Index: ui/gfx/compositor/layer_unittest.cc |
diff --git a/ui/gfx/compositor/layer_unittest.cc b/ui/gfx/compositor/layer_unittest.cc |
index 69999a3431b11497e219d207c73156caa336ceda..b1abea70fd047b127dbc54bc2a5b0a19418b6a78 100644 |
--- a/ui/gfx/compositor/layer_unittest.cc |
+++ b/ui/gfx/compositor/layer_unittest.cc |
@@ -2,6 +2,8 @@ |
// Use of this source code is governed by a BSD-style license that can be |
// found in the LICENSE file. |
+#include <string> |
Ian Vollick
2011/10/22 01:06:03
Is this used?
|
+ |
#include "base/basictypes.h" |
#include "base/compiler_specific.h" |
#include "base/memory/scoped_ptr.h" |
@@ -535,6 +537,111 @@ TEST_F(LayerWithNullDelegateTest, LargestHole) { |
EXPECT_EQ(gfx::Rect(75, 75, 200, 200), parent->hole_rect()); |
} |
+// Verifies that the largest hole in the draw order is picked |
+TEST_F(LayerWithNullDelegateTest, HoleGeneratedFromLeaf) { |
+ // Layer tree looks like: |
+ // node 1 |
+ // |_ node 11 |
+ // |_ node 111 |
+ // |_ node 12 |
+ // |_ node 121 |
+ |
+ scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400))); |
+ |
+ scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100))); |
+ node1->Add(node11.get()); |
+ |
+ scoped_ptr<Layer> node12(CreateTextureLayer(gfx::Rect(75, 75, 200, 200))); |
+ node1->Add(node12.get()); |
+ |
+ scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20))); |
+ node11->Add(node111.get()); |
+ |
+ scoped_ptr<Layer> node121(CreateTextureLayer(gfx::Rect(10, 10, 190, 190))); |
+ node12->Add(node121.get()); |
+ |
+ EXPECT_EQ(gfx::Rect(75, 75, 200, 200), node1->hole_rect()); |
+ EXPECT_EQ(gfx::Rect(35, 35, 65, 65), node11->hole_rect()); |
+ EXPECT_EQ(gfx::Rect(10, 10, 190, 190), node12->hole_rect()); |
+} |
+ |
+// Verifies that a layer can only punch a hole if the opacity of the layer |
+// punching the hole and the layer being punched is the same. |
+TEST_F(LayerWithNullDelegateTest, HoleWithRelativeOpacity) { |
+ // Layer tree looks like: |
+ // node 1 |
+ // |_ node 11 |
+ // |_ node 111 |
+ |
+ scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400))); |
+ |
+ scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100))); |
+ node1->Add(node11.get()); |
+ |
+ scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20))); |
+ node11->Add(node111.get()); |
+ |
+ EXPECT_EQ(gfx::Rect(50, 50, 100, 100), node1->hole_rect()); |
+ EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect()); |
+ |
+ // Combined opacity node11 = combined opacity node111 |
+ node11->SetOpacity(0.5f); |
+ EXPECT_TRUE(node1->hole_rect().IsEmpty()); |
+ EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect()); |
+ |
+ // Combined opacity of node11 != combind opacity node111. |
+ node111->SetOpacity(0.5f); |
+ EXPECT_TRUE(node1->hole_rect().IsEmpty()); |
+ EXPECT_TRUE(node11->hole_rect().IsEmpty()); |
+} |
+ |
+// Verifies that a non visible layer or any of its children is not a hole. |
+TEST_F(LayerWithNullDelegateTest, NonVisibleLayerCannotBeHole) { |
+ // Layer tree looks like: |
+ // node 1 |
+ // |_ node 11 |
+ // |_ node 111 |
+ |
+ scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400))); |
+ |
+ scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100))); |
+ node1->Add(node11.get()); |
+ |
+ scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20))); |
+ node11->Add(node111.get()); |
+ |
+ EXPECT_EQ(gfx::Rect(50, 50, 100, 100), node1->hole_rect()); |
+ EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect()); |
+ |
+ node11->SetVisible(false); |
+ EXPECT_TRUE(node1->hole_rect().IsEmpty()); |
+ EXPECT_TRUE(node11->hole_rect().IsEmpty()); |
+} |
+ |
+// Verifies that a layer which doesn't fill its bounds opaquely cannot punch a |
+// hole. However its children should still be able to punch a hole. |
+TEST_F(LayerWithNullDelegateTest, LayerNotFillingBoundsOpaquelyCannotBeHole) { |
+ // Layer tree looks like: |
+ // node 1 |
+ // |_ node 11 |
+ // |_ node 111 |
+ |
+ scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400))); |
+ |
+ scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 100, 100))); |
+ node1->Add(node11.get()); |
+ |
+ scoped_ptr<Layer> node111(CreateTextureLayer(gfx::Rect(10, 10, 20, 20))); |
+ node11->Add(node111.get()); |
+ |
+ EXPECT_EQ(gfx::Rect(50, 50, 100, 100), node1->hole_rect()); |
+ EXPECT_EQ(gfx::Rect(10, 10, 20, 20), node11->hole_rect()); |
+ |
+ node11->SetFillsBoundsOpaquely(false); |
+ EXPECT_EQ(gfx::Rect(60, 60, 20, 20), node1->hole_rect()); |
+ EXPECT_TRUE(node11->hole_rect().IsEmpty()); |
+} |
+ |
// Verifies that the hole is with respect to the local bounds of its parent. |
TEST_F(LayerWithNullDelegateTest, HoleLocalBounds) { |
scoped_ptr<Layer> parent(CreateTextureRootLayer( |
@@ -589,6 +696,55 @@ TEST_F(LayerWithNullDelegateTest, HoleWithNinetyDegreeTransforms) { |
} |
} |
+// Verifies that a layer which doesn't have a texture cannot punch a |
+// hole. However its children should still be able to punch a hole. |
+TEST_F(LayerWithNullDelegateTest, HoleWithRelativeNinetyDegreeTransforms) { |
+ // Layer tree looks like: |
+ // node 1 |
+ // |_ node 11 |
+ // |_ node 12 |
+ |
+ scoped_ptr<Layer> node1(CreateTextureRootLayer(gfx::Rect(0, 0, 400, 400))); |
+ |
+ scoped_ptr<Layer> node11(CreateTextureLayer(gfx::Rect(50, 50, 50, 50))); |
+ node1->Add(node11.get()); |
+ |
+ scoped_ptr<Layer> node12(CreateTextureLayer(gfx::Rect(50, 50, 50, 50))); |
+ node1->Add(node12.get()); |
+ |
+ EXPECT_EQ(gfx::Rect(0, 0, 50, 50), node11->hole_rect()); |
+ EXPECT_TRUE(node12->hole_rect().IsEmpty()); |
+ |
+ ui::Transform t1; |
+ // Need to rotate in local coordinates. |
+ t1.SetTranslate(-25, -25); |
+ t1.ConcatRotate(45.0f); |
+ t1.ConcatTranslate(25, 25); |
+ node11->SetTransform(t1); |
+ |
+ EXPECT_TRUE(node12->hole_rect().IsEmpty()); |
+ EXPECT_TRUE(node11->hole_rect().IsEmpty()); |
+ |
+ ui::Transform t2; |
+ // Need to rotate in local coordinates. |
+ t2.SetTranslate(-25, -25); |
+ t2.ConcatRotate(-135.0f); |
+ t2.ConcatTranslate(25, 25); |
+ node12->SetTransform(t2); |
+ |
+ // Do translation of target rect in order to account for inprecision of |
+ // using floating point matrices vs integer rects. |
+ ui::Transform t3; |
+ gfx::Rect target_rect = gfx::Rect(node11->bounds().size()); |
+ t3.ConcatTransform(t2); |
+ t1.Invert(); |
+ t3.ConcatTransform(t1); |
+ t3.TransformRect(&target_rect); |
+ |
+ EXPECT_TRUE(node12->hole_rect().IsEmpty()); |
+ EXPECT_EQ(target_rect, node11->hole_rect()); |
+} |
+ |
// Create this hierarchy: |
// L1 (no texture) |
// +- L11 (texture) |