blob: ae4d2263881608d169b8b1350184694b6eb4f8de [file] [log] [blame]
// Copyright 2018 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/pip/pip_positioner.h"
#include <memory>
#include <string>
#include <vector>
#include "ash/shell.h"
#include "ash/system/unified/unified_system_tray.h"
#include "ash/test/ash_test_base.h"
#include "ash/wm/window_state.h"
#include "ash/wm/wm_event.h"
#include "base/command_line.h"
#include "ui/aura/window.h"
#include "ui/gfx/geometry/insets.h"
#include "ui/keyboard/keyboard_controller.h"
#include "ui/keyboard/public/keyboard_switches.h"
#include "ui/keyboard/test/keyboard_test_util.h"
namespace ash {
namespace {
// WindowState based on a given initial state.
class FakeWindowState : public wm::WindowState::State {
public:
explicit FakeWindowState(mojom::WindowStateType initial_state_type)
: state_type_(initial_state_type) {}
~FakeWindowState() override = default;
// WindowState::State overrides:
void OnWMEvent(wm::WindowState* window_state,
const wm::WMEvent* event) override {}
mojom::WindowStateType GetType() const override { return state_type_; }
void AttachState(wm::WindowState* window_state,
wm::WindowState::State* previous_state) override {}
void DetachState(wm::WindowState* window_state) override {}
private:
mojom::WindowStateType state_type_;
DISALLOW_COPY_AND_ASSIGN(FakeWindowState);
};
} // namespace
class PipPositionerTest : public AshTestBase {
public:
PipPositionerTest() = default;
~PipPositionerTest() override = default;
void SetUp() override {
base::CommandLine::ForCurrentProcess()->AppendSwitch(
keyboard::switches::kEnableVirtualKeyboard);
AshTestBase::SetUp();
SetTouchKeyboardEnabled(true);
Shell::Get()->EnableKeyboard();
UpdateWorkArea("400x400");
window_ = CreateTestWindowInShellWithBounds(gfx::Rect(200, 200, 100, 100));
wm::WindowState* window_state = wm::GetWindowState(window_);
test_state_ = new FakeWindowState(mojom::WindowStateType::PIP);
window_state->SetStateObject(
std::unique_ptr<wm::WindowState::State>(test_state_));
}
void TearDown() override {
SetTouchKeyboardEnabled(false);
AshTestBase::TearDown();
}
void UpdateWorkArea(const std::string& bounds) {
UpdateDisplay(bounds);
aura::Window* root = Shell::GetPrimaryRootWindow();
Shell::Get()->SetDisplayWorkAreaInsets(root, gfx::Insets());
}
gfx::Rect CallAvoidObstacles(const display::Display& display,
gfx::Rect bounds) {
return PipPositioner::AvoidObstacles(display, bounds);
}
gfx::Rect CallAvoidObstaclesInternal(const gfx::Rect& work_area,
const std::vector<gfx::Rect>& rects,
const gfx::Rect& bounds) {
return PipPositioner::AvoidObstaclesInternal(work_area, rects, bounds);
}
protected:
aura::Window* window() { return window_; }
wm::WindowState* window_state() { return wm::GetWindowState(window_); }
FakeWindowState* test_state() { return test_state_; }
private:
aura::Window* window_;
FakeWindowState* test_state_;
DISALLOW_COPY_AND_ASSIGN(PipPositionerTest);
};
TEST_F(PipPositionerTest, PipMovementAreaIsInset) {
gfx::Rect area = PipPositioner::GetMovementArea(window_state()->GetDisplay());
EXPECT_EQ(gfx::Rect(8, 8, 384, 384), area);
}
TEST_F(PipPositionerTest, PipMovementAreaIncludesKeyboardIfKeyboardIsShown) {
auto* keyboard_controller = keyboard::KeyboardController::Get();
keyboard_controller->ShowKeyboard(/*lock=*/true);
aura::Window* keyboard_window = keyboard_controller->GetKeyboardWindow();
keyboard_window->SetBounds(gfx::Rect(0, 300, 400, 100));
ASSERT_TRUE(keyboard::WaitUntilShown());
gfx::Rect area = PipPositioner::GetMovementArea(window_state()->GetDisplay());
EXPECT_EQ(gfx::Rect(8, 8, 384, 284), area);
}
TEST_F(PipPositionerTest, PipRestingPositionSnapsToClosestEdge) {
auto display = window_state()->GetDisplay();
// Snap near top edge to top.
EXPECT_EQ(
gfx::Rect(100, 8, 100, 100),
PipPositioner::GetRestingPosition(display, gfx::Rect(100, 50, 100, 100)));
// Snap near bottom edge to bottom.
EXPECT_EQ(gfx::Rect(100, 292, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(100, 250, 100, 100)));
// Snap near left edge to left.
EXPECT_EQ(
gfx::Rect(8, 100, 100, 100),
PipPositioner::GetRestingPosition(display, gfx::Rect(50, 100, 100, 100)));
// Snap near right edge to right.
EXPECT_EQ(gfx::Rect(292, 100, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(250, 100, 100, 100)));
}
TEST_F(PipPositionerTest, PipRestingPositionSnapsInsideDisplay) {
auto display = window_state()->GetDisplay();
// Snap near top edge outside movement area to top.
EXPECT_EQ(gfx::Rect(100, 8, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(100, -50, 100, 100)));
// Snap near bottom edge outside movement area to bottom.
EXPECT_EQ(gfx::Rect(100, 292, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(100, 450, 100, 100)));
// Snap near left edge outside movement area to left.
EXPECT_EQ(gfx::Rect(8, 100, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(-50, 100, 100, 100)));
// Snap near right edge outside movement area to right.
EXPECT_EQ(gfx::Rect(292, 100, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(450, 100, 100, 100)));
}
TEST_F(PipPositionerTest,
PipRestingPositionSnapsInDisplayWithLargeAspectRatio) {
UpdateDisplay("1600x400");
auto display = window_state()->GetDisplay();
// Snap to the top edge instead of the far left edge.
EXPECT_EQ(gfx::Rect(500, 8, 100, 100),
PipPositioner::GetRestingPosition(display,
gfx::Rect(500, 100, 100, 100)));
}
TEST_F(PipPositionerTest, PipAdjustPositionForDragClampsToMovementArea) {
auto display = window_state()->GetDisplay();
// Adjust near top edge outside movement area.
EXPECT_EQ(
gfx::Rect(100, 8, 100, 100),
PipPositioner::GetBoundsForDrag(display, gfx::Rect(100, -50, 100, 100)));
// Adjust near bottom edge outside movement area.
EXPECT_EQ(
gfx::Rect(100, 292, 100, 100),
PipPositioner::GetBoundsForDrag(display, gfx::Rect(100, 450, 100, 100)));
// Adjust near left edge outside movement area.
EXPECT_EQ(
gfx::Rect(8, 100, 100, 100),
PipPositioner::GetBoundsForDrag(display, gfx::Rect(-50, 100, 100, 100)));
// Adjust near right edge outside movement area.
EXPECT_EQ(
gfx::Rect(292, 100, 100, 100),
PipPositioner::GetBoundsForDrag(display, gfx::Rect(450, 100, 100, 100)));
}
TEST_F(PipPositionerTest, PipRestingPositionWorksIfKeyboardIsDisabled) {
Shell::Get()->DisableKeyboard();
auto display = window_state()->GetDisplay();
// Snap near top edge to top.
EXPECT_EQ(
gfx::Rect(100, 8, 100, 100),
PipPositioner::GetRestingPosition(display, gfx::Rect(100, 50, 100, 100)));
}
TEST_F(PipPositionerTest, PipDismissedPositionDoesNotMoveAnExcessiveDistance) {
auto display = window_state()->GetDisplay();
EXPECT_EQ(gfx::Rect(100, 100, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(100, 100, 100, 100)));
}
TEST_F(PipPositionerTest, PipDismissedPositionChosesClosestEdge) {
auto display = window_state()->GetDisplay();
// Dismiss near top edge outside movement area towards top.
EXPECT_EQ(gfx::Rect(100, -100, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(100, 50, 100, 100)));
// Dismiss near bottom edge outside movement area towards bottom.
EXPECT_EQ(gfx::Rect(100, 400, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(100, 250, 100, 100)));
// Dismiss near left edge outside movement area towards left.
EXPECT_EQ(gfx::Rect(-100, 100, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(50, 100, 100, 100)));
// Dismiss near right edge outside movement area towards right.
EXPECT_EQ(gfx::Rect(400, 100, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(250, 100, 100, 100)));
}
// Verify that if two edges are equally close, the PIP window prefers dismissing
// out horizontally.
TEST_F(PipPositionerTest, PipDismissedPositionPrefersHorizontal) {
auto display = window_state()->GetDisplay();
// Top left corner.
EXPECT_EQ(
gfx::Rect(-150, 0, 100, 100),
PipPositioner::GetDismissedPosition(display, gfx::Rect(0, 0, 100, 100)));
// Top right corner.
EXPECT_EQ(gfx::Rect(450, 0, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(300, 0, 100, 100)));
// Bottom left corner.
EXPECT_EQ(gfx::Rect(-150, 300, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(0, 300, 100, 100)));
// Bottom right corner.
EXPECT_EQ(gfx::Rect(450, 300, 100, 100),
PipPositioner::GetDismissedPosition(display,
gfx::Rect(300, 300, 100, 100)));
}
TEST_F(PipPositionerTest,
PipRestoresToPreviousBoundsOnMovementAreaChangeIfTheyExist) {
// Position the PIP window on the side of the screen where it will be next
// to an edge and therefore in a resting position for the whole test.
const gfx::Rect bounds = gfx::Rect(292, 200, 100, 100);
// Set restore position to where the window currently is.
window()->SetBounds(bounds);
window_state()->SetRestoreBoundsInScreen(bounds);
EXPECT_TRUE(window_state()->HasRestoreBounds());
// Update the work area so that the PIP window should be pushed upward.
UpdateWorkArea("400x200");
// Set PIP to the updated constrained bounds.
const gfx::Rect constrained_bounds =
PipPositioner::GetPositionAfterMovementAreaChange(window_state());
EXPECT_EQ(gfx::Rect(292, 92, 100, 100), constrained_bounds);
window()->SetBounds(constrained_bounds);
// Restore the original work area.
UpdateWorkArea("400x400");
// Expect that the PIP window is put back to where it was before.
EXPECT_EQ(gfx::Rect(292, 200, 100, 100),
PipPositioner::GetPositionAfterMovementAreaChange(window_state()));
}
TEST_F(PipPositionerTest,
AvoidObstaclesDoesNotMoveBoundsIfThereIsNoIntersection) {
const gfx::Rect area(0, 0, 400, 400);
// Check no collision with Rect.
EXPECT_EQ(gfx::Rect(200, 0, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(0, 0, 100, 100)},
gfx::Rect(200, 0, 100, 100)));
// Check no collision with edges of the work area. Provide an obstacle so
// it has something to stick to, to distinguish failure from correctly
// not moving the PIP bounds.
// Check corners:
EXPECT_EQ(gfx::Rect(0, 0, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(300, 300, 1, 1)},
gfx::Rect(0, 0, 100, 100)));
EXPECT_EQ(gfx::Rect(300, 0, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(300, 0, 100, 100)));
EXPECT_EQ(gfx::Rect(0, 300, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(0, 300, 100, 100)));
EXPECT_EQ(gfx::Rect(300, 300, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(300, 300, 100, 100)));
// Check edges:
EXPECT_EQ(gfx::Rect(100, 0, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(100, 0, 100, 100)));
EXPECT_EQ(gfx::Rect(0, 100, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(0, 100, 100, 100)));
EXPECT_EQ(gfx::Rect(300, 100, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(300, 100, 100, 100)));
EXPECT_EQ(gfx::Rect(100, 300, 100, 100),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(100, 300, 100, 100)));
}
TEST_F(PipPositionerTest, AvoidObstaclesOffByOneCases) {
const gfx::Rect area(0, 0, 400, 400);
// Test 1x1 PIP window intersecting a 1x1 obstacle.
EXPECT_EQ(gfx::Rect(9, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(10, 10, 1, 1)));
// Test 1x1 PIP window adjacent to a 1x1 obstacle.
EXPECT_EQ(gfx::Rect(9, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(9, 10, 1, 1)));
EXPECT_EQ(gfx::Rect(11, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(11, 10, 1, 1)));
EXPECT_EQ(gfx::Rect(10, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(10, 9, 1, 1)));
EXPECT_EQ(gfx::Rect(10, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(10, 11, 1, 1)));
EXPECT_EQ(gfx::Rect(9, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(9, 9, 1, 1)));
EXPECT_EQ(gfx::Rect(11, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(11, 11, 1, 1)));
EXPECT_EQ(gfx::Rect(11, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(11, 9, 1, 1)));
EXPECT_EQ(gfx::Rect(9, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 1, 1)},
gfx::Rect(9, 11, 1, 1)));
// Test 1x1 PIP window intersecting a 2x2 obstacle.
EXPECT_EQ(gfx::Rect(9, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(10, 10, 1, 1)));
EXPECT_EQ(gfx::Rect(9, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(10, 11, 1, 1)));
EXPECT_EQ(gfx::Rect(12, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 10, 1, 1)));
EXPECT_EQ(gfx::Rect(12, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 11, 1, 1)));
// Test 1x1 PIP window adjacent to a 2x2 obstacle.
EXPECT_EQ(gfx::Rect(9, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 10, 1, 1)));
EXPECT_EQ(gfx::Rect(9, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 11, 1, 1)));
EXPECT_EQ(gfx::Rect(9, 12, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 12, 1, 1)));
EXPECT_EQ(gfx::Rect(10, 12, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(10, 12, 1, 1)));
EXPECT_EQ(gfx::Rect(11, 12, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 12, 1, 1)));
EXPECT_EQ(gfx::Rect(12, 12, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(12, 12, 1, 1)));
EXPECT_EQ(gfx::Rect(12, 11, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(12, 11, 1, 1)));
EXPECT_EQ(gfx::Rect(12, 10, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(12, 10, 1, 1)));
EXPECT_EQ(gfx::Rect(12, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(12, 9, 1, 1)));
EXPECT_EQ(gfx::Rect(11, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 9, 1, 1)));
EXPECT_EQ(gfx::Rect(10, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(10, 9, 1, 1)));
EXPECT_EQ(gfx::Rect(9, 9, 1, 1),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 9, 1, 1)));
// Test 2x2 PIP window intersecting a 2x2 obstacle.
EXPECT_EQ(gfx::Rect(8, 9, 2, 2),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 9, 2, 2)));
EXPECT_EQ(gfx::Rect(12, 9, 2, 2),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 9, 2, 2)));
EXPECT_EQ(gfx::Rect(12, 11, 2, 2),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 11, 2, 2)));
EXPECT_EQ(gfx::Rect(8, 11, 2, 2),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 11, 2, 2)));
// Test 3x3 PIP window intersecting a 2x2 obstacle.
EXPECT_EQ(gfx::Rect(7, 8, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(8, 8, 3, 3)));
EXPECT_EQ(gfx::Rect(12, 8, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 8, 3, 3)));
EXPECT_EQ(gfx::Rect(12, 11, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(11, 11, 3, 3)));
EXPECT_EQ(gfx::Rect(7, 11, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(8, 11, 3, 3)));
// Test 3x3 PIP window adjacent to a 2x2 obstacle.
EXPECT_EQ(gfx::Rect(7, 10, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(7, 10, 3, 3)));
EXPECT_EQ(gfx::Rect(12, 10, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(12, 10, 3, 3)));
EXPECT_EQ(gfx::Rect(9, 7, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 7, 3, 3)));
EXPECT_EQ(gfx::Rect(9, 12, 3, 3),
CallAvoidObstaclesInternal(area, {gfx::Rect(10, 10, 2, 2)},
gfx::Rect(9, 12, 3, 3)));
}
TEST_F(PipPositionerTest, AvoidObstaclesNestedObstacle) {
const gfx::Rect area(0, 0, 400, 400);
EXPECT_EQ(gfx::Rect(9, 16, 1, 1),
CallAvoidObstaclesInternal(
area, {gfx::Rect(15, 15, 5, 5), gfx::Rect(10, 10, 15, 15)},
gfx::Rect(16, 16, 1, 1)));
}
TEST_F(PipPositionerTest, AvoidObstaclesAvoidsTwoObstacles) {
const gfx::Rect area(0, 0, 400, 400);
const std::vector<gfx::Rect> obstacles = {gfx::Rect(4, 1, 4, 5),
gfx::Rect(2, 4, 4, 5)};
// Test a 2x2 PIP window in the intersection between the obstacles.
EXPECT_EQ(gfx::Rect(2, 2, 2, 2),
CallAvoidObstaclesInternal(area, obstacles, gfx::Rect(4, 4, 2, 2)));
// Test a 2x2 PIP window in the lower obstacle.
EXPECT_EQ(gfx::Rect(0, 7, 2, 2),
CallAvoidObstaclesInternal(area, obstacles, gfx::Rect(2, 7, 2, 2)));
// Test a 2x2 PIP window in the upper obstacle.
EXPECT_EQ(gfx::Rect(2, 1, 2, 2),
CallAvoidObstaclesInternal(area, obstacles, gfx::Rect(4, 1, 2, 2)));
}
TEST_F(PipPositionerTest, AvoidObstaclesAvoidsThreeObstacles) {
const gfx::Rect area(0, 0, 400, 400);
const std::vector<gfx::Rect> obstacles = {
gfx::Rect(4, 1, 4, 5), gfx::Rect(2, 4, 4, 5), gfx::Rect(2, 1, 3, 4)};
// Test a 2x2 PIP window intersecting the top two obstacles.
EXPECT_EQ(gfx::Rect(0, 2, 2, 2),
CallAvoidObstaclesInternal(area, obstacles, gfx::Rect(3, 2, 2, 2)));
// Test a 2x2 PIP window intersecting all three obstacles.
EXPECT_EQ(gfx::Rect(0, 3, 2, 2),
CallAvoidObstaclesInternal(area, obstacles, gfx::Rect(3, 3, 2, 2)));
}
TEST_F(PipPositionerTest, AvoidObstaclesDoesNotPositionBoundsOutsideOfPipArea) {
// Position the bounds such that moving it the least distance to stop
// intersecting |obstacle| would put it outside of |area|. It should go
// instead to the position of second least distance, which would be below
// |obstacle|.
const gfx::Rect area(0, 0, 400, 400);
const gfx::Rect obstacle(50, 0, 100, 100);
const gfx::Rect bounds(25, 0, 100, 100);
EXPECT_EQ(gfx::Rect(25, 100, 100, 100),
CallAvoidObstaclesInternal(area, {obstacle}, bounds));
}
TEST_F(PipPositionerTest, AvoidObstaclesPositionsBoundsWithLeastDisplacement) {
const gfx::Rect area(0, 0, 400, 400);
const gfx::Rect obstacle(200, 200, 100, 100);
// Intersecting slightly on the left.
EXPECT_EQ(gfx::Rect(100, 200, 100, 100),
CallAvoidObstaclesInternal(area, {obstacle},
gfx::Rect(150, 200, 100, 100)));
// Intersecting slightly on the right.
EXPECT_EQ(gfx::Rect(300, 200, 100, 100),
CallAvoidObstaclesInternal(area, {obstacle},
gfx::Rect(250, 200, 100, 100)));
// Intersecting slightly on the bottom.
EXPECT_EQ(gfx::Rect(200, 300, 100, 100),
CallAvoidObstaclesInternal(area, {obstacle},
gfx::Rect(200, 250, 100, 100)));
// Intersecting slightly on the top.
EXPECT_EQ(gfx::Rect(200, 100, 100, 100),
CallAvoidObstaclesInternal(area, {obstacle},
gfx::Rect(200, 150, 100, 100)));
}
TEST_F(PipPositionerTest, AvoidObstaclesAvoidsUnifiedSystemTray) {
UpdateDisplay("1000x1000");
auto* unified_system_tray = GetPrimaryUnifiedSystemTray();
unified_system_tray->ShowBubble(/*show_by_click=*/false);
auto display = window_state()->GetDisplay();
gfx::Rect area = PipPositioner::GetMovementArea(display);
gfx::Rect bubble_bounds = unified_system_tray->GetBubbleBoundsInScreen();
gfx::Rect bounds = gfx::Rect(bubble_bounds.x(), bubble_bounds.y(), 100, 100);
gfx::Rect moved_bounds = CallAvoidObstacles(display, bounds);
// Expect that the returned bounds don't intersect the unified system tray
// but also don't leave the PIP movement area.
EXPECT_FALSE(moved_bounds.Intersects(bubble_bounds));
EXPECT_TRUE(area.Contains(moved_bounds));
}
TEST_F(PipPositionerTest, AvoidObstaclesAvoidsFloatingKeyboard) {
auto* keyboard_controller = keyboard::KeyboardController::Get();
keyboard_controller->SetContainerType(
keyboard::mojom::ContainerType::kFloating, base::nullopt,
base::DoNothing());
keyboard_controller->ShowKeyboard(/*lock=*/true);
aura::Window* keyboard_window = keyboard_controller->GetKeyboardWindow();
keyboard_window->SetBounds(gfx::Rect(200, 200, 100, 100));
ASSERT_TRUE(keyboard::WaitUntilShown());
auto display = window_state()->GetDisplay();
gfx::Rect area = PipPositioner::GetMovementArea(display);
gfx::Rect moved_bounds =
CallAvoidObstacles(display, gfx::Rect(150, 200, 100, 100));
// Expect that the returned bounds don't intersect the floating keyboard
// but also don't leave the PIP movement area.
EXPECT_FALSE(moved_bounds.Intersects(keyboard_window->GetBoundsInScreen()));
EXPECT_TRUE(area.Contains(moved_bounds));
}
TEST_F(PipPositionerTest,
AvoidObstaclesDoesNotChangeBoundsIfThereIsNoCollision) {
auto display = window_state()->GetDisplay();
EXPECT_EQ(gfx::Rect(100, 100, 100, 100),
CallAvoidObstacles(display, gfx::Rect(100, 100, 100, 100)));
}
} // namespace ash