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// Copyright (c) 2011 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/gfx/compositor/layer_animation_sequence.h"
#include "base/basictypes.h"
#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "base/time.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/gfx/rect.h"
#include "ui/gfx/transform.h"
#include "ui/gfx/compositor/layer_animation_delegate.h"
#include "ui/gfx/compositor/layer_animation_element.h"
#include "ui/gfx/compositor/test/test_layer_animation_delegate.h"
#include "ui/gfx/compositor/test/test_layer_animation_observer.h"
#include "ui/gfx/compositor/test/test_utils.h"
namespace ui {
namespace {
// Check that the sequence behaves sanely when it contains no elements.
TEST(LayerAnimationSequenceTest, NoElement) {
LayerAnimationSequence sequence;
EXPECT_EQ(sequence.duration(), base::TimeDelta());
EXPECT_TRUE(sequence.properties().size() == 0);
LayerAnimationElement::AnimatableProperties properties;
EXPECT_FALSE(sequence.HasCommonProperty(properties));
}
// Check that the sequences progresses the delegate as expected when it contains
// a single element.
TEST(LayerAnimationSequenceTest, SingleElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start = 0.0f;
float middle = 0.5f;
float target = 1.0f;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target, delta));
for (int i = 0; i < 2; ++i) {
delegate.SetOpacityFromAnimation(start);
sequence.Progress(base::TimeDelta::FromMilliseconds(0), &delegate);
EXPECT_FLOAT_EQ(start, delegate.GetOpacityForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(500), &delegate);
EXPECT_FLOAT_EQ(middle, delegate.GetOpacityForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(1000), &delegate);
EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
}
EXPECT_TRUE(sequence.properties().size() == 1);
EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
sequence.properties().end());
EXPECT_EQ(delta, sequence.duration());
}
// Check that the sequences progresses the delegate as expected when it contains
// multiple elements. Note, see the layer animator tests for cyclic sequences.
TEST(LayerAnimationSequenceTest, MultipleElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_opacity = 0.0f;
float middle_opacity = 0.5f;
float target_opacity = 1.0f;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
// Pause bounds for a second.
LayerAnimationElement::AnimatableProperties properties;
properties.insert(LayerAnimationElement::BOUNDS);
sequence.AddElement(
LayerAnimationElement::CreatePauseElement(properties, delta));
Transform start_transform, target_transform, middle_transform;
start_transform.SetRotate(-90);
target_transform.SetRotate(90);
sequence.AddElement(
LayerAnimationElement::CreateTransformElement(target_transform, delta));
for (int i = 0; i < 2; ++i) {
delegate.SetOpacityFromAnimation(start_opacity);
delegate.SetTransformFromAnimation(start_transform);
sequence.Progress(base::TimeDelta::FromMilliseconds(0), &delegate);
EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(500), &delegate);
EXPECT_FLOAT_EQ(middle_opacity, delegate.GetOpacityForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(1000), &delegate);
EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
TestLayerAnimationDelegate copy = delegate;
// In the middle of the pause -- nothing should have changed.
sequence.Progress(base::TimeDelta::FromMilliseconds(1500), &delegate);
CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
copy.GetBoundsForAnimation());
CheckApproximatelyEqual(delegate.GetTransformForAnimation(),
copy.GetTransformForAnimation());
EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(),
copy.GetOpacityForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(2000), &delegate);
CheckApproximatelyEqual(start_transform,
delegate.GetTransformForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(2500), &delegate);
CheckApproximatelyEqual(middle_transform,
delegate.GetTransformForAnimation());
sequence.Progress(base::TimeDelta::FromMilliseconds(3000), &delegate);
CheckApproximatelyEqual(target_transform,
delegate.GetTransformForAnimation());
}
EXPECT_TRUE(sequence.properties().size() == 3);
EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
sequence.properties().end());
EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::TRANSFORM) !=
sequence.properties().end());
EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BOUNDS) !=
sequence.properties().end());
EXPECT_EQ(delta + delta + delta, sequence.duration());
}
// Check that a sequence can still be aborted if it has cycled many times.
TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_opacity = 0.0f;
float target_opacity = 1.0f;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(start_opacity, delta));
sequence.set_is_cyclic(true);
delegate.SetOpacityFromAnimation(start_opacity);
sequence.Progress(base::TimeDelta::FromMilliseconds(101000), &delegate);
EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
sequence.Abort();
// Should be able to reuse the sequence after aborting.
delegate.SetOpacityFromAnimation(start_opacity);
sequence.Progress(base::TimeDelta::FromMilliseconds(100000), &delegate);
EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation());
}
// Check that a sequence can be 'fast-forwarded' to the end and the target set.
// Also check that this has no effect if the sequence is cyclic.
TEST(LayerAnimationSequenceTest, SetTarget) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_opacity = 0.0f;
float target_opacity = 1.0f;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
LayerAnimationElement::TargetValue target_value(&delegate);
target_value.opacity = start_opacity;
sequence.GetTargetValue(&target_value);
EXPECT_FLOAT_EQ(target_opacity, target_value.opacity);
sequence.set_is_cyclic(true);
target_value.opacity = start_opacity;
sequence.GetTargetValue(&target_value);
EXPECT_FLOAT_EQ(start_opacity, target_value.opacity);
}
TEST(LayerAnimationSequenceTest, AddObserver) {
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
LayerAnimationSequence sequence;
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(1.0f, delta));
for (int i = 0; i < 2; ++i) {
TestLayerAnimationObserver observer;
TestLayerAnimationDelegate delegate;
sequence.AddObserver(&observer);
EXPECT_TRUE(!observer.last_ended_sequence());
sequence.Progress(delta, &delegate);
EXPECT_EQ(observer.last_ended_sequence(), &sequence);
sequence.RemoveObserver(&observer);
}
}
} // namespace
} // namespace ui