blob: a9453ef0469be5f231ca97a94717bf3f8f2768bf [file] [log] [blame]
// Copyright 2014 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 "cc/layers/layer.h"
#include "content/browser/android/overscroll_refresh.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/base/android/system_ui_resource_manager.h"
namespace content {
const float kDragTargetPixels = 100;
gfx::SizeF DefaultViewportSize() {
return gfx::SizeF(512, 512);
}
class OverscrollRefreshTest : public OverscrollRefreshClient,
public ui::SystemUIResourceManager,
public testing::Test {
public:
OverscrollRefreshTest() : refresh_triggered_(false) {}
// OverscrollRefreshClient implementation.
void TriggerRefresh() override {
refresh_triggered_ = true;
still_refreshing_ = true;
}
bool IsStillRefreshing() const override { return still_refreshing_; }
// SystemUIResoruceManager implementation.
void PreloadResource(ui::SystemUIResourceType) override {}
bool GetAndResetRefreshTriggered() {
bool triggered = refresh_triggered_;
refresh_triggered_ = false;
return triggered;
}
protected:
void SignalRefreshCompleted() { still_refreshing_ = false; }
cc::UIResourceId GetUIResourceId(ui::SystemUIResourceType) override {
return 0;
}
private:
bool refresh_triggered_;
bool still_refreshing_;
};
TEST_F(OverscrollRefreshTest, Basic) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
gfx::Vector2dF origin_scroll_offset;
effect.UpdateDisplay(DefaultViewportSize(), origin_scroll_offset);
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollBegin();
EXPECT_FALSE(effect.IsActive());
EXPECT_TRUE(effect.IsAwaitingScrollUpdateAck());
// The initial scroll should not be consumed, as it should first be offered
// to content.
gfx::Vector2dF scroll_up(0, 10);
EXPECT_FALSE(effect.WillHandleScrollUpdate(scroll_up));
EXPECT_FALSE(effect.IsActive());
EXPECT_TRUE(effect.IsAwaitingScrollUpdateAck());
// The unconsumed, overscrolling scroll will trigger the effect.
effect.OnScrollUpdateAck(false);
EXPECT_TRUE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
// Further scrolls will be consumed.
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.IsActive());
// Even scrolls in the down direction should be consumed.
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, -50)));
EXPECT_TRUE(effect.IsActive());
// Feed enough scrolls to the effect to exceeds tht threshold.
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100)));
EXPECT_TRUE(effect.IsActive());
// Ending the scroll while beyond the threshold should trigger a refresh.
gfx::Vector2dF zero_velocity;
EXPECT_FALSE(GetAndResetRefreshTriggered());
effect.OnScrollEnd(zero_velocity);
EXPECT_TRUE(effect.IsActive());
EXPECT_TRUE(GetAndResetRefreshTriggered());
SignalRefreshCompleted();
// Ensure animation doesn't explode.
base::TimeTicks initial_time = base::TimeTicks::Now();
base::TimeTicks current_time = initial_time;
scoped_refptr<cc::Layer> layer = cc::Layer::Create();
while (effect.Animate(current_time, layer.get()))
current_time += base::TimeDelta::FromMilliseconds(16);
// The effect should terminate in a timely fashion.
EXPECT_GT(current_time.ToInternalValue(), initial_time.ToInternalValue());
EXPECT_LE(
current_time.ToInternalValue(),
(initial_time + base::TimeDelta::FromSeconds(10)).ToInternalValue());
EXPECT_FALSE(effect.IsActive());
}
TEST_F(OverscrollRefreshTest, AnimationTerminatesEvenIfRefreshNeverTerminates) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
effect.OnScrollBegin();
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollUpdateAck(false);
ASSERT_TRUE(effect.IsActive());
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
effect.OnScrollEnd(gfx::Vector2dF(0, 0));
ASSERT_TRUE(GetAndResetRefreshTriggered());
// Verify that the animation terminates even if the triggered refresh
// action never terminates (i.e., |still_refreshing_| is always true).
base::TimeTicks initial_time = base::TimeTicks::Now();
base::TimeTicks current_time = initial_time;
scoped_refptr<cc::Layer> layer = cc::Layer::Create();
while (effect.Animate(current_time, layer.get()))
current_time += base::TimeDelta::FromMilliseconds(16);
EXPECT_GT(current_time.ToInternalValue(), initial_time.ToInternalValue());
EXPECT_LE(
current_time.ToInternalValue(),
(initial_time + base::TimeDelta::FromSeconds(10)).ToInternalValue());
EXPECT_FALSE(effect.IsActive());
}
TEST_F(OverscrollRefreshTest, NotTriggeredIfBelowThreshold) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
effect.OnScrollBegin();
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollUpdateAck(false);
ASSERT_TRUE(effect.IsActive());
// Terminating the pull before it exceeds the threshold will prevent refresh.
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
effect.OnScrollEnd(gfx::Vector2dF());
EXPECT_FALSE(GetAndResetRefreshTriggered());
}
TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialYOffsetIsNotZero) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
// A positive y scroll offset at the start of scroll will prevent activation,
// even if the subsequent scroll overscrolls upward.
gfx::Vector2dF nonzero_offset(0, 10);
effect.UpdateDisplay(DefaultViewportSize(), nonzero_offset);
effect.OnScrollBegin();
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollUpdateAck(false);
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500)));
effect.OnScrollEnd(gfx::Vector2dF());
EXPECT_FALSE(GetAndResetRefreshTriggered());
}
TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialScrollDownward) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
effect.OnScrollBegin();
// A downward initial scroll will prevent activation, even if the subsequent
// scroll overscrolls upward.
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, -10)));
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollUpdateAck(false);
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500)));
effect.OnScrollEnd(gfx::Vector2dF());
EXPECT_FALSE(GetAndResetRefreshTriggered());
}
TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialScrollOrTouchConsumed) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
effect.OnScrollBegin();
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck());
// Consumption of the initial touchmove or scroll should prevent future
// activation.
effect.OnScrollUpdateAck(true);
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500)));
effect.OnScrollUpdateAck(false);
EXPECT_FALSE(effect.IsActive());
EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck());
EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500)));
effect.OnScrollEnd(gfx::Vector2dF());
EXPECT_FALSE(GetAndResetRefreshTriggered());
}
TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialScrollsJanked) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
effect.OnScrollBegin();
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollUpdateAck(false);
ASSERT_TRUE(effect.IsActive());
// It should take more than just one or two large scrolls to trigger,
// mitigating likelihood of jank triggering the effect.
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500)));
effect.OnScrollEnd(gfx::Vector2dF());
EXPECT_FALSE(GetAndResetRefreshTriggered());
}
TEST_F(OverscrollRefreshTest, NotTriggeredIfFlungDownward) {
OverscrollRefresh effect(this, this, kDragTargetPixels);
effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF());
effect.OnScrollBegin();
ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10)));
ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck());
effect.OnScrollUpdateAck(false);
ASSERT_TRUE(effect.IsActive());
// Ensure the pull exceeds the necessary threshold.
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50)));
// Terminating the pull with a down-directed fling should prevent triggering.
effect.OnScrollEnd(gfx::Vector2dF(0, -1000));
EXPECT_FALSE(GetAndResetRefreshTriggered());
}
} // namespace content