTicks step_time = controller.animator()->last_step_time();
controller.animator()->Step(step_time +
base::TimeDelta::FromMilliseconds(1000));
}
}
// An event handler that focuses a window when it is clicked/touched on. This is
// used to match the focus manger behaviour in ash and views.
class TestFocusController : public ui::EventHandler {
public:
explicit TestFocusController(aura::Window* root)
: root_(root) {
root_->AddPreTargetHandler(this);
}
~TestFocusController() override { root_->RemovePreTargetHandler(this); }
private:
// Overridden from ui::EventHandler:
void OnEvent(ui::Event* event) override {
aura::Window* target = static_cast<aura::Window*>(event->target());
if (event->type() == ui::ET_MOUSE_PRESSED ||
event->type() == ui::ET_TOUCH_PRESSED) {
aura::client::GetFocusClient(target)->FocusWindow(target);
}
}
aura::Window* root_;
DISALLOW_COPY_AND_ASSIGN(TestFocusController);
};
class KeyboardContainerObserver : public aura::WindowObserver {
public:
explicit KeyboardContainerObserver(aura::Window* window,
base::RunLoop* run_loop)
: window_(window), run_loop_(run_loop) {
window_->AddObserver(this);
}
~KeyboardContainerObserver() override { window_->RemoveObserver(this); }
private:
void OnWindowVisibilityChanged(aura::Window* window, bool visible) override {
if (!visible)
run_loop_->QuitWhenIdle();
}
aura::Window* window_;
base::RunLoop* const run_loop_;
DISALLOW_COPY_AND_ASSIGN(KeyboardContainerObserver);
};
class SetModeCallbackInvocationCounter {
public:
SetModeCallbackInvocationCounter() : weak_factory_invoke_(this) {}
void Invoke(bool status) {
if (status)
invocation_count_success_++;
else
invocation_count_failure_++;
}
base::OnceCallback<void(bool)> GetInvocationCallback() {
return base::BindOnce(&SetModeCallbackInvocationCounter::Invoke,
weak_factory_invoke_.GetWeakPtr());
}
int invocation_count_for_status(bool status) {
return status ? invocation_count_success_ : invocation_count_failure_;
}
private:
int invocation_count_success_ = 0;
int invocation_count_failure_ = 0;
base::WeakPtrFactory<SetModeCallbackInvocationCounter> weak_factory_invoke_;
};
} // namespace
class KeyboardControllerTest : public aura::test::AuraTestBase,
public KeyboardControllerObserver {
public:
KeyboardControllerTest()
: visible_bounds_number_of_calls_(0),
occluding_bounds_number_of_calls_(0),
is_visible_number_of_calls_(0),
is_visible_(false),
keyboard_disabled_(false) {}
~KeyboardControllerTest() override {}
void SetUp() override {
ui::SetUpInputMethodFactoryForTesting();
aura::test::AuraTestBase::SetUp();
new wm::DefaultActivationClient(root_window());
focus_controller_.reset(new TestFocusController(root_window()));
layout_delegate_.reset(new TestKeyboardLayoutDelegate(root_window()));
// Force enable the virtual keyboard.
keyboard::SetTouchKeyboardEnabled(true);
controller_.EnableKeyboard(
std::make_unique<TestKeyboardUI>(host()->GetInputMethod()),
layout_delegate_.get());
controller_.AddObserver(this);
}
void TearDown() override {
keyboard::SetTouchKeyboardEnabled(false);
controller_.RemoveObserver(this);
controller_.DisableKeyboard();
focus_controller_.reset();
aura::test::AuraTestBase::TearDown();
}
KeyboardController& controller() { return controller_; }
KeyboardLayoutDelegate* layout_delegate() { return layout_delegate_.get(); }
void ShowKeyboard() {
test_text_input_client_.reset(
new ui::DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT));
SetFocus(test_text_input_client_.get());
}
void MockRotateScreen() {
const gfx::Rect root_bounds = root_window()->bounds();
root_window()->SetBounds(
gfx::Rect(0, 0, root_bounds.height(), root_bounds.width()));
}
protected:
// KeyboardControllerObserver overrides
void OnKeyboardVisibleBoundsChanged(const gfx::Rect& new_bounds) override {
visible_bounds_ = new_bounds;
visible_bounds_number_of_calls_++;
}
void OnKeyboardWorkspaceOccludedBoundsChanged(
const gfx::Rect& new_bounds) override {
occluding_bounds_ = new_bounds;
occluding_bounds_number_of_calls_++;
}
void OnKeyboardVisibilityStateChanged(bool is_visible) override {
is_visible_ = is_visible;
is_visible_number_of_calls_++;
}
void OnKeyboardEnabledChanged(bool is_enabled) override {
keyboard_disabled_ = !is_enabled;
}
void ClearKeyboardDisabled() { keyboard_disabled_ = false; }
int visible_bounds_number_of_calls() const {
return visible_bounds_number_of_calls_;
}
int occluding_bounds_number_of_calls() const {
return occluding_bounds_number_of_calls_;
}
int is_visible_number_of_calls() const { return is_visible_number_of_calls_; }
const gfx::Rect& notified_visible_bounds() { return visible_bounds_; }
const gfx::Rect& notified_occluding_bounds() { return occluding_bounds_; }
bool notified_is_visible() { return is_visible_; }
bool IsKeyboardDisabled() { return keyboard_disabled_; }
void SetProgrammaticFocus(ui::TextInputClient* client) {
controller_.OnTextInputStateChanged(client);
}
void AddTimeToTransientBlurCounter(double seconds) {
controller_.time_of_last_blur_ -=
base::TimeDelta::FromMilliseconds((int)(1000 * seconds));
}
void SetFocus(ui::TextInputClient* client) {
ui::InputMethod* input_method = controller().GetInputMethodForTest();
input_method->SetFocusedTextInputClient(client);
if (client && client->GetTextInputType() != ui::TEXT_INPUT_TYPE_NONE &&
client->GetTextInputMode() != ui::TEXT_INPUT_MODE_NONE) {
input_method->ShowVirtualKeyboardIfEnabled();
ASSERT_TRUE(keyboard::WaitUntilShown());
}
}
bool WillHideKeyboard() { return controller_.WillHideKeyboard(); }
bool ShouldEnableInsets(aura::Window* window) {
aura::Window* contents_window = controller().GetKeyboardWindow();
return (contents_window->GetRootWindow() == window->GetRootWindow() &&
controller_.IsKeyboardOverscrollEnabled() &&
contents_window->IsVisible() && controller_.IsKeyboardVisible());
}
void RunLoop(base::RunLoop* run_loop) {
#if defined(USE_OZONE)
// TODO(crbug/776357): Figure out why the initializer randomly doesn't run
// for some tests. In the mean time, prevent flaky Ozone crash.
ui::OzonePlatform::InitializeForGPU(ui::OzonePlatform::InitParams());
#endif
run_loop->Run();
}
std::unique_ptr<TestFocusController> focus_controller_;
private:
int visible_bounds_number_of_calls_;
gfx::Rect visible_bounds_;
int occluding_bounds_number_of_calls_;
gfx::Rect occluding_bounds_;
int is_visible_number_of_calls_;
bool is_visible_;
KeyboardController controller_;
std::unique_ptr<KeyboardLayoutDelegate> layout_delegate_;
std::unique_ptr<ui::TextInputClient> test_text_input_client_;
bool keyboard_disabled_;
DISALLOW_COPY_AND_ASSIGN(KeyboardControllerTest);
};
// TODO(https://crbug.com/849995): This is testing KeyboardLayoutManager /
// ContainerFullWidthBehavior. Put this test there.
TEST_F(KeyboardControllerTest, KeyboardSize) {
root_window()->SetLayoutManager(new KeyboardLayoutManager(&controller()));
// The keyboard window should not be visible.
aura::Window* keyboard_window = controller().GetKeyboardWindow();
EXPECT_FALSE(keyboard_window->IsVisible());
const gfx::Rect screen_bounds = root_window()->bounds();
// Attempt to change window width or move window up from the bottom are
// ignored. Changing window height is supported.
gfx::Rect expected_keyboard_bounds(0, screen_bounds.height() - 50,
screen_bounds.width(), 50);
// The x position of new bounds may not be 0 if shelf is on the left side of
// screen. The virtual keyboard should always align with the left edge of
// screen. See http://crbug.com/510595.
gfx::Rect new_bounds(10, 0, 50, 50);
keyboard_window->SetBounds(new_bounds);
EXPECT_EQ(expected_keyboard_bounds, keyboard_window->bounds());
MockRotateScreen();
// The above call should resize keyboard to new width while keeping the old
// height.
EXPECT_EQ(
gfx::Rect(0, screen_bounds.width() - 50, screen_bounds.height(), 50),
keyboard_window->bounds());
}
// Tests that blur-then-focus that occur in less than the transient threshold
// cause the keyboard to re-show.
TEST_F(KeyboardControllerTest, TransientBlurShortDelay) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
// Keyboard is hidden
EXPECT_FALSE(keyboard_window->IsVisible());
// Set programmatic focus to the text field. Nothing happens
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_window->IsVisible());
// Click it for real. Keyboard starts to appear.
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
// Focus a non text field
SetFocus(&no_input_client);
// It waits 100 ms and then hides. Wait for this routine to finish.
EXPECT_TRUE(WillHideKeyboard());
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
// Virtually wait half a second
AddTimeToTransientBlurCounter(0.5);
// Apply programmatic focus to the text field.
SetProgrammaticFocus(&input_client);
// TODO(blakeo): this is not technically wrong, but the DummyTextInputClient
// should allow for overriding the text input flags, to simulate testing
// a web-based text field.
EXPECT_FALSE(keyboard_window->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
}
// Tests that blur-then-focus that occur past the transient threshold do not
// cause the keyboard to re-show.
TEST_F(KeyboardControllerTest, TransientBlurLongDelay) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
// Keyboard is hidden
EXPECT_FALSE(keyboard_window->IsVisible());
// Set programmatic focus to the text field. Nothing happens
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_window->IsVisible());
// Click it for real. Keyboard starts to appear.
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
// Focus a non text field
SetFocus(&no_input_client);
// It waits 100 ms and then hides. Wait for this routine to finish.
EXPECT_TRUE(WillHideKeyboard());
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
// Wait 5 seconds and then set programmatic focus to a text field
AddTimeToTransientBlurCounter(5.0);
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_window->IsVisible());
}
TEST_F(KeyboardControllerTest, VisibilityChangeWithTextInputTypeChange) {
ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_2(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE);
ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
SetFocus(&input_client_0);
EXPECT_TRUE(keyboard_window->IsVisible());
SetFocus(&no_input_client_0);
// Keyboard should not immediately hide itself. It is delayed to avoid layout
// flicker when the focus of input field quickly change.
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
SetFocus(&input_client_1);
EXPECT_TRUE(keyboard_window->IsVisible());
// Schedule to hide keyboard.
SetFocus(&no_input_client_1);
EXPECT_TRUE(WillHideKeyboard());
// Cancel keyboard hide.
SetFocus(&input_client_2);
EXPECT_FALSE(WillHideKeyboard());
EXPECT_TRUE(keyboard_window->IsVisible());
}
// Test to prevent spurious overscroll boxes when changing tabs during keyboard
// hide. Refer to crbug.com/401670 for more context.
TEST_F(KeyboardControllerTest, CheckOverscrollInsetDuringVisibilityChange) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
// Enable touch keyboard / overscroll mode to test insets.
EXPECT_TRUE(controller().IsKeyboardOverscrollEnabled());
SetFocus(&input_client);
SetFocus(&no_input_client);
// Insets should not be enabled for new windows while keyboard is in the
// process of hiding when overscroll is enabled.
EXPECT_FALSE(ShouldEnableInsets(controller().GetKeyboardWindow()));
// Cancel keyboard hide.
SetFocus(&input_client);
// Insets should be enabled for new windows as hide was cancelled.
EXPECT_TRUE(ShouldEnableInsets(controller().GetKeyboardWindow()));
}
TEST_F(KeyboardControllerTest, AlwaysVisibleWhenLocked) {
ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE);
ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
SetFocus(&input_client_0);
EXPECT_TRUE(keyboard_window->IsVisible());
// Lock keyboard.
controller().set_keyboard_locked(true);
SetFocus(&no_input_client_0);
// Keyboard should not try to hide itself as it is locked.
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
// Implicit hiding will not do anything when the keyboard is locked.
controller().HideKeyboardImplicitlyBySystem();
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
SetFocus(&input_client_1);
EXPECT_TRUE(keyboard_window->IsVisible());
// Unlock keyboard.
controller().set_keyboard_locked(false);
// Keyboard should hide when focus on no input client.
SetFocus(&no_input_client_1);
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
}
// Tests that disabling the keyboard will get a corresponding event.
TEST_F(KeyboardControllerTest, DisableKeyboard) {
aura::Window* keyboard_window = controller().GetKeyboardWindow();
ShowKeyboard();
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(IsKeyboardDisabled());
controller().DisableKeyboard();
EXPECT_TRUE(IsKeyboardDisabled());
}
TEST_F(KeyboardControllerTest, SetOccludedBoundsChangesFullscreenBounds) {
// Keyboard is hidden, so SetContainerType should be synchronous.
controller().SetContainerType(mojom::ContainerType::kFullscreen,
base::nullopt, base::DoNothing());
// KeyboardController only notifies occluded bound changes when the keyboard
// is visible.
ShowKeyboard();
const gfx::Rect test_occluded_bounds(0, 10, 20, 30);
// Expect that setting the occluded bounds raises
// OnKeyboardWorkspaceOccludedBoundsChanged event.
struct MockObserver : public KeyboardControllerObserver {
MOCK_METHOD1(OnKeyboardWorkspaceOccludedBoundsChanged,
void(const gfx::Rect& new_bounds));
} observer;
EXPECT_CALL(observer,
OnKeyboardWorkspaceOccludedBoundsChanged(test_occluded_bounds));
controller().AddObserver(&observer);
controller().SetOccludedBounds(test_occluded_bounds);
controller().RemoveObserver(&observer);
}
class KeyboardControllerAnimationTest : public KeyboardControllerTest {
public:
KeyboardControllerAnimationTest() {}
~KeyboardControllerAnimationTest() override {}
void SetUp() override {
// We cannot short-circuit animations for this test.
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
KeyboardControllerTest::SetUp();
// Wait for the keyboard contents to load.
base::RunLoop().RunUntilIdle();
keyboard_window()->SetBounds(root_window()->bounds());
}
void TearDown() override {
KeyboardControllerTest::TearDown();
}
protected:
aura::Window* keyboard_window() { return controller().GetKeyboardWindow(); }
private:
DISALLOW_COPY_AND_ASSIGN(KeyboardControllerAnimationTest);
};
TEST_F(KeyboardControllerAnimationTest, ContainerAnimation) {
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
// Keyboard container and window should immediately become visible before
// animation starts.
EXPECT_TRUE(keyboard_window()->IsVisible());
float show_start_opacity = layer->opacity();
gfx::Transform transform;
transform.Translate(0, keyboard::kFullWidthKeyboardAnimationDistance);
EXPECT_EQ(transform, layer->transform());
// Actual final bounds should be notified after animation finishes to avoid
// flash of background being seen.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_visible());
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_window()->IsVisible());
float show_end_opacity = layer->opacity();
EXPECT_LT(show_start_opacity, show_end_opacity);
EXPECT_EQ(gfx::Transform(), layer->transform());
// KeyboardController should notify the bounds of container window to its
// observers after show animation finished.
EXPECT_EQ(keyboard_window()->bounds(), notified_visible_bounds());
EXPECT_EQ(keyboard_window()->bounds(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_visible());
// Directly hide keyboard without delay.
float hide_start_opacity = layer->opacity();
controller().HideKeyboardExplicitlyBySystem();
EXPECT_FALSE(keyboard_window()->IsVisible());
EXPECT_FALSE(keyboard_window()->layer()->visible());
layer = keyboard_window()->layer();
// KeyboardController should notify the bounds of keyboard window to its
// observers before hide animation starts.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_visible());
RunAnimationForLayer(layer);
EXPECT_FALSE(keyboard_window()->IsVisible());
EXPECT_FALSE(keyboard_window()->layer()->visible());
float hide_end_opacity = layer->opacity();
EXPECT_GT(hide_start_opacity, hide_end_opacity);
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_visible());
SetModeCallbackInvocationCounter invocation_counter;
controller().SetContainerType(mojom::ContainerType::kFloating, base::nullopt,
invocation_counter.GetInvocationCallback());
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
ShowKeyboard();
RunAnimationForLayer(layer);
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
// Visible bounds and occluding bounds are now different.
EXPECT_EQ(keyboard_window()->bounds(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_visible());
// callback should do nothing when container mode is set to the current active
// container type. An unnecessary call gets registered synchronously as a
// failure status to the callback.
controller().SetContainerType(mojom::ContainerType::kFloating, base::nullopt,
invocation_counter.GetInvocationCallback());
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(false));
}
TEST_F(KeyboardControllerAnimationTest, ChangeContainerModeWithBounds) {
SetModeCallbackInvocationCounter invocation_counter;
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
EXPECT_EQ(mojom::ContainerType::kFullWidth,
controller().GetActiveContainerType());
EXPECT_TRUE(keyboard_window()->IsVisible());
// Changing the mode to another mode invokes hiding + showing.
const gfx::Rect target_bounds(0, 0, 1200, 600);
controller().SetContainerType(mojom::ContainerType::kFloating,
base::make_optional(target_bounds),
invocation_counter.GetInvocationCallback());
// The container window shouldn't be resized until it's hidden even if the
// target bounds is passed to |SetContainerType|.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
RunAnimationForLayer(layer);
// Hiding animation finished. The container window should be resized to the
// target bounds.
EXPECT_EQ(keyboard_window()->bounds().size(), target_bounds.size());
// Then showing animation automatically start.
layer = keyboard_window()->layer();
RunAnimationForLayer(layer);
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
}
// Show keyboard during keyboard hide animation should abort the hide animation
// and the keyboard should animate in.
// Test for crbug.com/333284.
TEST_F(KeyboardControllerAnimationTest, ContainerShowWhileHide) {
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
controller().HideKeyboardExplicitlyBySystem();
// Before hide animation finishes, show keyboard again.
ShowKeyboard();
layer = keyboard_window()->layer();
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_window()->IsVisible());
EXPECT_EQ(1.0, layer->opacity());
}
TEST_F(KeyboardControllerTest, DisplayChangeShouldNotifyBoundsChange) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
SetFocus(&input_client);
gfx::Rect new_bounds(0, 0, 1280, 800);
ASSERT_NE(new_bounds, root_window()->bounds());
EXPECT_EQ(1, visible_bounds_number_of_calls());
EXPECT_EQ(1, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_visible_number_of_calls());
root_window()->SetBounds(new_bounds);
EXPECT_EQ(2, visible_bounds_number_of_calls());
EXPECT_EQ(2, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_visible_number_of_calls());
MockRotateScreen();
EXPECT_EQ(3, visible_bounds_number_of_calls());
EXPECT_EQ(3, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_visible_number_of_calls());
}
TEST_F(KeyboardControllerTest, TextInputMode) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT,
ui::TEXT_INPUT_MODE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_TEXT,
ui::TEXT_INPUT_MODE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
SetFocus(&no_input_client);
// Keyboard should not immediately hide itself. It is delayed to avoid layout
// flicker when the focus of input field quickly change.
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
}
// Checks that floating keyboard does not cause focused window to move upwards.
// Refer to crbug.com/838731.
TEST_F(KeyboardControllerAnimationTest, FloatingKeyboardEnsureCaretInWorkArea) {
// Mock TextInputClient to intercept calls to EnsureCaretNotInRect.
struct MockTextInputClient : public ui::DummyTextInputClient {
MockTextInputClient() : DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT) {}
MOCK_METHOD1(EnsureCaretNotInRect, void(const gfx::Rect&));
};
// Floating keyboard should call EnsureCaretNotInRect with the empty rect.
MockTextInputClient mock_input_client;
EXPECT_CALL(mock_input_client, EnsureCaretNotInRect(gfx::Rect())).Times(1);
controller().SetContainerType(mojom::ContainerType::kFloating, base::nullopt,
base::DoNothing());
ASSERT_EQ(mojom::ContainerType::kFloating,
controller().GetActiveContainerType());
// Ensure keyboard ui is populated
ui::Layer* layer = keyboard_window()->layer();
SetFocus(&mock_input_client);
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_window()->IsVisible());
// Unfocus from the MockTextInputClient before destroying it.
controller().GetInputMethodForTest()->DetachTextInputClient(
&mock_input_client);
}
// Checks DisableKeyboard() doesn't clear the observer list.
TEST_F(KeyboardControllerTest, DontClearObserverList) {
ShowKeyboard();
aura::Window* keyboard_window = controller().GetKeyboardWindow();
ShowKeyboard();
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(IsKeyboardDisabled());
controller().DisableKeyboard();
EXPECT_TRUE(IsKeyboardDisabled());
controller().EnableKeyboard(
std::make_unique<TestKeyboardUI>(host()->GetInputMethod()),
layout_delegate());
ClearKeyboardDisabled();
EXPECT_FALSE(IsKeyboardDisabled());
controller().DisableKeyboard();
EXPECT_TRUE(IsKeyboardDisabled());
}
} // namespace keyboard