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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 "ash/wm/window_animations.h"
#include "ash/public/cpp/shell_window_ids.h"
#include "ash/public/cpp/window_animation_types.h"
#include "ash/shell.h"
#include "ash/test/ash_test_base.h"
#include "ash/wm/window_state.h"
#include "ash/wm/workspace_controller.h"
#include "base/command_line.h"
#include "base/time/time.h"
#include "ui/aura/test/test_windows.h"
#include "ui/aura/window.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_animation_observer.h"
#include "ui/compositor/layer_animator.h"
#include "ui/compositor/scoped_animation_duration_scale_mode.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/keyboard/keyboard_switches.h"
using aura::Window;
using ui::Layer;
namespace ash {
class WindowAnimationsTest : public AshTestBase {
public:
WindowAnimationsTest() = default;
void SetUp() override {
base::CommandLine::ForCurrentProcess()->AppendSwitch(
keyboard::switches::kEnableVirtualKeyboard);
AshTestBase::SetUp();
}
void TearDown() override { AshTestBase::TearDown(); }
private:
DISALLOW_COPY_AND_ASSIGN(WindowAnimationsTest);
};
// Listens to animation scheduled notifications. Remembers the transition
// duration of the first sequence.
class MinimizeAnimationObserver : public ui::LayerAnimationObserver {
public:
explicit MinimizeAnimationObserver(ui::LayerAnimator* animator)
: animator_(animator) {
animator_->AddObserver(this);
// RemoveObserver is called when the first animation is scheduled and so
// there should be no need for now to remove it in destructor.
};
base::TimeDelta duration() { return duration_; }
protected:
// ui::LayerAnimationObserver:
void OnLayerAnimationScheduled(
ui::LayerAnimationSequence* sequence) override {
duration_ = animator_->GetTransitionDuration();
animator_->RemoveObserver(this);
}
void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override {}
void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override {}
private:
ui::LayerAnimator* animator_;
base::TimeDelta duration_;
DISALLOW_COPY_AND_ASSIGN(MinimizeAnimationObserver);
};
TEST_F(WindowAnimationsTest, HideShowBrightnessGrayscaleAnimation) {
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
std::unique_ptr<aura::Window> window(CreateTestWindowInShellWithId(0));
window->Show();
EXPECT_TRUE(window->layer()->visible());
// Hiding.
::wm::SetWindowVisibilityAnimationType(
window.get(), wm::WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE);
AnimateOnChildWindowVisibilityChanged(window.get(), false);
EXPECT_EQ(0.0f, window->layer()->GetTargetOpacity());
EXPECT_FALSE(window->layer()->GetTargetVisibility());
EXPECT_FALSE(window->layer()->visible());
// Showing.
::wm::SetWindowVisibilityAnimationType(
window.get(), wm::WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE);
AnimateOnChildWindowVisibilityChanged(window.get(), true);
EXPECT_EQ(0.0f, window->layer()->GetTargetBrightness());
EXPECT_EQ(0.0f, window->layer()->GetTargetGrayscale());
EXPECT_TRUE(window->layer()->visible());
// Stays shown.
window->layer()->GetAnimator()->Step(base::TimeTicks::Now() +
base::TimeDelta::FromSeconds(5));
EXPECT_EQ(0.0f, window->layer()->GetTargetBrightness());
EXPECT_EQ(0.0f, window->layer()->GetTargetGrayscale());
EXPECT_TRUE(window->layer()->visible());
}
TEST_F(WindowAnimationsTest, LayerTargetVisibility) {
std::unique_ptr<aura::Window> window(CreateTestWindowInShellWithId(0));
// Layer target visibility changes according to Show/Hide.
window->Show();
EXPECT_TRUE(window->layer()->GetTargetVisibility());
window->Hide();
EXPECT_FALSE(window->layer()->GetTargetVisibility());
window->Show();
EXPECT_TRUE(window->layer()->GetTargetVisibility());
}
namespace wm {
TEST_F(WindowAnimationsTest, CrossFadeToBounds) {
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
std::unique_ptr<Window> window(CreateTestWindowInShellWithId(0));
window->SetBounds(gfx::Rect(5, 10, 320, 240));
window->Show();
Layer* old_layer = window->layer();
EXPECT_EQ(1.0f, old_layer->GetTargetOpacity());
// Cross fade to a larger size, as in a maximize animation.
GetWindowState(window.get())
->SetBoundsDirectCrossFade(gfx::Rect(0, 0, 640, 480));
// Window's layer has been replaced.
EXPECT_NE(old_layer, window->layer());
// Original layer stays opaque and stretches to new size.
EXPECT_EQ(1.0f, old_layer->GetTargetOpacity());
EXPECT_EQ("5,10 320x240", old_layer->bounds().ToString());
gfx::Transform grow_transform;
grow_transform.Translate(-5.f, -10.f);
grow_transform.Scale(640.f / 320.f, 480.f / 240.f);
EXPECT_EQ(grow_transform, old_layer->GetTargetTransform());
// New layer animates in to the identity transform.
EXPECT_EQ(1.0f, window->layer()->GetTargetOpacity());
EXPECT_EQ(gfx::Transform(), window->layer()->GetTargetTransform());
// Run the animations to completion.
old_layer->GetAnimator()->Step(base::TimeTicks::Now() +
base::TimeDelta::FromSeconds(1));
window->layer()->GetAnimator()->Step(base::TimeTicks::Now() +
base::TimeDelta::FromSeconds(1));
// Cross fade to a smaller size, as in a restore animation.
old_layer = window->layer();
GetWindowState(window.get())
->SetBoundsDirectCrossFade(gfx::Rect(5, 10, 320, 240));
// Again, window layer has been replaced.
EXPECT_NE(old_layer, window->layer());
// Original layer fades out and stretches down to new size.
EXPECT_EQ(0.0f, old_layer->GetTargetOpacity());
EXPECT_EQ("0,0 640x480", old_layer->bounds().ToString());
gfx::Transform shrink_transform;
shrink_transform.Translate(5.f, 10.f);
shrink_transform.Scale(320.f / 640.f, 240.f / 480.f);
EXPECT_EQ(shrink_transform, old_layer->GetTargetTransform());
// New layer animates in to the identity transform.
EXPECT_EQ(1.0f, window->layer()->GetTargetOpacity());
EXPECT_EQ(gfx::Transform(), window->layer()->GetTargetTransform());
old_layer->GetAnimator()->Step(base::TimeTicks::Now() +
base::TimeDelta::FromSeconds(1));
window->layer()->GetAnimator()->Step(base::TimeTicks::Now() +
base::TimeDelta::FromSeconds(1));
}
// Tests that when crossfading from a window which has a transform, the cross
// fading animation should be ignored and the window should set to its desired
// bounds directly.
TEST_F(WindowAnimationsTest, CrossFadeToBoundsFromTransform) {
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
std::unique_ptr<Window> window(CreateTestWindowInShellWithId(0));
window->SetBounds(gfx::Rect(10, 10, 320, 240));
gfx::Transform half_size;
half_size.Translate(10, 10);
half_size.Scale(0.5f, 0.5f);
window->SetTransform(half_size);
window->Show();
Layer* old_layer = window->layer();
EXPECT_EQ(1.0f, old_layer->GetTargetOpacity());
// Cross fade to a larger size, as in a maximize animation.
GetWindowState(window.get())
->SetBoundsDirectCrossFade(gfx::Rect(0, 0, 640, 480));
// Window's layer has not been replaced.
EXPECT_EQ(old_layer, window->layer());
// Original layer stays opaque and set to new size directly.
EXPECT_EQ(1.0f, old_layer->GetTargetOpacity());
EXPECT_EQ("0,0 640x480", old_layer->bounds().ToString());
// Window still has its old transform before crossfading animation.
EXPECT_EQ(half_size, old_layer->transform());
}
} // namespace wm
TEST_F(WindowAnimationsTest, LockAnimationDuration) {
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
std::unique_ptr<Window> window(CreateTestWindowInShellWithId(0));
Layer* layer = window->layer();
window->SetBounds(gfx::Rect(5, 10, 320, 240));
window->Show();
// Test that it is possible to override transition duration when it is not
// locked.
{
ui::ScopedLayerAnimationSettings settings1(layer->GetAnimator());
settings1.SetTransitionDuration(base::TimeDelta::FromMilliseconds(1000));
{
ui::ScopedLayerAnimationSettings settings2(layer->GetAnimator());
// Duration is not locked so it gets overridden.
settings2.SetTransitionDuration(base::TimeDelta::FromMilliseconds(50));
wm::GetWindowState(window.get())->Minimize();
EXPECT_TRUE(layer->GetAnimator()->is_animating());
// Expect duration from the inner scope
EXPECT_EQ(50,
layer->GetAnimator()->GetTransitionDuration().InMilliseconds());
}
window->Show();
layer->GetAnimator()->StopAnimating();
}
// Test that it is possible to lock transition duration
{
// Update layer as minimizing will replace the window's layer.
layer = window->layer();
ui::ScopedLayerAnimationSettings settings1(layer->GetAnimator());
settings1.SetTransitionDuration(base::TimeDelta::FromMilliseconds(1000));
// Duration is locked in outer scope.
settings1.LockTransitionDuration();
{
ui::ScopedLayerAnimationSettings settings2(layer->GetAnimator());
// Transition duration setting is ignored.
settings2.SetTransitionDuration(base::TimeDelta::FromMilliseconds(50));
wm::GetWindowState(window.get())->Minimize();
EXPECT_TRUE(layer->GetAnimator()->is_animating());
// Expect duration from the outer scope
EXPECT_EQ(1000,
layer->GetAnimator()->GetTransitionDuration().InMilliseconds());
}
window->Show();
layer->GetAnimator()->StopAnimating();
}
// Test that duration respects default.
{
layer = window->layer();
// Query default duration.
MinimizeAnimationObserver observer(layer->GetAnimator());
wm::GetWindowState(window.get())->Minimize();
EXPECT_TRUE(layer->GetAnimator()->is_animating());
base::TimeDelta default_duration(observer.duration());
window->Show();
layer->GetAnimator()->StopAnimating();
layer = window->layer();
ui::ScopedLayerAnimationSettings settings(layer->GetAnimator());
settings.LockTransitionDuration();
// Setting transition duration is ignored since duration is locked
settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(1000));
wm::GetWindowState(window.get())->Minimize();
EXPECT_TRUE(layer->GetAnimator()->is_animating());
// Expect default duration (200ms for stock ash minimizing animation).
EXPECT_EQ(default_duration.InMilliseconds(),
layer->GetAnimator()->GetTransitionDuration().InMilliseconds());
window->Show();
layer->GetAnimator()->StopAnimating();
}
}
// Test that a slide out animation slides the window off the screen while
// modifying the opacity.
TEST_F(WindowAnimationsTest, SlideOutAnimation) {
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::ZERO_DURATION);
std::unique_ptr<aura::Window> window(CreateTestWindowInShellWithId(0));
window->SetBounds(gfx::Rect(0, 0, 100, 100));
window->Show();
EXPECT_TRUE(window->layer()->visible());
::wm::SetWindowVisibilityAnimationType(
window.get(), wm::WINDOW_VISIBILITY_ANIMATION_TYPE_SLIDE_OUT);
AnimateOnChildWindowVisibilityChanged(window.get(), false);
EXPECT_EQ(0.0f, window->layer()->GetTargetOpacity());
EXPECT_FALSE(window->layer()->GetTargetVisibility());
EXPECT_FALSE(window->layer()->visible());
EXPECT_EQ("-150,0 100x100", window->layer()->GetTargetBounds().ToString());
}
} // namespace ash