/* * Copyright (C) 2019 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.gameperformance; import android.annotation.NonNull; /** * Tests that verifies how many UI controls can be handled to keep FPS close to device refresh rate. * As a test UI control ImageView with an infinite animation is chosen. The animation has refresh * rate ~67Hz that forces all devices to refresh UI at highest possible rate. */ public class ControlsTest extends BaseTest { public ControlsTest(@NonNull GamePerformanceActivity activity) { super(activity); } @NonNull public CustomControlView getView() { return getActivity().getControlView(); } @Override protected void initProbePass(int probe) { try { getActivity().attachControlView(); } catch (InterruptedException e) { Thread.currentThread().interrupt(); return; } initUnits(probe * getUnitScale()); } @Override protected void freeProbePass() { } @Override public String getName() { return "control_count"; } @Override public String getUnitName() { return "controls"; } @Override public double getUnitScale() { return 5.0; } @Override public void initUnits(double controlCount) { try { getView().createControls(getActivity(), (int)Math.round(controlCount)); } catch (InterruptedException e) { Thread.currentThread().interrupt(); } } }