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Unified Diff: ui/gfx/compositor/layer_animation_sequence_unittest.cc

Issue 8247009: Explicit animation support (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Fix VS2010 Created 9 years, 2 months ago
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Index: ui/gfx/compositor/layer_animation_sequence_unittest.cc
diff --git a/ui/gfx/compositor/layer_animation_sequence_unittest.cc b/ui/gfx/compositor/layer_animation_sequence_unittest.cc
new file mode 100644
index 0000000000000000000000000000000000000000..3b283a3fe12bedb653ae2485202c7cb3f279924c
--- /dev/null
+++ b/ui/gfx/compositor/layer_animation_sequence_unittest.cc
@@ -0,0 +1,158 @@
+// Copyright (c) 2011 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/gfx/compositor/layer_animation_sequence.h"
+
+#include "base/basictypes.h"
+#include "base/compiler_specific.h"
+#include "base/memory/scoped_ptr.h"
+#include "base/time.h"
+#include "testing/gtest/include/gtest/gtest.h"
+#include "ui/gfx/rect.h"
+#include "ui/gfx/transform.h"
+#include "ui/gfx/compositor/layer_animation_delegate.h"
+#include "ui/gfx/compositor/layer_animation_element.h"
+#include "ui/gfx/compositor/test_utils.h"
+#include "ui/gfx/compositor/test_layer_animation_delegate.h"
+
+namespace ui {
+
+namespace {
+
+// Check that the sequence behaves sanely when it contains no elements.
+TEST(LayerAnimationSequenceTest, NoElement) {
+ LayerAnimationSequence sequence;
+ EXPECT_EQ(sequence.duration(), base::TimeDelta());
+ EXPECT_TRUE(sequence.properties().size() == 0);
+ LayerAnimationElement::AnimatableProperties properties;
+ EXPECT_FALSE(sequence.HasCommonProperty(properties));
+}
+
+// Check that the sequences progresses the delegate as expected when it contains
+// a single element.
+TEST(LayerAnimationSequenceTest, SingleElement) {
+ LayerAnimationSequence sequence;
+ TestLayerAnimationDelegate delegate;
+ float start = 0.0;
+ float middle = 0.5;
+ float target = 1.0;
+ base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
+ sequence.AddElement(
+ LayerAnimationElement::CreateOpacityElement(target, delta));
+
+ for (int i = 0; i < 2; ++i) {
+ delegate.SetOpacityFromAnimation(start);
+ sequence.Progress(base::TimeDelta::FromMilliseconds(0), &delegate);
+ EXPECT_FLOAT_EQ(start, delegate.GetOpacityForAnimation());
+ sequence.Progress(base::TimeDelta::FromMilliseconds(500), &delegate);
+ EXPECT_FLOAT_EQ(middle, delegate.GetOpacityForAnimation());
+ sequence.Progress(base::TimeDelta::FromMilliseconds(1000), &delegate);
+ EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
+ }
+
+ EXPECT_TRUE(sequence.properties().size() == 1);
+ EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
+ sequence.properties().end());
+ EXPECT_EQ(delta, sequence.duration());
+}
+
+// Check that the sequences progresses the delegate as expected when it contains
+// multiple elements. Note, see the layer animator tests for cyclic sequences.
+TEST(LayerAnimationSequenceTest, MultipleElement) {
+ LayerAnimationSequence sequence;
+ TestLayerAnimationDelegate delegate;
+ float start_opacity = 0.0;
+ float middle_opacity = 0.5;
+ float target_opacity = 1.0;
+ base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
+ sequence.AddElement(
+ LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
+
+ // Pause bounds for a second.
+ LayerAnimationElement::AnimatableProperties properties;
+ properties.insert(LayerAnimationElement::BOUNDS);
+
+ sequence.AddElement(
+ LayerAnimationElement::CreatePauseElement(properties, delta));
+
+ Transform start_transform, target_transform, middle_transform;
+ start_transform.SetRotate(-90);
+ target_transform.SetRotate(90);
+
+ sequence.AddElement(
+ LayerAnimationElement::CreateTransformElement(target_transform, delta));
+
+ for (int i = 0; i < 2; ++i) {
+ delegate.SetOpacityFromAnimation(start_opacity);
+ delegate.SetTransformFromAnimation(start_transform);
+
+ sequence.Progress(base::TimeDelta::FromMilliseconds(0), &delegate);
+ EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation());
+ sequence.Progress(base::TimeDelta::FromMilliseconds(500), &delegate);
+ EXPECT_FLOAT_EQ(middle_opacity, delegate.GetOpacityForAnimation());
+ sequence.Progress(base::TimeDelta::FromMilliseconds(1000), &delegate);
+ EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
+ TestLayerAnimationDelegate copy = delegate;
+
+ // In the middle of the pause -- nothing should have changed.
+ sequence.Progress(base::TimeDelta::FromMilliseconds(1500), &delegate);
+ CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
+ copy.GetBoundsForAnimation());
+ CheckApproximatelyEqual(delegate.GetTransformForAnimation(),
+ copy.GetTransformForAnimation());
+ EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(),
+ copy.GetOpacityForAnimation());
+
+
+ sequence.Progress(base::TimeDelta::FromMilliseconds(2000), &delegate);
+ CheckApproximatelyEqual(start_transform,
+ delegate.GetTransformForAnimation());
+ sequence.Progress(base::TimeDelta::FromMilliseconds(2500), &delegate);
+ CheckApproximatelyEqual(middle_transform,
+ delegate.GetTransformForAnimation());
+ sequence.Progress(base::TimeDelta::FromMilliseconds(3000), &delegate);
+ CheckApproximatelyEqual(target_transform,
+ delegate.GetTransformForAnimation());
+ }
+
+ EXPECT_TRUE(sequence.properties().size() == 3);
+ EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
+ sequence.properties().end());
+ EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::TRANSFORM) !=
+ sequence.properties().end());
+ EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BOUNDS) !=
+ sequence.properties().end());
+ EXPECT_EQ(delta + delta + delta, sequence.duration());
+}
+
+// Check that a sequence can still be aborted if it has cycled many times.
+TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) {
+ LayerAnimationSequence sequence;
+ TestLayerAnimationDelegate delegate;
+ float start_opacity = 0.0;
+ float target_opacity = 1.0;
+ base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
+ sequence.AddElement(
+ LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
+
+ sequence.AddElement(
+ LayerAnimationElement::CreateOpacityElement(start_opacity, delta));
+
+ sequence.set_is_cyclic(true);
+
+ delegate.SetOpacityFromAnimation(start_opacity);
+
+ sequence.Progress(base::TimeDelta::FromMilliseconds(101000), &delegate);
+ EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
+ sequence.Abort();
+
+ // Should be able to reuse the sequence after aborting.
+ delegate.SetOpacityFromAnimation(start_opacity);
+ sequence.Progress(base::TimeDelta::FromMilliseconds(100000), &delegate);
+ EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation());
+}
+
+} // namespace
+
+} // namespace ui
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