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// Copyright 2017 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/animation/scroll_timeline.h"
#include "cc/trees/property_tree.h"
#include "cc/trees/scroll_node.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/gfx/geometry/scroll_offset.h"
namespace cc {
class ScrollTimelineTest : public ::testing::Test {
public:
ScrollTimelineTest()
: scroller_id_(1), container_size_(100, 100), content_size_(500, 500) {
// For simplicity we make the property_tree main thread; this avoids the
// need to deal with the synced scroll offset code.
property_trees_.is_main_thread = true;
property_trees_.is_active = false;
// We add a single node that is scrolling a 550x1100 contents inside a
// 50x100 container.
ScrollNode node;
node.scrollable = true;
node.bounds = content_size_;
node.container_bounds = container_size_;
int node_id = property_trees_.scroll_tree.Insert(node, 0);
property_trees_.element_id_to_scroll_node_index[scroller_id_] = node_id;
}
ScrollTree& scroll_tree() { return property_trees_.scroll_tree; }
ElementId scroller_id() const { return scroller_id_; }
gfx::Size container_size() const { return container_size_; }
gfx::Size content_size() const { return content_size_; }
private:
PropertyTrees property_trees_;
ElementId scroller_id_;
gfx::Size container_size_;
gfx::Size content_size_;
};
TEST_F(ScrollTimelineTest, BasicCurrentTimeCalculations) {
// For simplicity, we set the time range such that the current time maps
// directly to the scroll offset. We have a square scroller/contents, so can
// just compute one edge and use it for vertical/horizontal.
double time_range = content_size().height() - container_size().height();
ScrollTimeline vertical_timeline(scroller_id(), ScrollTimeline::Vertical,
time_range);
ScrollTimeline horizontal_timeline(scroller_id(), ScrollTimeline::Horizontal,
time_range);
// Unscrolled, both timelines should read a current time of 0.
scroll_tree().SetScrollOffset(scroller_id(), gfx::ScrollOffset());
EXPECT_FLOAT_EQ(0, vertical_timeline.CurrentTime(scroll_tree(), false));
EXPECT_FLOAT_EQ(0, horizontal_timeline.CurrentTime(scroll_tree(), false));
// Now do some scrolling and make sure that the ScrollTimelines update.
scroll_tree().SetScrollOffset(scroller_id(), gfx::ScrollOffset(75, 50));
// As noted above, we have mapped the time range such that current time should
// just be the scroll offset.
EXPECT_FLOAT_EQ(50, vertical_timeline.CurrentTime(scroll_tree(), false));
EXPECT_FLOAT_EQ(75, horizontal_timeline.CurrentTime(scroll_tree(), false));
}
TEST_F(ScrollTimelineTest, CurrentTimeIsAdjustedForTimeRange) {
// Here we set a time range to 100, which gives the current time the form of
// 'percentage scrolled'.
ScrollTimeline timeline(scroller_id(), ScrollTimeline::Vertical, 100);
double halfwayY = (content_size().height() - container_size().height()) / 2.;
scroll_tree().SetScrollOffset(scroller_id(), gfx::ScrollOffset(0, halfwayY));
EXPECT_FLOAT_EQ(50, timeline.CurrentTime(scroll_tree(), false));
}
// This test ensures that the ScrollTimeline's active scroller id is correct. We
// had a few crashes caused by assuming that the id would be available in the
// active tree before the activation happened; see http://crbug.com/853231
TEST_F(ScrollTimelineTest, ActiveTimeIsSetOnlyAfterPromotion) {
PropertyTrees pending_tree;
PropertyTrees active_tree;
pending_tree.is_active = false;
active_tree.is_active = true;
// For simplicity we pretend the trees are main thread; this avoids the need
// to deal with the synced scroll offset code.
pending_tree.is_main_thread = true;
active_tree.is_main_thread = true;
// Initially only the pending tree has the scroll node.
ElementId scroller_id(1);
ScrollNode node;
node.scrollable = true;
node.bounds = content_size();
node.container_bounds = container_size();
int node_id = pending_tree.scroll_tree.Insert(node, 0);
pending_tree.element_id_to_scroll_node_index[scroller_id] = node_id;
double halfwayY = (content_size().height() - container_size().height()) / 2.;
pending_tree.scroll_tree.SetScrollOffset(scroller_id,
gfx::ScrollOffset(0, halfwayY));
ScrollTimeline main_timeline(scroller_id, ScrollTimeline::Vertical, 100);
// Now create an impl version of the ScrollTimeline. Initilly this should only
// have a pending scroller id, as the active tree may not yet have the
// scroller in it (as in this case).
std::unique_ptr<ScrollTimeline> impl_timeline =
main_timeline.CreateImplInstance();
EXPECT_TRUE(
std::isnan(impl_timeline->CurrentTime(active_tree.scroll_tree, true)));
EXPECT_FLOAT_EQ(50,
impl_timeline->CurrentTime(pending_tree.scroll_tree, false));
// Now fake a tree activation; this should cause the ScrollTimeline to update
// its active scroller id. Note that we deliberately pass in the pending_tree
// and just claim it is the active tree; this avoids needing to properly
// implement tree swapping just for the test.
impl_timeline->PromoteScrollTimelinePendingToActive();
EXPECT_FLOAT_EQ(50,
impl_timeline->CurrentTime(pending_tree.scroll_tree, true));
EXPECT_FLOAT_EQ(50,
impl_timeline->CurrentTime(pending_tree.scroll_tree, false));
}
} // namespace cc