blob: 8ecafe940692de670bb891cdf7f0bda732f05f4b [file] [log] [blame]
// Copyright (c) 2013 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/keyboard/keyboard_controller.h"
#include <memory>
#include "base/command_line.h"
#include "base/macros.h"
#include "base/memory/ptr_util.h"
#include "base/run_loop.h"
#include "base/test/scoped_task_environment.h"
#include "build/build_config.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/aura/client/focus_client.h"
#include "ui/aura/test/aura_test_base.h"
#include "ui/aura/test/test_window_delegate.h"
#include "ui/aura/window.h"
#include "ui/base/ime/dummy_text_input_client.h"
#include "ui/base/ime/input_method.h"
#include "ui/base/ime/input_method_factory.h"
#include "ui/base/ime/text_input_client.h"
#include "ui/base/ui_base_switches.h"
#include "ui/compositor/compositor.h"
#include "ui/compositor/layer_type.h"
#include "ui/compositor/scoped_animation_duration_scale_mode.h"
#include "ui/compositor/test/context_factories_for_test.h"
#include "ui/compositor/test/layer_animator_test_controller.h"
#include "ui/events/test/event_generator.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/keyboard/container_full_width_behavior.h"
#include "ui/keyboard/keyboard_controller_observer.h"
#include "ui/keyboard/keyboard_test_util.h"
#include "ui/keyboard/keyboard_ui.h"
#include "ui/keyboard/keyboard_util.h"
#include "ui/wm/core/default_activation_client.h"
#if defined(USE_OZONE)
#include "ui/ozone/public/ozone_platform.h"
#endif
namespace keyboard {
namespace {
const int kDefaultVirtualKeyboardHeight = 100;
// Verify if the |keyboard| window covers the |container| window completely.
void VerifyKeyboardWindowSize(aura::Window* container, aura::Window* keyboard) {
ASSERT_EQ(gfx::Rect(0, 0, container->bounds().width(),
container->bounds().height()),
keyboard->bounds());
}
// Steps a layer animation until it is completed. Animations must be enabled.
void RunAnimationForLayer(ui::Layer* layer) {
// Animations must be enabled for stepping to work.
ASSERT_NE(ui::ScopedAnimationDurationScaleMode::duration_scale_mode(),
ui::ScopedAnimationDurationScaleMode::ZERO_DURATION);
ui::LayerAnimatorTestController controller(layer->GetAnimator());
// Multiple steps are required to complete complex animations.
// TODO(vollick): This should not be necessary. crbug.com/154017
while (controller.animator()->is_animating()) {
controller.StartThreadedAnimationsIfNeeded();
base::TimeTicks step_time = controller.animator()->last_step_time();
controller.animator()->Step(step_time +
base::TimeDelta::FromMilliseconds(1000));
}
}
class ScopedTouchKeyboardEnabler {
public:
ScopedTouchKeyboardEnabler() : enabled_(keyboard::GetTouchKeyboardEnabled()) {
keyboard::SetTouchKeyboardEnabled(true);
}
~ScopedTouchKeyboardEnabler() { keyboard::SetTouchKeyboardEnabled(enabled_); }
private:
const bool enabled_;
};
class ScopedAccessibilityKeyboardEnabler {
public:
ScopedAccessibilityKeyboardEnabler()
: enabled_(keyboard::GetAccessibilityKeyboardEnabled()) {
keyboard::SetAccessibilityKeyboardEnabled(true);
}
~ScopedAccessibilityKeyboardEnabler() {
keyboard::SetAccessibilityKeyboardEnabled(enabled_);
}
private:
const bool enabled_;
};
// An event handler that focuses a window when it is clicked/touched on. This is
// used to match the focus manger behaviour in ash and views.
class TestFocusController : public ui::EventHandler {
public:
explicit TestFocusController(aura::Window* root)
: root_(root) {
root_->AddPreTargetHandler(this);
}
~TestFocusController() override { root_->RemovePreTargetHandler(this); }
private:
// Overridden from ui::EventHandler:
void OnEvent(ui::Event* event) override {
aura::Window* target = static_cast<aura::Window*>(event->target());
if (event->type() == ui::ET_MOUSE_PRESSED ||
event->type() == ui::ET_TOUCH_PRESSED) {
aura::client::GetFocusClient(target)->FocusWindow(target);
}
}
aura::Window* root_;
DISALLOW_COPY_AND_ASSIGN(TestFocusController);
};
// Keeps a count of all the events a window receives.
class EventObserver : public ui::EventHandler {
public:
EventObserver() {}
~EventObserver() override {}
int GetEventCount(ui::EventType type) {
return event_counts_[type];
}
private:
// Overridden from ui::EventHandler:
void OnEvent(ui::Event* event) override {
ui::EventHandler::OnEvent(event);
event_counts_[event->type()]++;
}
std::map<ui::EventType, int> event_counts_;
DISALLOW_COPY_AND_ASSIGN(EventObserver);
};
class KeyboardContainerObserver : public aura::WindowObserver {
public:
explicit KeyboardContainerObserver(aura::Window* window,
base::RunLoop* run_loop)
: window_(window), run_loop_(run_loop) {
window_->AddObserver(this);
}
~KeyboardContainerObserver() override { window_->RemoveObserver(this); }
private:
void OnWindowVisibilityChanged(aura::Window* window, bool visible) override {
if (!visible)
run_loop_->QuitWhenIdle();
}
aura::Window* window_;
base::RunLoop* const run_loop_;
DISALLOW_COPY_AND_ASSIGN(KeyboardContainerObserver);
};
class TestKeyboardLayoutDelegate : public KeyboardLayoutDelegate {
public:
TestKeyboardLayoutDelegate() {}
~TestKeyboardLayoutDelegate() override {}
// Overridden from keyboard::KeyboardLayoutDelegate
void MoveKeyboardToDisplay(int64_t /* display_id */) override {}
void MoveKeyboardToTouchableDisplay() override {}
private:
DISALLOW_COPY_AND_ASSIGN(TestKeyboardLayoutDelegate);
};
class SetModeCallbackInvocationCounter {
public:
SetModeCallbackInvocationCounter() : weak_factory_invoke_(this) {}
void Invoke(bool status) {
if (status)
invocation_count_success_++;
else
invocation_count_failure_++;
}
base::OnceCallback<void(bool)> GetInvocationCallback() {
return base::BindOnce(&SetModeCallbackInvocationCounter::Invoke,
weak_factory_invoke_.GetWeakPtr());
}
int invocation_count_for_status(bool status) {
return status ? invocation_count_success_ : invocation_count_failure_;
}
private:
int invocation_count_success_ = 0;
int invocation_count_failure_ = 0;
base::WeakPtrFactory<SetModeCallbackInvocationCounter> weak_factory_invoke_;
};
} // namespace
class KeyboardControllerTest : public aura::test::AuraTestBase,
public KeyboardControllerObserver {
public:
KeyboardControllerTest()
: visible_bounds_number_of_calls_(0),
occluding_bounds_number_of_calls_(0),
is_available_number_of_calls_(0),
is_available_(false),
keyboard_closed_(false) {}
~KeyboardControllerTest() override {}
void SetUp() override {
ui::SetUpInputMethodFactoryForTesting();
aura::test::AuraTestBase::SetUp();
new wm::DefaultActivationClient(root_window());
focus_controller_.reset(new TestFocusController(root_window()));
layout_delegate_.reset(new TestKeyboardLayoutDelegate());
controller_.reset(new KeyboardController(
std::make_unique<TestKeyboardUI>(host()->GetInputMethod()),
layout_delegate_.get()));
controller()->AddObserver(this);
}
void TearDown() override {
if (controller())
controller()->RemoveObserver(this);
controller_.reset();
focus_controller_.reset();
aura::test::AuraTestBase::TearDown();
}
KeyboardUI* ui() { return controller_->ui(); }
KeyboardController* controller() { return controller_.get(); }
void ShowKeyboard() {
test_text_input_client_.reset(
new ui::DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT));
SetFocus(test_text_input_client_.get());
}
void MockRotateScreen() {
const gfx::Rect root_bounds = root_window()->bounds();
root_window()->SetBounds(
gfx::Rect(0, 0, root_bounds.height(), root_bounds.width()));
}
protected:
// KeyboardControllerObserver overrides
void OnKeyboardVisibleBoundsChanged(const gfx::Rect& new_bounds) override {
visible_bounds_ = new_bounds;
visible_bounds_number_of_calls_++;
}
void OnKeyboardWorkspaceOccludedBoundsChanged(
const gfx::Rect& new_bounds) override {
occluding_bounds_ = new_bounds;
occluding_bounds_number_of_calls_++;
}
void OnKeyboardAvailabilityChanged(bool is_available) override {
is_available_ = is_available;
is_available_number_of_calls_++;
}
void OnKeyboardClosed() override { keyboard_closed_ = true; }
int visible_bounds_number_of_calls() const {
return visible_bounds_number_of_calls_;
}
int occluding_bounds_number_of_calls() const {
return occluding_bounds_number_of_calls_;
}
int is_available_number_of_calls() const {
return is_available_number_of_calls_;
}
const gfx::Rect& notified_visible_bounds() { return visible_bounds_; }
const gfx::Rect& notified_occluding_bounds() { return occluding_bounds_; }
bool notified_is_available() { return is_available_; }
bool IsKeyboardClosed() { return keyboard_closed_; }
void SetProgrammaticFocus(ui::TextInputClient* client) {
controller_->OnTextInputStateChanged(client);
}
void AddTimeToTransientBlurCounter(double seconds) {
controller_->time_of_last_blur_ -=
base::TimeDelta::FromMilliseconds((int)(1000 * seconds));
}
void SetFocus(ui::TextInputClient* client) {
ui::InputMethod* input_method = ui()->GetInputMethod();
input_method->SetFocusedTextInputClient(client);
if (client && client->GetTextInputType() != ui::TEXT_INPUT_TYPE_NONE &&
client->GetTextInputMode() != ui::TEXT_INPUT_MODE_NONE) {
input_method->ShowImeIfNeeded();
if (controller_->ui()->GetContentsWindow()->bounds().height() == 0) {
// Set initial bounds for test keyboard window.
controller_->ui()->GetContentsWindow()->SetBounds(
KeyboardBoundsFromRootBounds(root_window()->bounds(),
kDefaultVirtualKeyboardHeight));
}
}
}
bool WillHideKeyboard() {
return controller_->WillHideKeyboard();
}
bool ShouldEnableInsets(aura::Window* window) {
aura::Window* contents_window = controller_->ui()->GetContentsWindow();
return (contents_window->GetRootWindow() == window->GetRootWindow() &&
keyboard::IsKeyboardOverscrollEnabled() &&
contents_window->IsVisible() && controller_->keyboard_visible());
}
void ResetController() { controller_.reset(); }
void RunLoop(base::RunLoop* run_loop) {
#if defined(USE_OZONE)
// TODO(crbug/776357): Figure out why the initializer randomly doesn't run
// for some tests. In the mean time, prevent flaky Ozone crash.
ui::OzonePlatform::InitializeForGPU(ui::OzonePlatform::InitParams());
#endif
run_loop->Run();
}
std::unique_ptr<TestFocusController> focus_controller_;
private:
int visible_bounds_number_of_calls_;
gfx::Rect visible_bounds_;
int occluding_bounds_number_of_calls_;
gfx::Rect occluding_bounds_;
int is_available_number_of_calls_;
bool is_available_;
std::unique_ptr<KeyboardLayoutDelegate> layout_delegate_;
std::unique_ptr<KeyboardController> controller_;
std::unique_ptr<ui::TextInputClient> test_text_input_client_;
bool keyboard_closed_;
DISALLOW_COPY_AND_ASSIGN(KeyboardControllerTest);
};
TEST_F(KeyboardControllerTest, KeyboardSize) {
aura::Window* container(controller()->GetContainerWindow());
aura::Window* keyboard(ui()->GetContentsWindow());
gfx::Rect screen_bounds = root_window()->bounds();
root_window()->AddChild(container);
container->AddChild(keyboard);
const gfx::Rect& initial_bounds = container->bounds();
// The container should be positioned at the bottom of screen and has 0
// height.
ASSERT_EQ(0, initial_bounds.height());
ASSERT_EQ(screen_bounds.height(), initial_bounds.y());
VerifyKeyboardWindowSize(container, keyboard);
// Attempt to change window width or move window up from the bottom are
// ignored. Changing window height is supported.
gfx::Rect expected_bounds(0,
screen_bounds.height() - 50,
screen_bounds.width(),
50);
// The x position of new bounds may not be 0 if shelf is on the left side of
// screen. The virtual keyboard should always align with the left edge of
// screen. See http://crbug.com/510595.
gfx::Rect new_bounds(10, 0, 50, 50);
keyboard->SetBounds(new_bounds);
ASSERT_EQ(expected_bounds, container->bounds());
VerifyKeyboardWindowSize(container, keyboard);
MockRotateScreen();
// The above call should resize keyboard to new width while keeping the old
// height.
ASSERT_EQ(gfx::Rect(0,
screen_bounds.width() - 50,
screen_bounds.height(),
50),
container->bounds());
VerifyKeyboardWindowSize(container, keyboard);
}
// Flaky on Windows. See http://crbug.com/757044
#if defined(OS_WIN)
#define MAYBE_KeyboardSizeMultiRootWindow DISABLED_KeyboardSizeMultiRootWindow
#else
#define MAYBE_KeyboardSizeMultiRootWindow KeyboardSizeMultiRootWindow
#endif
TEST_F(KeyboardControllerTest, MAYBE_KeyboardSizeMultiRootWindow) {
aura::Window* container(controller()->GetContainerWindow());
aura::Window* keyboard(ui()->GetContentsWindow());
gfx::Rect screen_bounds = root_window()->bounds();
root_window()->AddChild(container);
container->AddChild(keyboard);
const gfx::Rect& initial_bounds = container->bounds();
// The container should be positioned at the bottom of screen and has 0
// height.
ASSERT_EQ(0, initial_bounds.height());
ASSERT_EQ(screen_bounds.height(), initial_bounds.y());
VerifyKeyboardWindowSize(container, keyboard);
// Adding new root window.
std::unique_ptr<aura::WindowTreeHost> secondary_tree_host =
base::WrapUnique<aura::WindowTreeHost>(
aura::WindowTreeHost::Create(gfx::Rect(0, 0, 1000, 500)));
secondary_tree_host->InitHost();
EXPECT_EQ(1000, secondary_tree_host->window()->bounds().width());
EXPECT_EQ(500, secondary_tree_host->window()->bounds().height());
// Move the keyboard into the secondary root window.
controller()->HideKeyboard(
KeyboardController::HideReason::HIDE_REASON_AUTOMATIC);
root_window()->RemoveChild(container);
secondary_tree_host->window()->AddChild(container);
const gfx::Rect& new_bounds = container->bounds();
EXPECT_EQ(500, new_bounds.y());
VerifyKeyboardWindowSize(container, keyboard);
}
// Tests that tapping/clicking inside the keyboard does not give it focus.
TEST_F(KeyboardControllerTest, ClickDoesNotFocusKeyboard) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
const gfx::Rect& root_bounds = root_window()->bounds();
aura::test::EventCountDelegate delegate;
std::unique_ptr<aura::Window> window(new aura::Window(&delegate));
window->Init(ui::LAYER_NOT_DRAWN);
window->SetBounds(root_bounds);
root_window()->AddChild(window.get());
window->Show();
window->Focus();
aura::Window* keyboard_container(controller()->GetContainerWindow());
root_window()->AddChild(keyboard_container);
ShowKeyboard();
EXPECT_TRUE(window->IsVisible());
EXPECT_TRUE(keyboard_container->IsVisible());
EXPECT_TRUE(window->HasFocus());
EXPECT_FALSE(keyboard_container->HasFocus());
// Click on the keyboard. Make sure the keyboard receives the event, but does
// not get focus.
EventObserver observer;
keyboard_container->AddPreTargetHandler(&observer);
ui::test::EventGenerator generator(root_window());
generator.MoveMouseTo(keyboard_container->bounds().CenterPoint());
generator.ClickLeftButton();
EXPECT_TRUE(window->HasFocus());
EXPECT_FALSE(keyboard_container->HasFocus());
EXPECT_EQ("0 0", delegate.GetMouseButtonCountsAndReset());
EXPECT_EQ(1, observer.GetEventCount(ui::ET_MOUSE_PRESSED));
EXPECT_EQ(1, observer.GetEventCount(ui::ET_MOUSE_RELEASED));
// Click outside of the keyboard. It should reach the window behind.
generator.MoveMouseTo(gfx::Point());
generator.ClickLeftButton();
EXPECT_EQ("1 1", delegate.GetMouseButtonCountsAndReset());
keyboard_container->RemovePreTargetHandler(&observer);
}
// Tests that blur-then-focus that occur in less than the transient threshold
// cause the keyboard to re-show.
TEST_F(KeyboardControllerTest, TransientBlurShortDelay) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_container(controller()->GetContainerWindow());
std::unique_ptr<KeyboardContainerObserver> keyboard_container_observer(
new KeyboardContainerObserver(keyboard_container, &run_loop));
root_window()->AddChild(keyboard_container);
// Keyboard is hidden
EXPECT_FALSE(keyboard_container->IsVisible());
// Set programmatic focus to the text field. Nothing happens
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_container->IsVisible());
// Click it for real. Keyboard starts to appear.
SetFocus(&input_client);
EXPECT_TRUE(keyboard_container->IsVisible());
// Focus a non text field
SetFocus(&no_input_client);
// It waits 100 ms and then hides. Wait for this routine to finish.
EXPECT_TRUE(WillHideKeyboard());
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_container->IsVisible());
// Virtually wait half a second
AddTimeToTransientBlurCounter(0.5);
// Apply programmatic focus to the text field.
SetProgrammaticFocus(&input_client);
EXPECT_TRUE(keyboard_container->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
}
// Tests that blur-then-focus that occur past the transient threshold do not
// cause the keyboard to re-show.
TEST_F(KeyboardControllerTest, TransientBlurLongDelay) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_container(controller()->GetContainerWindow());
std::unique_ptr<KeyboardContainerObserver> keyboard_container_observer(
new KeyboardContainerObserver(keyboard_container, &run_loop));
root_window()->AddChild(keyboard_container);
// Keyboard is hidden
EXPECT_FALSE(keyboard_container->IsVisible());
// Set programmatic focus to the text field. Nothing happens
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_container->IsVisible());
// Click it for real. Keyboard starts to appear.
SetFocus(&input_client);
EXPECT_TRUE(keyboard_container->IsVisible());
// Focus a non text field
SetFocus(&no_input_client);
// It waits 100 ms and then hides. Wait for this routine to finish.
EXPECT_TRUE(WillHideKeyboard());
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_container->IsVisible());
// Wait 5 seconds and then set programmatic focus to a text field
AddTimeToTransientBlurCounter(5.0);
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_container->IsVisible());
}
TEST_F(KeyboardControllerTest, VisibilityChangeWithTextInputTypeChange) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_2(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE);
ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_container(controller()->GetContainerWindow());
std::unique_ptr<KeyboardContainerObserver> keyboard_container_observer(
new KeyboardContainerObserver(keyboard_container, &run_loop));
root_window()->AddChild(keyboard_container);
SetFocus(&input_client_0);
EXPECT_TRUE(keyboard_container->IsVisible());
SetFocus(&no_input_client_0);
// Keyboard should not immediately hide itself. It is delayed to avoid layout
// flicker when the focus of input field quickly change.
EXPECT_TRUE(keyboard_container->IsVisible());
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_container->IsVisible());
SetFocus(&input_client_1);
EXPECT_TRUE(keyboard_container->IsVisible());
// Schedule to hide keyboard.
SetFocus(&no_input_client_1);
EXPECT_TRUE(WillHideKeyboard());
// Cancel keyboard hide.
SetFocus(&input_client_2);
EXPECT_FALSE(WillHideKeyboard());
EXPECT_TRUE(keyboard_container->IsVisible());
}
// Test to prevent spurious overscroll boxes when changing tabs during keyboard
// hide. Refer to crbug.com/401670 for more context.
TEST_F(KeyboardControllerTest, CheckOverscrollInsetDuringVisibilityChange) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
aura::Window* keyboard_container(controller()->GetContainerWindow());
root_window()->AddChild(keyboard_container);
// Enable touch keyboard / overscroll mode to test insets.
ScopedTouchKeyboardEnabler scoped_keyboard_enabler;
EXPECT_TRUE(keyboard::IsKeyboardOverscrollEnabled());
SetFocus(&input_client);
SetFocus(&no_input_client);
// Insets should not be enabled for new windows while keyboard is in the
// process of hiding when overscroll is enabled.
EXPECT_FALSE(ShouldEnableInsets(ui()->GetContentsWindow()));
// Cancel keyboard hide.
SetFocus(&input_client);
// Insets should be enabled for new windows as hide was cancelled.
EXPECT_TRUE(ShouldEnableInsets(ui()->GetContentsWindow()));
}
TEST_F(KeyboardControllerTest, AlwaysVisibleWhenLocked) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE);
ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_container(controller()->GetContainerWindow());
std::unique_ptr<KeyboardContainerObserver> keyboard_container_observer(
new KeyboardContainerObserver(keyboard_container, &run_loop));
root_window()->AddChild(keyboard_container);
SetFocus(&input_client_0);
EXPECT_TRUE(keyboard_container->IsVisible());
// Lock keyboard.
controller()->set_keyboard_locked(true);
SetFocus(&no_input_client_0);
// Keyboard should not try to hide itself as it is locked.
EXPECT_TRUE(keyboard_container->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
SetFocus(&input_client_1);
EXPECT_TRUE(keyboard_container->IsVisible());
// Unlock keyboard.
controller()->set_keyboard_locked(false);
// Keyboard should hide when focus on no input client.
SetFocus(&no_input_client_1);
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_container->IsVisible());
}
// Tests that deactivates keyboard will get closed event.
TEST_F(KeyboardControllerTest, CloseKeyboard) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
aura::Window* keyboard_container(controller()->GetContainerWindow());
root_window()->AddChild(keyboard_container);
ShowKeyboard();
EXPECT_TRUE(keyboard_container->IsVisible());
EXPECT_FALSE(IsKeyboardClosed());
root_window()->RemoveChild(keyboard_container);
ResetController();
EXPECT_TRUE(IsKeyboardClosed());
}
class KeyboardControllerAnimationTest : public KeyboardControllerTest {
public:
KeyboardControllerAnimationTest() {}
~KeyboardControllerAnimationTest() override {}
void SetUp() override {
// We cannot short-circuit animations for this test.
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
KeyboardControllerTest::SetUp();
const gfx::Rect& root_bounds = root_window()->bounds();
keyboard_container()->SetBounds(root_bounds);
root_window()->AddChild(keyboard_container());
}
void TearDown() override {
KeyboardControllerTest::TearDown();
}
protected:
aura::Window* keyboard_container() {
return controller()->GetContainerWindow();
}
aura::Window* contents_window() { return ui()->GetContentsWindow(); }
private:
DISALLOW_COPY_AND_ASSIGN(KeyboardControllerAnimationTest);
};
TEST_F(KeyboardControllerAnimationTest, ContainerAnimation) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::Layer* layer = keyboard_container()->layer();
ShowKeyboard();
// Keyboard container and window should immediately become visible before
// animation starts.
EXPECT_TRUE(keyboard_container()->IsVisible());
EXPECT_TRUE(contents_window()->IsVisible());
float show_start_opacity = layer->opacity();
gfx::Transform transform;
transform.Translate(0, keyboard::kFullWidthKeyboardAnimationDistance);
EXPECT_EQ(transform, layer->transform());
// animation occurs in a cloned layer, so the actual final bounds should
// already be applied to the container.
EXPECT_EQ(keyboard_container()->bounds(), notified_visible_bounds());
EXPECT_EQ(keyboard_container()->bounds(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_available());
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_container()->IsVisible());
EXPECT_TRUE(contents_window()->IsVisible());
float show_end_opacity = layer->opacity();
EXPECT_LT(show_start_opacity, show_end_opacity);
EXPECT_EQ(gfx::Transform(), layer->transform());
// KeyboardController should notify the bounds of container window to its
// observers after show animation finished.
EXPECT_EQ(keyboard_container()->bounds(), notified_visible_bounds());
EXPECT_EQ(keyboard_container()->bounds(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_available());
// Directly hide keyboard without delay.
float hide_start_opacity = layer->opacity();
controller()->HideKeyboard(KeyboardController::HIDE_REASON_AUTOMATIC);
EXPECT_FALSE(keyboard_container()->IsVisible());
EXPECT_FALSE(keyboard_container()->layer()->visible());
EXPECT_FALSE(contents_window()->IsVisible());
layer = keyboard_container()->layer();
// KeyboardController should notify the bounds of keyboard window to its
// observers before hide animation starts.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_available());
RunAnimationForLayer(layer);
EXPECT_FALSE(keyboard_container()->IsVisible());
EXPECT_FALSE(keyboard_container()->layer()->visible());
EXPECT_FALSE(contents_window()->IsVisible());
float hide_end_opacity = layer->opacity();
EXPECT_GT(hide_start_opacity, hide_end_opacity);
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_available());
SetModeCallbackInvocationCounter invocation_counter;
controller()->SetContainerType(ContainerType::FLOATING,
invocation_counter.GetInvocationCallback());
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
ShowKeyboard();
RunAnimationForLayer(layer);
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
// Visible bounds and occluding bounds are now different.
EXPECT_EQ(keyboard_container()->bounds(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_available());
// callback should do nothing when container mode is set to the current active
// container type. An unnecessary call gets registered synchronously as a
// failure status to the callback.
controller()->SetContainerType(ContainerType::FLOATING,
invocation_counter.GetInvocationCallback());
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(false));
}
// Show keyboard during keyboard hide animation should abort the hide animation
// and the keyboard should animate in.
// Test for crbug.com/333284.
TEST_F(KeyboardControllerAnimationTest, ContainerShowWhileHide) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::Layer* layer = keyboard_container()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
controller()->HideKeyboard(KeyboardController::HIDE_REASON_AUTOMATIC);
// Before hide animation finishes, show keyboard again.
ShowKeyboard();
layer = keyboard_container()->layer();
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_container()->IsVisible());
EXPECT_TRUE(contents_window()->IsVisible());
EXPECT_EQ(1.0, layer->opacity());
}
TEST_F(KeyboardControllerAnimationTest, SetBoundsOnOldKeyboardUiReference) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
// Ensure keyboard ui is populated
ui::Layer* layer = keyboard_container()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
ASSERT_TRUE(controller()->ui());
aura::Window* container_window = controller()->GetContainerWindow();
// Simulate removal of keyboard controller from root window as done by
// RootWindowController::DeactivateKeyboard()
container_window->parent()->RemoveChild(container_window);
// lingering handle to the contents window is adjusted.
// container_window's LayoutManager should abort silently and not crash.
controller()->ui()->GetContentsWindow()->SetBounds(gfx::Rect());
}
TEST_F(KeyboardControllerTest, DisplayChangeShouldNotifyBoundsChange) {
ScopedTouchKeyboardEnabler scoped_keyboard_enabler;
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
aura::Window* container(controller()->GetContainerWindow());
root_window()->AddChild(container);
SetFocus(&input_client);
gfx::Rect new_bounds(0, 0, 1280, 800);
ASSERT_NE(new_bounds, root_window()->bounds());
EXPECT_EQ(1, visible_bounds_number_of_calls());
EXPECT_EQ(1, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_available_number_of_calls());
root_window()->SetBounds(new_bounds);
EXPECT_EQ(2, visible_bounds_number_of_calls());
EXPECT_EQ(2, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_available_number_of_calls());
MockRotateScreen();
EXPECT_EQ(3, visible_bounds_number_of_calls());
EXPECT_EQ(3, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_available_number_of_calls());
}
TEST_F(KeyboardControllerTest, TextInputMode) {
ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler;
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT,
ui::TEXT_INPUT_MODE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_TEXT,
ui::TEXT_INPUT_MODE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_container(controller()->GetContainerWindow());
std::unique_ptr<KeyboardContainerObserver> keyboard_container_observer(
new KeyboardContainerObserver(keyboard_container, &run_loop));
root_window()->AddChild(keyboard_container);
SetFocus(&input_client);
EXPECT_TRUE(keyboard_container->IsVisible());
SetFocus(&no_input_client);
// Keyboard should not immediately hide itself. It is delayed to avoid layout
// flicker when the focus of input field quickly change.
EXPECT_TRUE(keyboard_container->IsVisible());
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_container->IsVisible());
SetFocus(&input_client);
EXPECT_TRUE(keyboard_container->IsVisible());
}
} // namespace keyboard