blob: 8b61b5a35e09b8b76fd2ba5fd8f82bef3fb1ec72 [file] [log] [blame]
// 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/wm/core/shadow_controller.h"
#include <algorithm>
#include <memory>
#include <vector>
#include "base/macros.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/client/window_parenting_client.h"
#include "ui/aura/test/aura_test_base.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/compositor/layer.h"
#include "ui/compositor_extra/shadow.h"
#include "ui/wm/core/default_activation_client.h"
#include "ui/wm/core/shadow_controller_delegate.h"
#include "ui/wm/core/shadow_types.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/public/activation_client.h"
namespace wm {
class ShadowControllerTest : public aura::test::AuraTestBase {
public:
ShadowControllerTest() {}
~ShadowControllerTest() override {}
void SetUp() override {
AuraTestBase::SetUp();
new wm::DefaultActivationClient(root_window());
InstallShadowController(nullptr);
}
void TearDown() override {
shadow_controller_.reset();
AuraTestBase::TearDown();
}
protected:
ShadowController* shadow_controller() { return shadow_controller_.get(); }
void ActivateWindow(aura::Window* window) {
DCHECK(window);
DCHECK(window->GetRootWindow());
GetActivationClient(window->GetRootWindow())->ActivateWindow(window);
}
void InstallShadowController(
std::unique_ptr<ShadowControllerDelegate> delegate) {
ActivationClient* activation_client = GetActivationClient(root_window());
shadow_controller_ = std::make_unique<ShadowController>(
activation_client, std::move(delegate));
}
private:
std::unique_ptr<ShadowController> shadow_controller_;
DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest);
};
// Tests that various methods in Window update the Shadow object as expected.
TEST_F(ShadowControllerTest, Shadow) {
std::unique_ptr<aura::Window> window(new aura::Window(NULL));
window->SetType(aura::client::WINDOW_TYPE_NORMAL);
window->Init(ui::LAYER_TEXTURED);
ParentWindow(window.get());
// The shadow is not created until the Window is shown (some Windows should
// never get shadows, which is checked when the window first becomes visible).
EXPECT_FALSE(ShadowController::GetShadowForWindow(window.get()));
window->Show();
const ui::Shadow* shadow = ShadowController::GetShadowForWindow(window.get());
ASSERT_TRUE(shadow != NULL);
EXPECT_TRUE(shadow->layer()->visible());
// The shadow should remain visible after window visibility changes.
window->Hide();
EXPECT_TRUE(shadow->layer()->visible());
// If the shadow is disabled, it should be hidden.
SetShadowElevation(window.get(), kShadowElevationNone);
window->Show();
EXPECT_FALSE(shadow->layer()->visible());
SetShadowElevation(window.get(), kShadowElevationInactiveWindow);
EXPECT_TRUE(shadow->layer()->visible());
// The shadow's layer should be a child of the window's layer.
EXPECT_EQ(window->layer(), shadow->layer()->parent());
}
// Tests that the window's shadow's bounds are updated correctly.
TEST_F(ShadowControllerTest, ShadowBounds) {
std::unique_ptr<aura::Window> window(new aura::Window(NULL));
window->SetType(aura::client::WINDOW_TYPE_NORMAL);
window->Init(ui::LAYER_TEXTURED);
ParentWindow(window.get());
window->Show();
const gfx::Rect kOldBounds(20, 30, 400, 300);
window->SetBounds(kOldBounds);
// When the shadow is first created, it should use the window's size (but
// remain at the origin, since it's a child of the window's layer).
SetShadowElevation(window.get(), kShadowElevationInactiveWindow);
const ui::Shadow* shadow = ShadowController::GetShadowForWindow(window.get());
ASSERT_TRUE(shadow != NULL);
EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(),
shadow->content_bounds().ToString());
// When we change the window's bounds, the shadow's should be updated too.
gfx::Rect kNewBounds(50, 60, 500, 400);
window->SetBounds(kNewBounds);
EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(),
shadow->content_bounds().ToString());
}
// Tests that activating a window changes the shadow style.
TEST_F(ShadowControllerTest, ShadowStyle) {
std::unique_ptr<aura::Window> window1(new aura::Window(NULL));
window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
window1->Init(ui::LAYER_TEXTURED);
ParentWindow(window1.get());
window1->SetBounds(gfx::Rect(10, 20, 300, 400));
window1->Show();
ActivateWindow(window1.get());
// window1 is active, so style should have active appearance.
ui::Shadow* shadow1 = ShadowController::GetShadowForWindow(window1.get());
ASSERT_TRUE(shadow1 != NULL);
EXPECT_EQ(kShadowElevationActiveWindow, shadow1->desired_elevation());
// Create another window and activate it.
std::unique_ptr<aura::Window> window2(new aura::Window(NULL));
window2->SetType(aura::client::WINDOW_TYPE_NORMAL);
window2->Init(ui::LAYER_TEXTURED);
ParentWindow(window2.get());
window2->SetBounds(gfx::Rect(11, 21, 301, 401));
window2->Show();
ActivateWindow(window2.get());
// window1 is now inactive, so shadow should go inactive.
ui::Shadow* shadow2 = ShadowController::GetShadowForWindow(window2.get());
ASSERT_TRUE(shadow2 != NULL);
EXPECT_EQ(kShadowElevationInactiveWindow, shadow1->desired_elevation());
EXPECT_EQ(kShadowElevationActiveWindow, shadow2->desired_elevation());
}
// Tests that shadow gets updated when the window show state changes.
TEST_F(ShadowControllerTest, ShowState) {
std::unique_ptr<aura::Window> window(new aura::Window(NULL));
window->SetType(aura::client::WINDOW_TYPE_NORMAL);
window->Init(ui::LAYER_TEXTURED);
ParentWindow(window.get());
window->Show();
ui::Shadow* shadow = ShadowController::GetShadowForWindow(window.get());
ASSERT_TRUE(shadow != NULL);
EXPECT_EQ(kShadowElevationInactiveWindow, shadow->desired_elevation());
window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_MAXIMIZED);
EXPECT_FALSE(shadow->layer()->visible());
window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_NORMAL);
EXPECT_TRUE(shadow->layer()->visible());
window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_FULLSCREEN);
EXPECT_FALSE(shadow->layer()->visible());
}
// Tests that we use smaller shadows for tooltips and menus.
TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) {
std::unique_ptr<aura::Window> tooltip_window(new aura::Window(NULL));
tooltip_window->SetType(aura::client::WINDOW_TYPE_TOOLTIP);
tooltip_window->Init(ui::LAYER_TEXTURED);
ParentWindow(tooltip_window.get());
tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400));
tooltip_window->Show();
ui::Shadow* tooltip_shadow =
ShadowController::GetShadowForWindow(tooltip_window.get());
ASSERT_TRUE(tooltip_shadow != NULL);
EXPECT_EQ(kShadowElevationMenuOrTooltip, tooltip_shadow->desired_elevation());
std::unique_ptr<aura::Window> menu_window(new aura::Window(NULL));
menu_window->SetType(aura::client::WINDOW_TYPE_MENU);
menu_window->Init(ui::LAYER_TEXTURED);
ParentWindow(menu_window.get());
menu_window->SetBounds(gfx::Rect(10, 20, 300, 400));
menu_window->Show();
ui::Shadow* menu_shadow =
ShadowController::GetShadowForWindow(tooltip_window.get());
ASSERT_TRUE(menu_shadow != NULL);
EXPECT_EQ(kShadowElevationMenuOrTooltip, menu_shadow->desired_elevation());
}
// http://crbug.com/120210 - transient parents of certain types of transients
// should not lose their shadow when they lose activation to the transient.
TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) {
std::unique_ptr<aura::Window> window1(new aura::Window(NULL));
window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
window1->Init(ui::LAYER_TEXTURED);
ParentWindow(window1.get());
window1->SetBounds(gfx::Rect(10, 20, 300, 400));
window1->Show();
ActivateWindow(window1.get());
// window1 is active, so style should have active appearance.
ui::Shadow* shadow1 = ShadowController::GetShadowForWindow(window1.get());
ASSERT_TRUE(shadow1 != NULL);
EXPECT_EQ(kShadowElevationActiveWindow, shadow1->desired_elevation());
// Create a window that is transient to window1, and that has the 'hide on
// deactivate' property set. Upon activation, window1 should still have an
// active shadow.
std::unique_ptr<aura::Window> window2(new aura::Window(NULL));
window2->SetType(aura::client::WINDOW_TYPE_NORMAL);
window2->Init(ui::LAYER_TEXTURED);
ParentWindow(window2.get());
window2->SetBounds(gfx::Rect(11, 21, 301, 401));
AddTransientChild(window1.get(), window2.get());
SetHideOnDeactivate(window2.get(), true);
window2->Show();
ActivateWindow(window2.get());
// window1 is now inactive, but its shadow should still appear active.
EXPECT_EQ(kShadowElevationActiveWindow, shadow1->desired_elevation());
}
namespace {
class TestShadowControllerDelegate : public wm::ShadowControllerDelegate {
public:
TestShadowControllerDelegate() {}
~TestShadowControllerDelegate() override {}
bool ShouldShowShadowForWindow(const aura::Window* window) override {
return window->parent();
}
private:
DISALLOW_COPY_AND_ASSIGN(TestShadowControllerDelegate);
};
} // namespace
TEST_F(ShadowControllerTest, UpdateShadowWhenAddedToParent) {
InstallShadowController(std::make_unique<TestShadowControllerDelegate>());
std::unique_ptr<aura::Window> window1(new aura::Window(NULL));
window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
window1->Init(ui::LAYER_TEXTURED);
window1->SetBounds(gfx::Rect(10, 20, 300, 400));
window1->Show();
EXPECT_FALSE(ShadowController::GetShadowForWindow(window1.get()));
ParentWindow(window1.get());
ASSERT_TRUE(ShadowController::GetShadowForWindow(window1.get()));
EXPECT_TRUE(
ShadowController::GetShadowForWindow(window1.get())->layer()->visible());
}
} // namespace wm