1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "ui/compositor/layer_animation_sequence.h"
6
7 #include "base/basictypes.h"
8 #include "base/compiler_specific.h"
9 #include "base/memory/scoped_ptr.h"
10 #include "base/time/time.h"
11 #include "testing/gtest/include/gtest/gtest.h"
12 #include "ui/compositor/layer_animation_delegate.h"
13 #include "ui/compositor/layer_animation_element.h"
14 #include "ui/compositor/test/test_layer_animation_delegate.h"
15 #include "ui/compositor/test/test_layer_animation_observer.h"
16 #include "ui/compositor/test/test_utils.h"
17 #include "ui/gfx/rect.h"
18 #include "ui/gfx/transform.h"
19
20 namespace ui {
21
22 namespace {
23
24 // Check that the sequence behaves sanely when it contains no elements.
TEST(LayerAnimationSequenceTest,NoElement)25 TEST(LayerAnimationSequenceTest, NoElement) {
26 LayerAnimationSequence sequence;
27 base::TimeTicks start_time;
28 start_time += base::TimeDelta::FromSeconds(1);
29 sequence.set_start_time(start_time);
30 EXPECT_TRUE(sequence.IsFinished(start_time));
31 EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
32 LayerAnimationElement::UNKNOWN),
33 sequence.properties());
34 EXPECT_FALSE(sequence.HasConflictingProperty(LayerAnimationElement::UNKNOWN));
35 }
36
37 // Check that the sequences progresses the delegate as expected when it contains
38 // a single non-threaded element.
TEST(LayerAnimationSequenceTest,SingleElement)39 TEST(LayerAnimationSequenceTest, SingleElement) {
40 LayerAnimationSequence sequence;
41 TestLayerAnimationDelegate delegate;
42 float start = 0.0f;
43 float middle = 0.5f;
44 float target = 1.0f;
45 base::TimeTicks start_time;
46 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
47 sequence.AddElement(
48 LayerAnimationElement::CreateBrightnessElement(target, delta));
49
50 for (int i = 0; i < 2; ++i) {
51 start_time += delta;
52 sequence.set_start_time(start_time);
53 delegate.SetBrightnessFromAnimation(start);
54 sequence.Start(&delegate);
55 sequence.Progress(start_time, &delegate);
56 EXPECT_FLOAT_EQ(start, delegate.GetBrightnessForAnimation());
57 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(500),
58 &delegate);
59 EXPECT_FLOAT_EQ(middle, delegate.GetBrightnessForAnimation());
60 EXPECT_TRUE(sequence.IsFinished(start_time + delta));
61 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1000),
62 &delegate);
63 EXPECT_FLOAT_EQ(target, delegate.GetBrightnessForAnimation());
64 }
65
66 EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
67 LayerAnimationElement::BRIGHTNESS),
68 sequence.properties());
69 }
70
71 // Check that the sequences progresses the delegate as expected when it contains
72 // a single threaded element.
TEST(LayerAnimationSequenceTest,SingleThreadedElement)73 TEST(LayerAnimationSequenceTest, SingleThreadedElement) {
74 LayerAnimationSequence sequence;
75 TestLayerAnimationDelegate delegate;
76 float start = 0.0f;
77 float middle = 0.5f;
78 float target = 1.0f;
79 base::TimeTicks start_time;
80 base::TimeTicks effective_start;
81 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
82 sequence.AddElement(
83 LayerAnimationElement::CreateOpacityElement(target, delta));
84
85 for (int i = 0; i < 2; ++i) {
86 int starting_group_id = 1;
87 sequence.set_animation_group_id(starting_group_id);
88 start_time = effective_start + delta;
89 sequence.set_start_time(start_time);
90 delegate.SetOpacityFromAnimation(start);
91 sequence.Start(&delegate);
92 sequence.Progress(start_time, &delegate);
93 EXPECT_FLOAT_EQ(start, sequence.last_progressed_fraction());
94 effective_start = start_time + delta;
95 sequence.OnThreadedAnimationStarted(
96 cc::AnimationEvent(cc::AnimationEvent::Started,
97 0,
98 sequence.animation_group_id(),
99 cc::Animation::Opacity,
100 effective_start));
101 sequence.Progress(effective_start + delta/2, &delegate);
102 EXPECT_FLOAT_EQ(middle, sequence.last_progressed_fraction());
103 EXPECT_TRUE(sequence.IsFinished(effective_start + delta));
104 sequence.Progress(effective_start + delta, &delegate);
105 EXPECT_FLOAT_EQ(target, sequence.last_progressed_fraction());
106 EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
107 }
108
109 EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
110 LayerAnimationElement::OPACITY),
111 sequence.properties());
112 }
113
114 // Check that the sequences progresses the delegate as expected when it contains
115 // multiple elements. Note, see the layer animator tests for cyclic sequences.
TEST(LayerAnimationSequenceTest,MultipleElement)116 TEST(LayerAnimationSequenceTest, MultipleElement) {
117 LayerAnimationSequence sequence;
118 TestLayerAnimationDelegate delegate;
119 float start_opacity = 0.0f;
120 float target_opacity = 1.0f;
121 base::TimeTicks start_time;
122 base::TimeTicks opacity_effective_start;
123 base::TimeTicks transform_effective_start;
124 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
125 sequence.AddElement(
126 LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
127
128 // Pause bounds for a second.
129 sequence.AddElement(LayerAnimationElement::CreatePauseElement(
130 LayerAnimationElement::BOUNDS, delta));
131
132 gfx::Transform start_transform, target_transform, middle_transform;
133 start_transform.Rotate(-30.0);
134 target_transform.Rotate(30.0);
135
136 sequence.AddElement(
137 LayerAnimationElement::CreateTransformElement(target_transform, delta));
138
139 for (int i = 0; i < 2; ++i) {
140 int starting_group_id = 1;
141 sequence.set_animation_group_id(starting_group_id);
142 start_time = opacity_effective_start + 4 * delta;
143 sequence.set_start_time(start_time);
144 delegate.SetOpacityFromAnimation(start_opacity);
145 delegate.SetTransformFromAnimation(start_transform);
146
147 sequence.Start(&delegate);
148 sequence.Progress(start_time, &delegate);
149 EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
150 opacity_effective_start = start_time + delta;
151 EXPECT_EQ(starting_group_id, sequence.animation_group_id());
152 sequence.OnThreadedAnimationStarted(
153 cc::AnimationEvent(cc::AnimationEvent::Started,
154 0,
155 sequence.animation_group_id(),
156 cc::Animation::Opacity,
157 opacity_effective_start));
158 sequence.Progress(opacity_effective_start + delta/2, &delegate);
159 EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
160 sequence.Progress(opacity_effective_start + delta, &delegate);
161 EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
162
163 // Now at the start of the pause.
164 EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
165 TestLayerAnimationDelegate copy = delegate;
166
167 // In the middle of the pause -- nothing should have changed.
168 sequence.Progress(opacity_effective_start + delta + delta/2,
169 &delegate);
170 CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
171 copy.GetBoundsForAnimation());
172 CheckApproximatelyEqual(delegate.GetTransformForAnimation(),
173 copy.GetTransformForAnimation());
174 EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(),
175 copy.GetOpacityForAnimation());
176
177 sequence.Progress(opacity_effective_start + 2 * delta, &delegate);
178 CheckApproximatelyEqual(start_transform,
179 delegate.GetTransformForAnimation());
180 EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
181 transform_effective_start = opacity_effective_start + 3 * delta;
182 EXPECT_NE(starting_group_id, sequence.animation_group_id());
183 sequence.OnThreadedAnimationStarted(
184 cc::AnimationEvent(cc::AnimationEvent::Started,
185 0,
186 sequence.animation_group_id(),
187 cc::Animation::Transform,
188 transform_effective_start));
189 sequence.Progress(transform_effective_start + delta/2, &delegate);
190 EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
191 EXPECT_TRUE(sequence.IsFinished(transform_effective_start + delta));
192 sequence.Progress(transform_effective_start + delta, &delegate);
193 CheckApproximatelyEqual(target_transform,
194 delegate.GetTransformForAnimation());
195 }
196
197 EXPECT_EQ(
198 static_cast<LayerAnimationElement::AnimatableProperties>(
199 LayerAnimationElement::OPACITY | LayerAnimationElement::TRANSFORM |
200 LayerAnimationElement::BOUNDS),
201 sequence.properties());
202 }
203
204 // Check that a sequence can still be aborted if it has cycled many times.
TEST(LayerAnimationSequenceTest,AbortingCyclicSequence)205 TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) {
206 LayerAnimationSequence sequence;
207 TestLayerAnimationDelegate delegate;
208 float start_brightness = 0.0f;
209 float target_brightness = 1.0f;
210 base::TimeTicks start_time;
211 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
212 sequence.AddElement(
213 LayerAnimationElement::CreateBrightnessElement(target_brightness, delta));
214
215 sequence.AddElement(
216 LayerAnimationElement::CreateBrightnessElement(start_brightness, delta));
217
218 sequence.set_is_cyclic(true);
219
220 delegate.SetBrightnessFromAnimation(start_brightness);
221
222 start_time += delta;
223 sequence.set_start_time(start_time);
224 sequence.Start(&delegate);
225 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(101000),
226 &delegate);
227 EXPECT_FLOAT_EQ(target_brightness, delegate.GetBrightnessForAnimation());
228 sequence.Abort(&delegate);
229
230 // Should be able to reuse the sequence after aborting.
231 delegate.SetBrightnessFromAnimation(start_brightness);
232 start_time += base::TimeDelta::FromMilliseconds(101000);
233 sequence.set_start_time(start_time);
234 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(100000),
235 &delegate);
236 EXPECT_FLOAT_EQ(start_brightness, delegate.GetBrightnessForAnimation());
237 }
238
239 // Check that a sequence can be 'fast-forwarded' to the end and the target set.
240 // Also check that this has no effect if the sequence is cyclic.
TEST(LayerAnimationSequenceTest,SetTarget)241 TEST(LayerAnimationSequenceTest, SetTarget) {
242 LayerAnimationSequence sequence;
243 TestLayerAnimationDelegate delegate;
244 float start_opacity = 0.0f;
245 float target_opacity = 1.0f;
246 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
247 sequence.AddElement(
248 LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
249
250 LayerAnimationElement::TargetValue target_value(&delegate);
251 target_value.opacity = start_opacity;
252 sequence.GetTargetValue(&target_value);
253 EXPECT_FLOAT_EQ(target_opacity, target_value.opacity);
254
255 sequence.set_is_cyclic(true);
256 target_value.opacity = start_opacity;
257 sequence.GetTargetValue(&target_value);
258 EXPECT_FLOAT_EQ(start_opacity, target_value.opacity);
259 }
260
TEST(LayerAnimationSequenceTest,AddObserver)261 TEST(LayerAnimationSequenceTest, AddObserver) {
262 base::TimeTicks start_time;
263 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
264 LayerAnimationSequence sequence;
265 sequence.AddElement(
266 LayerAnimationElement::CreateBrightnessElement(1.0f, delta));
267 for (int i = 0; i < 2; ++i) {
268 start_time += delta;
269 sequence.set_start_time(start_time);
270 TestLayerAnimationObserver observer;
271 TestLayerAnimationDelegate delegate;
272 sequence.AddObserver(&observer);
273 EXPECT_TRUE(!observer.last_ended_sequence());
274 sequence.Progress(start_time + delta, &delegate);
275 EXPECT_EQ(observer.last_ended_sequence(), &sequence);
276 sequence.RemoveObserver(&observer);
277 }
278 }
279
280 } // namespace
281
282 } // namespace ui
283