blob: e05a65f38a8bfc5c87c2f2df8bb293f53500fe23 [file] [log] [blame]
// Copyright 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 "ash/public/cpp/immersive/immersive_fullscreen_controller.h"
#include "ash/frame/header_view.h"
#include "ash/frame/non_client_frame_view_ash.h"
#include "ash/public/cpp/ash_features.h"
#include "ash/public/cpp/immersive/immersive_fullscreen_controller_delegate.h"
#include "ash/public/cpp/immersive/immersive_fullscreen_controller_test_api.h"
#include "ash/public/cpp/shelf_types.h"
#include "ash/root_window_controller.h"
#include "ash/shelf/shelf.h"
#include "ash/shell.h"
#include "ash/test/ash_test_base.h"
#include "ash/wm/splitview/split_view_controller.h"
#include "ash/wm/tablet_mode/tablet_mode_controller.h"
#include "ash/wm/window_state.h"
#include "base/test/scoped_feature_list.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/client/cursor_client.h"
#include "ui/aura/env.h"
#include "ui/aura/test/test_window_delegate.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/display/display_layout.h"
#include "ui/display/manager/display_manager.h"
#include "ui/display/test/display_manager_test_api.h"
#include "ui/events/event_utils.h"
#include "ui/events/test/event_generator.h"
#include "ui/events/test/test_event_handler.h"
#include "ui/gfx/animation/slide_animation.h"
#include "ui/views/bubble/bubble_dialog_delegate_view.h"
#include "ui/views/controls/native/native_view_host.h"
#include "ui/views/view.h"
#include "ui/views/widget/widget.h"
namespace ash {
namespace {
class TestBubbleDialogDelegate : public views::BubbleDialogDelegateView {
public:
explicit TestBubbleDialogDelegate(views::View* anchor)
: BubbleDialogDelegateView(anchor, views::BubbleBorder::NONE) {}
~TestBubbleDialogDelegate() override = default;
private:
DISALLOW_COPY_AND_ASSIGN(TestBubbleDialogDelegate);
};
class MockImmersiveFullscreenControllerDelegate
: public ImmersiveFullscreenControllerDelegate {
public:
MockImmersiveFullscreenControllerDelegate(views::View* top_container_view)
: top_container_view_(top_container_view),
enabled_(false),
visible_fraction_(1) {}
~MockImmersiveFullscreenControllerDelegate() override = default;
// ImmersiveFullscreenControllerDelegate overrides:
void OnImmersiveRevealStarted() override {
enabled_ = true;
visible_fraction_ = 0;
}
void OnImmersiveRevealEnded() override { visible_fraction_ = 0; }
void OnImmersiveFullscreenEntered() override {}
void OnImmersiveFullscreenExited() override {
enabled_ = false;
visible_fraction_ = 1;
}
void SetVisibleFraction(double visible_fraction) override {
visible_fraction_ = visible_fraction;
}
std::vector<gfx::Rect> GetVisibleBoundsInScreen() const override {
std::vector<gfx::Rect> bounds_in_screen;
bounds_in_screen.push_back(top_container_view_->GetBoundsInScreen());
return bounds_in_screen;
}
bool is_enabled() const { return enabled_; }
double visible_fraction() const { return visible_fraction_; }
private:
views::View* top_container_view_;
bool enabled_;
double visible_fraction_;
DISALLOW_COPY_AND_ASSIGN(MockImmersiveFullscreenControllerDelegate);
};
class ConsumeEventHandler : public ui::test::TestEventHandler {
public:
ConsumeEventHandler() = default;
~ConsumeEventHandler() override = default;
private:
void OnEvent(ui::Event* event) override {
ui::test::TestEventHandler::OnEvent(event);
if (event->cancelable())
event->SetHandled();
}
DISALLOW_COPY_AND_ASSIGN(ConsumeEventHandler);
};
} // namespace
/////////////////////////////////////////////////////////////////////////////
class TestWidgetDelegate : public views::WidgetDelegateView {
public:
TestWidgetDelegate() = default;
~TestWidgetDelegate() override = default;
// views::WidgetDelegateView:
bool CanResize() const override { return true; }
bool CanMaximize() const override { return true; }
bool CanActivate() const override { return true; }
views::NonClientFrameView* CreateNonClientFrameView(
views::Widget* widget) override {
return new NonClientFrameViewAsh(widget);
}
private:
DISALLOW_COPY_AND_ASSIGN(TestWidgetDelegate);
};
class ImmersiveFullscreenControllerTest : public AshTestBase {
public:
enum Modality {
MODALITY_MOUSE,
MODALITY_GESTURE_TAP,
MODALITY_GESTURE_SCROLL
};
ImmersiveFullscreenControllerTest() = default;
~ImmersiveFullscreenControllerTest() override = default;
ImmersiveFullscreenController* controller() {
return ImmersiveFullscreenController::GetForTest(widget());
}
views::NativeViewHost* content_view() { return content_view_; }
views::View* top_container() {
return NonClientFrameViewAsh::Get(window())->GetHeaderView();
}
views::Widget* widget() { return widget_; }
aura::Window* window() { return widget_->GetNativeWindow(); }
HeaderView* immersive_delegate() {
return NonClientFrameViewAsh::Get(window())->GetHeaderView();
}
// Access to private data from the controller.
bool top_edge_hover_timer_running() {
return controller()->top_edge_hover_timer_.IsRunning();
}
int mouse_x_when_hit_top() {
return controller()->mouse_x_when_hit_top_in_screen_;
}
// AshTestBase:
void SetUp() override {
AshTestBase::SetUp();
test_api_animation_disabler_ = std::make_unique<
ImmersiveFullscreenControllerTestApi::GlobalAnimationDisabler>();
widget_ = new views::Widget();
views::Widget::InitParams params;
params.delegate = new TestWidgetDelegate();
params.context = CurrentContext();
widget_->Init(std::move(params));
widget_->Show();
SetWindowShowState(ui::SHOW_STATE_FULLSCREEN);
gfx::Size window_size = widget_->GetWindowBoundsInScreen().size();
content_view_ = new views::NativeViewHost();
content_view_->SetBounds(0, 0, window_size.width(), window_size.height());
widget_->GetContentsView()->AddChildView(content_view_);
test_api_ =
std::make_unique<ImmersiveFullscreenControllerTestApi>(controller());
test_api_->SetupForTest();
}
// Enables / disables immersive fullscreen.
void SetEnabled(bool enabled) {
ImmersiveFullscreenController::EnableForWidget(widget_, enabled);
}
// Attempt to reveal the top-of-window views via |modality|.
// The top-of-window views can only be revealed via mouse hover or a gesture.
void AttemptReveal(Modality modality) {
ASSERT_NE(modality, MODALITY_GESTURE_TAP);
AttemptRevealStateChange(true, modality);
}
// Attempt to unreveal the top-of-window views via |modality|. The
// top-of-window views can be unrevealed via any modality.
void AttemptUnreveal(Modality modality) {
AttemptRevealStateChange(false, modality);
}
// Sets whether the mouse is hovered above |top_container_|.
// SetHovered(true) moves the mouse over the |top_container_| but does not
// move it to the top of the screen so will not initiate a reveal.
void SetHovered(bool is_mouse_hovered) {
MoveMouse(0, is_mouse_hovered ? 10 : top_container()->height() + 100);
}
// Move the mouse to the given coordinates. The coordinates should be in
// |top_container_| coordinates.
void MoveMouse(int x, int y) {
gfx::Point screen_position(x, y);
views::View::ConvertPointToScreen(top_container(), &screen_position);
GetEventGenerator()->MoveMouseTo(screen_position.x(), screen_position.y());
// If the top edge timer started running as a result of the mouse move, run
// the task which occurs after the timer delay. This reveals the
// top-of-window views synchronously if the mouse is hovered at the top of
// the screen.
if (controller()->top_edge_hover_timer_.IsRunning()) {
controller()->top_edge_hover_timer_.FireNow();
}
}
void SetWindowShowState(ui::WindowShowState show_state) {
window()->SetProperty(aura::client::kShowStateKey, show_state);
}
// Enable or disable tablet mode based on |enable|.
void EnableTabletMode(bool enable) {
Shell::Get()->tablet_mode_controller()->SetEnabledForTest(enable);
}
private:
// Attempt to change the revealed state to |revealed| via |modality|.
void AttemptRevealStateChange(bool revealed, Modality modality) {
// Compute the event position in |top_container()| coordinates.
gfx::Point event_position(0,
revealed ? 0 : top_container()->height() + 100);
switch (modality) {
case MODALITY_MOUSE: {
MoveMouse(event_position.x(), event_position.y());
break;
}
case MODALITY_GESTURE_TAP: {
gfx::Point screen_position = event_position;
views::View::ConvertPointToScreen(top_container(), &screen_position);
ui::test::EventGenerator* event_generator = GetEventGenerator();
event_generator->MoveTouch(event_position);
event_generator->PressTouch();
event_generator->ReleaseTouch();
break;
}
case MODALITY_GESTURE_SCROLL: {
gfx::Point start(0, revealed ? 0 : 2);
gfx::Vector2d scroll_delta(0, 40);
gfx::Point end = revealed ? start + scroll_delta : start - scroll_delta;
views::View::ConvertPointToScreen(top_container(), &start);
views::View::ConvertPointToScreen(top_container(), &end);
ui::test::EventGenerator* event_generator = GetEventGenerator();
event_generator->GestureScrollSequence(
start, end, base::TimeDelta::FromMilliseconds(30), 1);
break;
}
}
}
std::unique_ptr<ImmersiveFullscreenControllerTestApi::GlobalAnimationDisabler>
test_api_animation_disabler_;
views::Widget* widget_ = nullptr; // Owned by the native widget.
views::NativeViewHost* content_view_ =
nullptr; // Owned by |widget_|'s root-view.
std::unique_ptr<ImmersiveFullscreenControllerTestApi> test_api_;
base::test::ScopedFeatureList scoped_feature_list_;
DISALLOW_COPY_AND_ASSIGN(ImmersiveFullscreenControllerTest);
};
// Test the initial state and that the delegate gets notified of the
// top-of-window views getting hidden and revealed.
TEST_F(ImmersiveFullscreenControllerTest, Delegate) {
SetWindowShowState(ui::SHOW_STATE_MAXIMIZED);
// Initial state.
EXPECT_FALSE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
EXPECT_FALSE(immersive_delegate()->in_immersive_mode());
// Enabling initially hides the top views.
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
EXPECT_TRUE(immersive_delegate()->in_immersive_mode());
EXPECT_FALSE(immersive_delegate()->is_revealed());
// Revealing shows the top views.
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_TRUE(controller()->IsRevealed());
EXPECT_TRUE(immersive_delegate()->in_immersive_mode());
EXPECT_TRUE(immersive_delegate()->is_revealed());
// Disabling ends the immersive reveal.
SetEnabled(false);
EXPECT_FALSE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
EXPECT_FALSE(immersive_delegate()->in_immersive_mode());
}
// GetRevealedLock() specific tests.
TEST_F(ImmersiveFullscreenControllerTest, RevealedLock) {
SetWindowShowState(ui::SHOW_STATE_MAXIMIZED);
std::unique_ptr<ImmersiveRevealedLock> lock1;
std::unique_ptr<ImmersiveRevealedLock> lock2;
// Immersive fullscreen is not on by default.
EXPECT_FALSE(controller()->IsEnabled());
// 1) Test acquiring and releasing a revealed state lock while immersive
// fullscreen is disabled. Acquiring or releasing the lock should have no
// effect till immersive fullscreen is enabled.
lock1.reset(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_FALSE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
// Immersive fullscreen should start in the revealed state due to the lock.
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_TRUE(controller()->IsRevealed());
SetEnabled(false);
EXPECT_FALSE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
lock1.reset();
EXPECT_FALSE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
// Immersive fullscreen should start in the closed state because the lock is
// no longer held.
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
// 2) Test that acquiring a lock reveals the top-of-window views if they are
// hidden.
lock1.reset(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_TRUE(controller()->IsRevealed());
// Move the mouse below the top container bounds so the hover doesn't make the
// reveal persist.
MoveMouse(0, top_container()->GetBoundsInScreen().bottom() + 10);
// 3) Test that the top-of-window views are only hidden when all of the locks
// are released.
lock2.reset(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
lock1.reset();
EXPECT_TRUE(controller()->IsRevealed());
lock2.reset();
EXPECT_FALSE(controller()->IsRevealed());
}
// Test mouse event processing for top-of-screen reveal triggering.
TEST_F(ImmersiveFullscreenControllerTest, OnMouseEvent) {
// Create 2nd display for off screen test.
UpdateDisplay("800x600, 800x600");
// Set up initial state.
SetEnabled(true);
ASSERT_TRUE(controller()->IsEnabled());
ASSERT_FALSE(controller()->IsRevealed());
ui::test::EventGenerator* event_generator = GetEventGenerator();
gfx::Rect top_container_bounds_in_screen =
top_container()->GetBoundsInScreen();
// A position along the top edge of TopContainerView in screen coordinates.
gfx::Point top_edge_pos(top_container_bounds_in_screen.x() + 100,
top_container_bounds_in_screen.y());
// Mouse wheel event does nothing.
ui::MouseWheelEvent wheel(gfx::Vector2d(), top_edge_pos, top_edge_pos,
ui::EventTimeForNow(), ui::EF_NONE, ui::EF_NONE);
event_generator->Dispatch(&wheel);
EXPECT_FALSE(top_edge_hover_timer_running());
// Move to top edge of screen starts hover timer running. We cannot use
// MoveMouse() because MoveMouse() stops the timer if it started running.
event_generator->MoveMouseTo(top_edge_pos);
EXPECT_TRUE(top_edge_hover_timer_running());
EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
// Moving |ImmersiveFullscreenControllerTest::kMouseRevealBoundsHeight| down
// from the top edge stops it.
event_generator->MoveMouseBy(
0, ImmersiveFullscreenController::kMouseRevealBoundsHeight);
EXPECT_FALSE(top_edge_hover_timer_running());
// Moving back to the top starts the timer again.
event_generator->MoveMouseTo(top_edge_pos);
EXPECT_TRUE(top_edge_hover_timer_running());
EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
// Slight move to the right keeps the timer running for the same hit point.
event_generator->MoveMouseBy(1, 0);
EXPECT_TRUE(top_edge_hover_timer_running());
EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
// Moving back to the left also keeps the timer running.
event_generator->MoveMouseBy(-1, 0);
EXPECT_TRUE(top_edge_hover_timer_running());
EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
// Large move right restarts the timer (so it is still running) and considers
// this a new hit at the top.
event_generator->MoveMouseTo(top_edge_pos.x() + 100, top_edge_pos.y());
EXPECT_TRUE(top_edge_hover_timer_running());
EXPECT_EQ(top_edge_pos.x() + 100, mouse_x_when_hit_top());
// Moving off the top edge horizontally stops the timer.
event_generator->MoveMouseTo(top_container_bounds_in_screen.right() + 1,
top_container_bounds_in_screen.y());
EXPECT_FALSE(top_edge_hover_timer_running());
// Once revealed, a move just a little below the top container doesn't end a
// reveal.
AttemptReveal(MODALITY_MOUSE);
event_generator->MoveMouseTo(top_container_bounds_in_screen.x(),
top_container_bounds_in_screen.bottom() + 1);
EXPECT_TRUE(controller()->IsRevealed());
// Once revealed, clicking just below the top container ends the reveal.
event_generator->ClickLeftButton();
EXPECT_FALSE(controller()->IsRevealed());
// Moving a lot below the top container ends a reveal.
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
event_generator->MoveMouseTo(top_container_bounds_in_screen.x(),
top_container_bounds_in_screen.bottom() + 50);
EXPECT_FALSE(controller()->IsRevealed());
// The mouse position cannot cause a reveal when the top container's widget
// has capture.
views::Widget* widget = top_container()->GetWidget();
widget->SetCapture(top_container());
AttemptReveal(MODALITY_MOUSE);
EXPECT_FALSE(controller()->IsRevealed());
widget->ReleaseCapture();
// The mouse position cannot end the reveal while the top container's widget
// has capture.
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
widget->SetCapture(top_container());
event_generator->MoveMouseTo(top_container_bounds_in_screen.x(),
top_container_bounds_in_screen.bottom() + 51);
EXPECT_TRUE(controller()->IsRevealed());
// Releasing capture should end the reveal.
widget->ReleaseCapture();
EXPECT_FALSE(controller()->IsRevealed());
}
// Test mouse event processing for top-of-screen reveal triggering when the
// top container's widget is inactive.
TEST_F(ImmersiveFullscreenControllerTest, Inactive) {
// Set up initial state.
views::Widget* popup_widget = views::Widget::CreateWindowWithContextAndBounds(
nullptr, CurrentContext(), gfx::Rect(0, 0, 200, 200));
popup_widget->Show();
ASSERT_FALSE(top_container()->GetWidget()->IsActive());
SetEnabled(true);
ASSERT_TRUE(controller()->IsEnabled());
ASSERT_FALSE(controller()->IsRevealed());
gfx::Rect top_container_bounds_in_screen =
top_container()->GetBoundsInScreen();
gfx::Rect popup_bounds_in_screen = popup_widget->GetWindowBoundsInScreen();
ASSERT_EQ(top_container_bounds_in_screen.origin().ToString(),
popup_bounds_in_screen.origin().ToString());
ASSERT_GT(top_container_bounds_in_screen.right(),
popup_bounds_in_screen.right());
// The top-of-window views should stay hidden if the cursor is at the top edge
// but above an obscured portion of the top-of-window views.
MoveMouse(popup_bounds_in_screen.x(), top_container_bounds_in_screen.y());
EXPECT_FALSE(controller()->IsRevealed());
// The top-of-window views should reveal if the cursor is at the top edge and
// above an unobscured portion of the top-of-window views.
MoveMouse(top_container_bounds_in_screen.right() - 1,
top_container_bounds_in_screen.y());
EXPECT_TRUE(controller()->IsRevealed());
// The top-of-window views should stay revealed if the cursor is moved off
// of the top edge.
MoveMouse(top_container_bounds_in_screen.right() - 1,
top_container_bounds_in_screen.bottom() - 1);
EXPECT_TRUE(controller()->IsRevealed());
// Moving way off of the top-of-window views should end the immersive reveal.
MoveMouse(top_container_bounds_in_screen.right() - 1,
top_container_bounds_in_screen.bottom() + 50);
EXPECT_FALSE(controller()->IsRevealed());
// Moving way off of the top-of-window views in a region where the
// top-of-window views are obscured should also end the immersive reveal.
// Ideally, the immersive reveal would end immediately when the cursor moves
// to an obscured portion of the top-of-window views.
MoveMouse(top_container_bounds_in_screen.right() - 1,
top_container_bounds_in_screen.y());
EXPECT_TRUE(controller()->IsRevealed());
MoveMouse(top_container_bounds_in_screen.x(),
top_container_bounds_in_screen.bottom() + 50);
EXPECT_FALSE(controller()->IsRevealed());
}
// Test mouse event processing for top-of-screen reveal triggering when the user
// has a vertical display layout (primary display above/below secondary display)
// and the immersive fullscreen window is on the bottom display.
TEST_F(ImmersiveFullscreenControllerTest, MouseEventsVerticalDisplayLayout) {
// Set up initial state.
UpdateDisplay("800x600,800x600");
ash::Shell::Get()->display_manager()->SetLayoutForCurrentDisplays(
display::test::CreateDisplayLayout(display_manager(),
display::DisplayPlacement::TOP, 0));
SetEnabled(true);
ASSERT_TRUE(controller()->IsEnabled());
ASSERT_FALSE(controller()->IsRevealed());
aura::Window::Windows root_windows = ash::Shell::GetAllRootWindows();
ASSERT_EQ(root_windows[0],
top_container()->GetWidget()->GetNativeWindow()->GetRootWindow());
gfx::Rect primary_root_window_bounds_in_screen =
root_windows[0]->GetBoundsInScreen();
// Do not set |x| to the root window's x position because the display's
// corners have special behavior.
int x = primary_root_window_bounds_in_screen.x() + 10;
// The y position of the top edge of the primary display.
int y_top_edge = primary_root_window_bounds_in_screen.y();
ui::test::EventGenerator* event_generator = GetEventGenerator();
// Moving right below the top edge starts the hover timer running. We
// cannot use MoveMouse() because MoveMouse() stops the timer if it started
// running.
event_generator->MoveMouseTo(x, y_top_edge + 1);
EXPECT_TRUE(top_edge_hover_timer_running());
EXPECT_EQ(y_top_edge + 1,
aura::Env::GetInstance()->last_mouse_location().y());
// The timer should continue running if the user moves the mouse to the top
// edge even though the mouse is warped to the secondary display.
event_generator->MoveMouseTo(x, y_top_edge);
EXPECT_TRUE(top_edge_hover_timer_running());
// The timer should continue running if the user overshoots the top edge
// a bit.
event_generator->MoveMouseTo(x, y_top_edge - 2);
EXPECT_TRUE(top_edge_hover_timer_running());
// The timer should stop running if the user overshoots the top edge by
// a lot.
event_generator->MoveMouseTo(x, y_top_edge - 20);
EXPECT_FALSE(top_edge_hover_timer_running());
// The timer should not start if the user moves the mouse to the bottom of the
// secondary display without crossing the top edge first.
event_generator->MoveMouseTo(x, y_top_edge - 2);
// Reveal the top-of-window views by overshooting the top edge slightly.
event_generator->MoveMouseTo(x, y_top_edge + 1);
// MoveMouse() runs the timer task.
MoveMouse(x, y_top_edge - 2);
EXPECT_TRUE(controller()->IsRevealed());
// The top-of-window views should stay revealed if the user moves the mouse
// around in the bottom region of the secondary display.
event_generator->MoveMouseTo(x + 10, y_top_edge - 3);
EXPECT_TRUE(controller()->IsRevealed());
// The top-of-window views should hide if the user moves the mouse away from
// the bottom region of the secondary display.
event_generator->MoveMouseTo(x, y_top_edge - 20);
EXPECT_FALSE(controller()->IsRevealed());
// Test that it is possible to reveal the top-of-window views by overshooting
// the top edge slightly when the top container's widget is not active.
views::Widget* popup_widget = views::Widget::CreateWindowWithContextAndBounds(
nullptr, CurrentContext(), gfx::Rect(0, 200, 100, 100));
popup_widget->Show();
ASSERT_FALSE(top_container()->GetWidget()->IsActive());
ASSERT_FALSE(top_container()->GetBoundsInScreen().Intersects(
popup_widget->GetWindowBoundsInScreen()));
event_generator->MoveMouseTo(x, y_top_edge + 1);
MoveMouse(x, y_top_edge - 2);
EXPECT_TRUE(controller()->IsRevealed());
}
// Test behavior when the mouse becomes hovered without moving.
TEST_F(ImmersiveFullscreenControllerTest, MouseHoveredWithoutMoving) {
SetEnabled(true);
std::unique_ptr<ImmersiveRevealedLock> lock;
// 1) Test that if the mouse becomes hovered without the mouse moving due to a
// lock causing the top-of-window views to be revealed (and the mouse
// happening to be near the top of the screen), the top-of-window views do not
// hide till the mouse moves off of the top-of-window views.
SetHovered(true);
EXPECT_FALSE(controller()->IsRevealed());
lock.reset(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_TRUE(controller()->IsRevealed());
lock.reset();
EXPECT_TRUE(controller()->IsRevealed());
SetHovered(false);
EXPECT_FALSE(controller()->IsRevealed());
// 2) Test that if the mouse becomes hovered without moving because of a
// reveal in ImmersiveFullscreenController::SetEnabled(true) and there are no
// locks keeping the top-of-window views revealed, that mouse hover does not
// prevent the top-of-window views from closing.
SetEnabled(false);
SetHovered(true);
EXPECT_FALSE(controller()->IsRevealed());
SetEnabled(true);
EXPECT_FALSE(controller()->IsRevealed());
// 3) Test that if the mouse becomes hovered without moving because of a
// reveal in ImmersiveFullscreenController::SetEnabled(true) and there is a
// lock keeping the top-of-window views revealed, that the top-of-window views
// do not hide till the mouse moves off of the top-of-window views.
SetEnabled(false);
SetHovered(true);
lock.reset(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_FALSE(controller()->IsRevealed());
SetEnabled(true);
EXPECT_TRUE(controller()->IsRevealed());
lock.reset();
EXPECT_TRUE(controller()->IsRevealed());
SetHovered(false);
EXPECT_FALSE(controller()->IsRevealed());
}
// Test revealing the top-of-window views using one modality and ending
// the reveal via another. For instance, initiating the reveal via a SWIPE_OPEN
// edge gesture, switching to using the mouse and ending the reveal by moving
// the mouse off of the top-of-window views.
TEST_F(ImmersiveFullscreenControllerTest, DifferentModalityEnterExit) {
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
// Initiate reveal via gesture, end reveal via mouse.
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_TRUE(controller()->IsRevealed());
MoveMouse(1, 1);
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_MOUSE);
EXPECT_FALSE(controller()->IsRevealed());
// Initiate reveal via gesture, end reveal via touch.
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_GESTURE_TAP);
EXPECT_FALSE(controller()->IsRevealed());
// Initiate reveal via mouse, end reveal via gesture.
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_GESTURE_SCROLL);
EXPECT_FALSE(controller()->IsRevealed());
// Initiate reveal via mouse, end reveal via touch.
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_GESTURE_TAP);
EXPECT_FALSE(controller()->IsRevealed());
}
// Tests the top-of-window views for maximized/full-screened/snapped windows in
// tablet mode.
TEST_F(ImmersiveFullscreenControllerTest, WindowsInTabletMode) {
EnableTabletMode(true);
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
// Top-of-window views will not be revealed through gesture scroll for
// fullscreen window in tablet mode. (Instead, the window is dragged.)
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_FALSE(controller()->IsRevealed());
// Top-of-window views will be revealed for fullscreen windows not in tablet
// mode.
EnableTabletMode(false);
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_GESTURE_SCROLL);
EXPECT_FALSE(controller()->IsRevealed());
// Top-of-window views will not be revealed for full-screened window in tablet
// mode either.
EnableTabletMode(true);
SetWindowShowState(ui::SHOW_STATE_FULLSCREEN);
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_FALSE(controller()->IsRevealed());
// Top-of-window views will not be revealed for snapped window in splitview
// mode either.
Shell::Get()->split_view_controller()->SnapWindow(window(),
SplitViewController::LEFT);
EXPECT_TRUE(WindowState::Get(window())->IsSnapped());
EXPECT_TRUE(Shell::Get()->split_view_controller()->InSplitViewMode());
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_FALSE(controller()->IsRevealed());
}
// Test when the SWIPE_CLOSE edge gesture closes the top-of-window views.
TEST_F(ImmersiveFullscreenControllerTest, EndRevealViaGesture) {
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
// A gesture should be able to close the top-of-window views when
// top-of-window views have focus.
AttemptReveal(MODALITY_MOUSE);
top_container()->RequestFocus();
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_GESTURE_SCROLL);
EXPECT_FALSE(controller()->IsRevealed());
// The top-of-window views should no longer have focus. Clearing focus is
// important because it closes focus-related popup windows like the touch
// selection handles.
EXPECT_FALSE(top_container()->HasFocus());
// If some other code is holding onto a lock, a gesture should not be able to
// end the reveal.
AttemptReveal(MODALITY_MOUSE);
std::unique_ptr<ImmersiveRevealedLock> lock(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_TRUE(controller()->IsRevealed());
AttemptUnreveal(MODALITY_GESTURE_SCROLL);
EXPECT_TRUE(controller()->IsRevealed());
lock.reset();
EXPECT_FALSE(controller()->IsRevealed());
}
// Tests that touch-gesture can be used to reveal the top-of-window views when
// the child window consumes all events.
TEST_F(ImmersiveFullscreenControllerTest, RevealViaGestureChildConsumesEvents) {
// Enabling initially hides the top views.
SetEnabled(true);
EXPECT_TRUE(controller()->IsEnabled());
EXPECT_FALSE(controller()->IsRevealed());
aura::test::TestWindowDelegate child_delegate;
std::unique_ptr<aura::Window> child(
CreateTestWindowInShellWithDelegateAndType(
&child_delegate, aura::client::WINDOW_TYPE_CONTROL, 1234,
gfx::Rect()));
content_view()->Attach(child.get());
content_view()->Layout();
ConsumeEventHandler handler;
child->AddPreTargetHandler(&handler);
// Reveal the top views using a touch-scroll gesture. The child window should
// not receive the touch events.
AttemptReveal(MODALITY_GESTURE_SCROLL);
EXPECT_TRUE(controller()->IsRevealed());
EXPECT_EQ(0, handler.num_touch_events());
AttemptUnreveal(MODALITY_GESTURE_TAP);
EXPECT_FALSE(controller()->IsRevealed());
EXPECT_GT(handler.num_touch_events(), 0);
child->RemovePreTargetHandler(&handler);
}
// Make sure touch events towards the top of the window do not leak through to
// windows underneath.
TEST_F(ImmersiveFullscreenControllerTest, EventsDoNotLeakToWindowUnderneath) {
gfx::Rect window_bounds = window()->GetBoundsInScreen();
aura::test::TestWindowDelegate child_delegate;
std::unique_ptr<aura::Window> behind(CreateTestWindowInShellWithDelegate(
&child_delegate, 1234, window_bounds));
behind->Show();
behind->SetBounds(window_bounds);
widget()->StackAbove(behind.get());
// Make sure the windows are aligned on top.
EXPECT_EQ(behind->GetBoundsInScreen().y(), window()->GetBoundsInScreen().y());
int top = behind->GetBoundsInScreen().y();
ui::TouchEvent touch(
ui::ET_TOUCH_MOVED, gfx::Point(10, top), ui::EventTimeForNow(),
ui::PointerDetails(ui::EventPointerType::POINTER_TYPE_TOUCH, 0));
aura::Window* root = window()->GetRootWindow();
ui::EventTargeter* targeter =
root->GetHost()->dispatcher()->GetDefaultEventTargeter();
EXPECT_EQ(window(), targeter->FindTargetForEvent(root, &touch));
SetEnabled(true);
EXPECT_FALSE(controller()->IsRevealed());
// Make sure the windows are still aligned on top.
EXPECT_EQ(behind->GetBoundsInScreen().y(), window()->GetBoundsInScreen().y());
top = behind->GetBoundsInScreen().y();
ui::TouchEvent touch2(
ui::ET_TOUCH_MOVED, gfx::Point(10, top), ui::EventTimeForNow(),
ui::PointerDetails(ui::EventPointerType::POINTER_TYPE_TOUCH, 0));
// The event should still be targeted to window().
EXPECT_EQ(window(), targeter->FindTargetForEvent(root, &touch2));
}
// Check that the window state gets properly marked for immersive fullscreen.
TEST_F(ImmersiveFullscreenControllerTest, WindowStateImmersiveFullscreen) {
ash::WindowState* window_state = ash::WindowState::Get(window());
SetWindowShowState(ui::SHOW_STATE_NORMAL);
EXPECT_FALSE(window_state->IsInImmersiveFullscreen());
SetEnabled(true);
ASSERT_TRUE(controller()->IsEnabled());
EXPECT_TRUE(window_state->IsInImmersiveFullscreen());
SetEnabled(false);
ASSERT_FALSE(controller()->IsEnabled());
EXPECT_FALSE(window_state->IsInImmersiveFullscreen());
}
// Test how focus and activation affects whether the top-of-window views are
// revealed.
TEST_F(ImmersiveFullscreenControllerTest, Focus) {
// Add views to the view hierarchy which we will focus and unfocus during the
// test.
views::View* child_view = new views::View();
child_view->SetBounds(0, 0, 10, 10);
child_view->SetFocusBehavior(views::View::FocusBehavior::ALWAYS);
top_container()->AddChildView(child_view);
views::View* unrelated_view = new views::View();
unrelated_view->SetBounds(0, 100, 10, 10);
unrelated_view->SetFocusBehavior(views::View::FocusBehavior::ALWAYS);
top_container()->parent()->AddChildView(unrelated_view);
views::FocusManager* focus_manager =
top_container()->GetWidget()->GetFocusManager();
SetEnabled(true);
// 1) Test that the top-of-window views stay revealed as long as either a
// |child_view| has focus or the mouse is hovered above the top-of-window
// views.
AttemptReveal(MODALITY_MOUSE);
child_view->RequestFocus();
focus_manager->ClearFocus();
EXPECT_TRUE(controller()->IsRevealed());
child_view->RequestFocus();
SetHovered(false);
EXPECT_TRUE(controller()->IsRevealed());
focus_manager->ClearFocus();
EXPECT_FALSE(controller()->IsRevealed());
// 2) Test that focusing |unrelated_view| hides the top-of-window views.
AttemptReveal(MODALITY_MOUSE);
child_view->RequestFocus();
SetHovered(false);
EXPECT_TRUE(controller()->IsRevealed());
unrelated_view->RequestFocus();
EXPECT_FALSE(controller()->IsRevealed());
// 3) Test that a loss of focus of |child_view| to |unrelated_view|
// while immersive mode is disabled is properly registered.
AttemptReveal(MODALITY_MOUSE);
child_view->RequestFocus();
SetHovered(false);
EXPECT_TRUE(controller()->IsRevealed());
SetEnabled(false);
EXPECT_FALSE(controller()->IsRevealed());
unrelated_view->RequestFocus();
SetEnabled(true);
EXPECT_FALSE(controller()->IsRevealed());
// Repeat test but with a revealed lock acquired when immersive mode is
// disabled because the code path is different.
AttemptReveal(MODALITY_MOUSE);
child_view->RequestFocus();
SetHovered(false);
EXPECT_TRUE(controller()->IsRevealed());
SetEnabled(false);
std::unique_ptr<ImmersiveRevealedLock> lock(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_FALSE(controller()->IsRevealed());
unrelated_view->RequestFocus();
SetEnabled(true);
EXPECT_TRUE(controller()->IsRevealed());
lock.reset();
EXPECT_FALSE(controller()->IsRevealed());
}
// Test how transient windows affect whether the top-of-window views are
// revealed.
TEST_F(ImmersiveFullscreenControllerTest, Transient) {
views::Widget* top_container_widget = top_container()->GetWidget();
SetEnabled(true);
ASSERT_FALSE(controller()->IsRevealed());
// 1) Test that a transient window which is not a bubble does not trigger a
// reveal but does keep the top-of-window views revealed if they are already
// revealed.
views::Widget::InitParams transient_params;
transient_params.ownership =
views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET;
transient_params.parent = top_container_widget->GetNativeView();
transient_params.bounds = gfx::Rect(0, 100, 100, 100);
std::unique_ptr<views::Widget> transient_widget(new views::Widget());
transient_widget->Init(std::move(transient_params));
EXPECT_FALSE(controller()->IsRevealed());
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
transient_widget->Show();
SetHovered(false);
EXPECT_TRUE(controller()->IsRevealed());
transient_widget.reset();
EXPECT_FALSE(controller()->IsRevealed());
// 2) Test that activating a non-transient window does not keep the
// top-of-window views revealed.
views::Widget::InitParams non_transient_params;
non_transient_params.ownership =
views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET;
non_transient_params.bounds = gfx::Rect(0, 100, 100, 100);
std::unique_ptr<views::Widget> non_transient_widget(new views::Widget());
non_transient_params.context = CurrentContext();
non_transient_widget->Init(std::move(non_transient_params));
EXPECT_FALSE(controller()->IsRevealed());
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
non_transient_widget->Show();
SetHovered(false);
EXPECT_FALSE(controller()->IsRevealed());
}
// Test how bubbles affect whether the top-of-window views are revealed.
TEST_F(ImmersiveFullscreenControllerTest, Bubbles) {
std::unique_ptr<ImmersiveRevealedLock> revealed_lock;
views::Widget* top_container_widget = top_container()->GetWidget();
// Add views to the view hierarchy to which we will anchor bubbles.
views::View* child_view = new views::View();
child_view->SetBounds(0, 0, 10, 10);
top_container()->AddChildView(child_view);
views::View* unrelated_view = new views::View();
unrelated_view->SetBounds(0, 100, 10, 10);
top_container()->parent()->AddChildView(unrelated_view);
SetEnabled(true);
ASSERT_FALSE(controller()->IsRevealed());
// 1) Test that a bubble anchored to a child of the top container triggers
// a reveal and keeps the top-of-window views revealed for the duration of
// its visibility.
views::Widget* bubble_widget1(views::BubbleDialogDelegateView::CreateBubble(
new TestBubbleDialogDelegate(child_view)));
bubble_widget1->Show();
EXPECT_TRUE(controller()->IsRevealed());
// Activating |top_container_widget| will close |bubble_widget1|.
top_container_widget->Activate();
AttemptReveal(MODALITY_MOUSE);
revealed_lock.reset(controller()->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
EXPECT_TRUE(controller()->IsRevealed());
views::Widget* bubble_widget2 = views::BubbleDialogDelegateView::CreateBubble(
new TestBubbleDialogDelegate(child_view));
bubble_widget2->Show();
EXPECT_TRUE(controller()->IsRevealed());
revealed_lock.reset();
SetHovered(false);
EXPECT_TRUE(controller()->IsRevealed());
bubble_widget2->Close();
EXPECT_FALSE(controller()->IsRevealed());
// 2) Test that transitioning from keeping the top-of-window views revealed
// because of a bubble to keeping the top-of-window views revealed because of
// mouse hover by activating |top_container_widget| works.
views::Widget* bubble_widget3 = views::BubbleDialogDelegateView::CreateBubble(
new TestBubbleDialogDelegate(child_view));
bubble_widget3->Show();
SetHovered(true);
EXPECT_TRUE(controller()->IsRevealed());
top_container_widget->Activate();
EXPECT_TRUE(controller()->IsRevealed());
// 3) Test that the top-of-window views stay revealed as long as at least one
// bubble anchored to a child of the top container is visible.
SetHovered(false);
EXPECT_FALSE(controller()->IsRevealed());
views::BubbleDialogDelegateView* bubble_delegate4(
new TestBubbleDialogDelegate(child_view));
bubble_delegate4->SetCanActivate(false);
views::Widget* bubble_widget4(
views::BubbleDialogDelegateView::CreateBubble(bubble_delegate4));
bubble_widget4->Show();
views::BubbleDialogDelegateView* bubble_delegate5(
new TestBubbleDialogDelegate(child_view));
bubble_delegate5->SetCanActivate(false);
views::Widget* bubble_widget5(
views::BubbleDialogDelegateView::CreateBubble(bubble_delegate5));
bubble_widget5->Show();
EXPECT_TRUE(controller()->IsRevealed());
bubble_widget4->Hide();
EXPECT_TRUE(controller()->IsRevealed());
bubble_widget5->Hide();
EXPECT_FALSE(controller()->IsRevealed());
bubble_widget5->Show();
EXPECT_TRUE(controller()->IsRevealed());
// 4) Test that visibility changes which occur while immersive fullscreen is
// disabled are handled upon reenabling immersive fullscreen.
SetEnabled(false);
bubble_widget5->Hide();
SetEnabled(true);
EXPECT_FALSE(controller()->IsRevealed());
// We do not need |bubble_widget4| or |bubble_widget5| anymore, close them.
bubble_widget4->Close();
bubble_widget5->Close();
// 5) Test that a bubble added while immersive fullscreen is disabled is
// handled upon reenabling immersive fullscreen.
SetEnabled(false);
views::Widget* bubble_widget6 = views::BubbleDialogDelegateView::CreateBubble(
new TestBubbleDialogDelegate(child_view));
bubble_widget6->Show();
SetEnabled(true);
EXPECT_TRUE(controller()->IsRevealed());
bubble_widget6->Close();
// 6) Test that a bubble which is not anchored to a child of the
// TopContainerView does not trigger a reveal or keep the
// top-of-window views revealed if they are already revealed.
views::Widget* bubble_widget7 = views::BubbleDialogDelegateView::CreateBubble(
new TestBubbleDialogDelegate(unrelated_view));
bubble_widget7->Show();
EXPECT_FALSE(controller()->IsRevealed());
// Activating |top_container_widget| will close |bubble_widget6|.
top_container_widget->Activate();
AttemptReveal(MODALITY_MOUSE);
EXPECT_TRUE(controller()->IsRevealed());
views::Widget* bubble_widget8 = views::BubbleDialogDelegateView::CreateBubble(
new TestBubbleDialogDelegate(unrelated_view));
bubble_widget8->Show();
SetHovered(false);
EXPECT_FALSE(controller()->IsRevealed());
bubble_widget8->Close();
}
// Test that the shelf is set to auto hide as long as the window is in
// immersive fullscreen and that the shelf's state before entering immersive
// fullscreen is restored upon exiting immersive fullscreen.
TEST_F(ImmersiveFullscreenControllerTest, Shelf) {
Shelf* shelf = GetPrimaryShelf();
// Shelf is visible by default.
SetWindowShowState(ui::SHOW_STATE_NORMAL);
ASSERT_FALSE(controller()->IsEnabled());
ASSERT_EQ(SHELF_VISIBLE, shelf->GetVisibilityState());
// Entering immersive fullscreen sets the shelf to auto hide.
SetWindowShowState(ui::SHOW_STATE_FULLSCREEN);
SetEnabled(true);
EXPECT_EQ(SHELF_AUTO_HIDE, shelf->GetVisibilityState());
// Disabling immersive fullscreen puts it back.
SetEnabled(false);
SetWindowShowState(ui::SHOW_STATE_NORMAL);
ASSERT_FALSE(controller()->IsEnabled());
EXPECT_EQ(SHELF_VISIBLE, shelf->GetVisibilityState());
// The user could toggle the shelf auto-hide behavior.
shelf->SetAutoHideBehavior(SHELF_AUTO_HIDE_BEHAVIOR_ALWAYS);
EXPECT_EQ(SHELF_AUTO_HIDE, shelf->GetVisibilityState());
// Entering immersive fullscreen keeps auto-hide.
SetWindowShowState(ui::SHOW_STATE_FULLSCREEN);
SetEnabled(true);
EXPECT_EQ(SHELF_AUTO_HIDE, shelf->GetVisibilityState());
// Disabling immersive fullscreen maintains the user's auto-hide selection.
SetEnabled(false);
SetWindowShowState(ui::SHOW_STATE_NORMAL);
EXPECT_EQ(SHELF_AUTO_HIDE, shelf->GetVisibilityState());
}
} // namespase ash