Index: cc/layer_sorter_unittest.cc |
diff --git a/cc/layer_sorter_unittest.cc b/cc/layer_sorter_unittest.cc |
index 812bda50c7cce857a62bcf6cd32fd892e52c039e..9b13fce76e1d8805e4b6f611c49dfeb01c69faae 100644 |
--- a/cc/layer_sorter_unittest.cc |
+++ b/cc/layer_sorter_unittest.cc |
@@ -8,9 +8,7 @@ |
#include "cc/math_util.h" |
#include "cc/single_thread_proxy.h" |
#include "testing/gtest/include/gtest/gtest.h" |
-#include <public/WebTransformationMatrix.h> |
- |
-using WebKit::WebTransformationMatrix; |
+#include "ui/gfx/transform.h" |
namespace cc { |
namespace { |
@@ -26,12 +24,12 @@ TEST(LayerSorterTest, BasicOverlap) |
float weight = 0; |
// Trivial test, with one layer directly obscuring the other. |
- WebTransformationMatrix neg4Translate; |
- neg4Translate.translate3d(0, 0, -4); |
+ gfx::Transform neg4Translate; |
+ neg4Translate.Translate3d(0, 0, -4); |
LayerShape front(2, 2, neg4Translate); |
- WebTransformationMatrix neg5Translate; |
- neg5Translate.translate3d(0, 0, -5); |
+ gfx::Transform neg5Translate; |
+ neg5Translate.Translate3d(0, 0, -5); |
LayerShape back(2, 2, neg5Translate); |
overlapResult = LayerSorter::checkOverlap(&front, &back, zThreshold, weight); |
@@ -43,8 +41,8 @@ TEST(LayerSorterTest, BasicOverlap) |
EXPECT_EQ(1, weight); |
// One layer translated off to the right. No overlap should be detected. |
- WebTransformationMatrix rightTranslate; |
- rightTranslate.translate3d(10, 0, -5); |
+ gfx::Transform rightTranslate; |
+ rightTranslate.Translate3d(10, 0, -5); |
LayerShape backRight(2, 2, rightTranslate); |
overlapResult = LayerSorter::checkOverlap(&front, &backRight, zThreshold, weight); |
EXPECT_EQ(LayerSorter::None, overlapResult); |
@@ -60,18 +58,18 @@ TEST(LayerSorterTest, RightAngleOverlap) |
const float zThreshold = 0.1f; |
float weight = 0; |
- WebTransformationMatrix perspectiveMatrix; |
- perspectiveMatrix.applyPerspective(1000); |
+ gfx::Transform perspectiveMatrix; |
+ perspectiveMatrix.ApplyPerspectiveDepth(1000); |
// Two layers forming a right angle with a perspective viewing transform. |
- WebTransformationMatrix leftFaceMatrix; |
- leftFaceMatrix.translate3d(-1, 0, -5); |
- leftFaceMatrix.rotate3d(0, 1, 0, -90); |
- leftFaceMatrix.translate(-1, -1); |
+ gfx::Transform leftFaceMatrix; |
+ leftFaceMatrix.Translate3d(-1, 0, -5); |
+ MathUtil::rotateAxisAngle(&leftFaceMatrix, 0, 1, 0, -90); |
+ leftFaceMatrix.Translate(-1, -1); |
LayerShape leftFace(2, 2, perspectiveMatrix * leftFaceMatrix); |
- WebTransformationMatrix frontFaceMatrix; |
- frontFaceMatrix.translate3d(0, 0, -4); |
- frontFaceMatrix.translate(-1, -1); |
+ gfx::Transform frontFaceMatrix; |
+ frontFaceMatrix.Translate3d(0, 0, -4); |
+ frontFaceMatrix.Translate(-1, -1); |
LayerShape frontFace(2, 2, perspectiveMatrix * frontFaceMatrix); |
overlapResult = LayerSorter::checkOverlap(&frontFace, &leftFace, zThreshold, weight); |
@@ -84,20 +82,20 @@ TEST(LayerSorterTest, IntersectingLayerOverlap) |
const float zThreshold = 0.1f; |
float weight = 0; |
- WebTransformationMatrix perspectiveMatrix; |
- perspectiveMatrix.applyPerspective(1000); |
+ gfx::Transform perspectiveMatrix; |
+ perspectiveMatrix.ApplyPerspectiveDepth(1000); |
// Intersecting layers. An explicit order will be returned based on relative z |
// values at the overlapping features but the weight returned should be zero. |
- WebTransformationMatrix frontFaceMatrix; |
- frontFaceMatrix.translate3d(0, 0, -4); |
- frontFaceMatrix.translate(-1, -1); |
+ gfx::Transform frontFaceMatrix; |
+ frontFaceMatrix.Translate3d(0, 0, -4); |
+ frontFaceMatrix.Translate(-1, -1); |
LayerShape frontFace(2, 2, perspectiveMatrix * frontFaceMatrix); |
- WebTransformationMatrix throughMatrix; |
- throughMatrix.translate3d(0, 0, -4); |
- throughMatrix.rotate3d(0, 1, 0, 45); |
- throughMatrix.translate(-1, -1); |
+ gfx::Transform throughMatrix; |
+ throughMatrix.Translate3d(0, 0, -4); |
+ MathUtil::rotateAxisAngle(&throughMatrix, 0, 1, 0, 45); |
+ throughMatrix.Translate(-1, -1); |
LayerShape rotatedFace(2, 2, perspectiveMatrix * throughMatrix); |
overlapResult = LayerSorter::checkOverlap(&frontFace, &rotatedFace, zThreshold, weight); |
EXPECT_NE(LayerSorter::None, overlapResult); |
@@ -122,19 +120,19 @@ TEST(LayerSorterTest, LayersAtAngleOverlap) |
// C is in front of A and behind B (not what you'd expect by comparing centers). |
// A and B don't overlap, so they're incomparable. |
- WebTransformationMatrix transformA; |
- transformA.translate3d(-6, 0, 1); |
- transformA.translate(-4, -10); |
+ gfx::Transform transformA; |
+ transformA.Translate3d(-6, 0, 1); |
+ transformA.Translate(-4, -10); |
LayerShape layerA(8, 20, transformA); |
- WebTransformationMatrix transformB; |
- transformB.translate3d(6, 0, -1); |
- transformB.translate(-4, -10); |
+ gfx::Transform transformB; |
+ transformB.Translate3d(6, 0, -1); |
+ transformB.Translate(-4, -10); |
LayerShape layerB(8, 20, transformB); |
- WebTransformationMatrix transformC; |
- transformC.rotate3d(0, 1, 0, 40); |
- transformC.translate(-4, -10); |
+ gfx::Transform transformC; |
+ MathUtil::rotateAxisAngle(&transformC, 0, 1, 0, 40); |
+ transformC.Translate(-4, -10); |
LayerShape layerC(8, 20, transformC); |
overlapResult = LayerSorter::checkOverlap(&layerA, &layerC, zThreshold, weight); |
@@ -156,22 +154,22 @@ TEST(LayerSorterTest, LayersUnderPathologicalPerspectiveTransform) |
// where w < 0. If the code uses the invalid value, it will think that a layer has |
// different bounds than it really does, which can cause things to sort incorrectly. |
- WebTransformationMatrix perspectiveMatrix; |
- perspectiveMatrix.applyPerspective(1); |
+ gfx::Transform perspectiveMatrix; |
+ perspectiveMatrix.ApplyPerspectiveDepth(1); |
- WebTransformationMatrix transformA; |
- transformA.translate3d(-15, 0, -2); |
- transformA.translate(-5, -5); |
+ gfx::Transform transformA; |
+ transformA.Translate3d(-15, 0, -2); |
+ transformA.Translate(-5, -5); |
LayerShape layerA(10, 10, perspectiveMatrix * transformA); |
// With this sequence of transforms, when layer B is correctly clipped, it will be |
// visible on the left half of the projection plane, in front of layerA. When it is |
// not clipped, its bounds will actually incorrectly appear much smaller and the |
// correct sorting dependency will not be found. |
- WebTransformationMatrix transformB; |
- transformB.translate3d(0, 0, 0.7); |
- transformB.rotate3d(0, 45, 0); |
- transformB.translate(-5, -5); |
+ gfx::Transform transformB; |
+ transformB.Translate3d(0, 0, 0.7); |
+ MathUtil::rotateEulerAngles(&transformB, 0, 45, 0); |
+ transformB.Translate(-5, -5); |
LayerShape layerB(10, 10, perspectiveMatrix * transformB); |
// Sanity check that the test case actually covers the intended scenario, where part |
@@ -205,10 +203,10 @@ TEST(LayerSorterTest, verifyExistingOrderingPreservedWhenNoZDiff) |
scoped_ptr<LayerImpl> layer4 = LayerImpl::create(4); |
scoped_ptr<LayerImpl> layer5 = LayerImpl::create(5); |
- WebTransformationMatrix BehindMatrix; |
- BehindMatrix.translate3d(0, 0, 2); |
- WebTransformationMatrix FrontMatrix; |
- FrontMatrix.translate3d(0, 0, 1); |
+ gfx::Transform BehindMatrix; |
+ BehindMatrix.Translate3d(0, 0, 2); |
+ gfx::Transform FrontMatrix; |
+ FrontMatrix.Translate3d(0, 0, 1); |
layer1->setBounds(gfx::Size(10, 10)); |
layer1->setContentBounds(gfx::Size(10, 10)); |