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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