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Unified Diff: ash/wm/shadow_controller_unittest.cc

Issue 11275296: Move shadow code to views\corewm (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 8 years, 1 month ago
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Index: ash/wm/shadow_controller_unittest.cc
===================================================================
--- ash/wm/shadow_controller_unittest.cc (revision 167688)
+++ ash/wm/shadow_controller_unittest.cc (working copy)
@@ -1,191 +0,0 @@
-// Copyright (c) 2012 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 "ash/wm/shadow_controller.h"
-
-#include <algorithm>
-#include <vector>
-
-#include "ash/shell.h"
-#include "ash/test/ash_test_base.h"
-#include "ash/wm/shadow.h"
-#include "ash/wm/shadow_types.h"
-#include "ash/wm/window_properties.h"
-#include "ash/wm/window_util.h"
-#include "base/memory/scoped_ptr.h"
-#include "ui/aura/client/activation_client.h"
-#include "ui/aura/root_window.h"
-#include "ui/aura/window.h"
-#include "ui/compositor/layer.h"
-
-namespace ash {
-namespace internal {
-
-typedef ash::test::AshTestBase ShadowControllerTest;
-
-// Tests that various methods in Window update the Shadow object as expected.
-TEST_F(ShadowControllerTest, Shadow) {
- scoped_ptr<aura::Window> window(new aura::Window(NULL));
- window->SetType(aura::client::WINDOW_TYPE_NORMAL);
- window->Init(ui::LAYER_TEXTURED);
- window->SetParent(NULL);
-
- // We should create the shadow before the window is visible (the shadow's
- // layer won't get drawn yet since it's a child of the window's layer).
- internal::ShadowController::TestApi api(
- ash::Shell::GetInstance()->shadow_controller());
- const internal::Shadow* shadow = api.GetShadowForWindow(window.get());
- ASSERT_TRUE(shadow != NULL);
- EXPECT_TRUE(shadow->layer()->visible());
-
- // The shadow should remain visible after window visibility changes.
- window->Show();
- EXPECT_TRUE(shadow->layer()->visible());
- window->Hide();
- EXPECT_TRUE(shadow->layer()->visible());
-
- // If the shadow is disabled, it should be hidden.
- internal::SetShadowType(window.get(), internal::SHADOW_TYPE_NONE);
- window->Show();
- EXPECT_FALSE(shadow->layer()->visible());
- internal::SetShadowType(window.get(), internal::SHADOW_TYPE_RECTANGULAR);
- EXPECT_TRUE(shadow->layer()->visible());
-
- // The shadow's layer should be a child of the window's layer.
- EXPECT_EQ(window->layer(), shadow->layer()->parent());
-
- window->parent()->RemoveChild(window.get());
- aura::Window* window_ptr = window.get();
- window.reset();
- EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL);
-}
-
-// Tests that the window's shadow's bounds are updated correctly.
-TEST_F(ShadowControllerTest, ShadowBounds) {
- scoped_ptr<aura::Window> window(new aura::Window(NULL));
- window->SetType(aura::client::WINDOW_TYPE_NORMAL);
- window->Init(ui::LAYER_TEXTURED);
- window->SetParent(NULL);
- window->Show();
-
- const gfx::Rect kOldBounds(20, 30, 400, 300);
- window->SetBounds(kOldBounds);
-
- // When the shadow is first created, it should use the window's size (but
- // remain at the origin, since it's a child of the window's layer).
- internal::SetShadowType(window.get(), internal::SHADOW_TYPE_RECTANGULAR);
- internal::ShadowController::TestApi api(
- ash::Shell::GetInstance()->shadow_controller());
- const internal::Shadow* shadow = api.GetShadowForWindow(window.get());
- ASSERT_TRUE(shadow != NULL);
- EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(),
- shadow->content_bounds().ToString());
-
- // When we change the window's bounds, the shadow's should be updated too.
- gfx::Rect kNewBounds(50, 60, 500, 400);
- window->SetBounds(kNewBounds);
- EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(),
- shadow->content_bounds().ToString());
-}
-
-// Tests that activating a window changes the shadow style.
-TEST_F(ShadowControllerTest, ShadowStyle) {
- ShadowController::TestApi api(
- ash::Shell::GetInstance()->shadow_controller());
-
- scoped_ptr<aura::Window> window1(new aura::Window(NULL));
- window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
- window1->Init(ui::LAYER_TEXTURED);
- window1->SetParent(NULL);
- window1->SetBounds(gfx::Rect(10, 20, 300, 400));
- window1->Show();
- wm::ActivateWindow(window1.get());
-
- // window1 is active, so style should have active appearance.
- Shadow* shadow1 = api.GetShadowForWindow(window1.get());
- ASSERT_TRUE(shadow1 != NULL);
- EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
-
- // Create another window and activate it.
- scoped_ptr<aura::Window> window2(new aura::Window(NULL));
- window2->SetType(aura::client::WINDOW_TYPE_NORMAL);
- window2->Init(ui::LAYER_TEXTURED);
- window2->SetParent(NULL);
- window2->SetBounds(gfx::Rect(11, 21, 301, 401));
- window2->Show();
- wm::ActivateWindow(window2.get());
-
- // window1 is now inactive, so shadow should go inactive.
- Shadow* shadow2 = api.GetShadowForWindow(window2.get());
- ASSERT_TRUE(shadow2 != NULL);
- EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style());
- EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style());
-}
-
-// Tests that we use smaller shadows for tooltips and menus.
-TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) {
- ShadowController::TestApi api(
- ash::Shell::GetInstance()->shadow_controller());
-
- scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL));
- tooltip_window->SetType(aura::client::WINDOW_TYPE_TOOLTIP);
- tooltip_window->Init(ui::LAYER_TEXTURED);
- tooltip_window->SetParent(NULL);
- tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400));
- tooltip_window->Show();
-
- Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get());
- ASSERT_TRUE(tooltip_shadow != NULL);
- EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style());
-
- scoped_ptr<aura::Window> menu_window(new aura::Window(NULL));
- menu_window->SetType(aura::client::WINDOW_TYPE_MENU);
- menu_window->Init(ui::LAYER_TEXTURED);
- menu_window->SetParent(NULL);
- menu_window->SetBounds(gfx::Rect(10, 20, 300, 400));
- menu_window->Show();
-
- Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get());
- ASSERT_TRUE(menu_shadow != NULL);
- EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style());
-}
-
-// http://crbug.com/120210 - transient parents of certain types of transients
-// should not lose their shadow when they lose activation to the transient.
-TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) {
- ShadowController::TestApi api(
- ash::Shell::GetInstance()->shadow_controller());
-
- scoped_ptr<aura::Window> window1(new aura::Window(NULL));
- window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
- window1->Init(ui::LAYER_TEXTURED);
- window1->SetParent(NULL);
- window1->SetBounds(gfx::Rect(10, 20, 300, 400));
- window1->Show();
- wm::ActivateWindow(window1.get());
-
- // window1 is active, so style should have active appearance.
- Shadow* shadow1 = api.GetShadowForWindow(window1.get());
- ASSERT_TRUE(shadow1 != NULL);
- EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
-
- // Create a window that is transient to window1, and that has the 'hide on
- // deactivate' property set. Upon activation, window1 should still have an
- // active shadow.
- scoped_ptr<aura::Window> window2(new aura::Window(NULL));
- window2->SetType(aura::client::WINDOW_TYPE_NORMAL);
- window2->Init(ui::LAYER_TEXTURED);
- window2->SetParent(NULL);
- window2->SetBounds(gfx::Rect(11, 21, 301, 401));
- window1->AddTransientChild(window2.get());
- aura::client::SetHideOnDeactivate(window2.get(), true);
- window2->Show();
- wm::ActivateWindow(window2.get());
-
- // window1 is now inactive, but its shadow should still appear active.
- EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
-}
-
-} // namespace internal
-} // namespace ash
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