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Side by Side Diff: ui/views/corewm/shadow_controller_unittest.cc

Issue 115153002: wm: public window_types. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: ozone deps Created 7 years ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "ui/views/corewm/shadow_controller.h" 5 #include "ui/views/corewm/shadow_controller.h"
6 6
7 #include <algorithm> 7 #include <algorithm>
8 #include <vector> 8 #include <vector>
9 9
10 #include "base/memory/scoped_ptr.h" 10 #include "base/memory/scoped_ptr.h"
(...skipping 37 matching lines...) Expand 10 before | Expand all | Expand 10 after
48 48
49 private: 49 private:
50 scoped_ptr<ShadowController> shadow_controller_; 50 scoped_ptr<ShadowController> shadow_controller_;
51 51
52 DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest); 52 DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest);
53 }; 53 };
54 54
55 // Tests that various methods in Window update the Shadow object as expected. 55 // Tests that various methods in Window update the Shadow object as expected.
56 TEST_F(ShadowControllerTest, Shadow) { 56 TEST_F(ShadowControllerTest, Shadow) {
57 scoped_ptr<aura::Window> window(new aura::Window(NULL)); 57 scoped_ptr<aura::Window> window(new aura::Window(NULL));
58 window->SetType(aura::client::WINDOW_TYPE_NORMAL); 58 window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
59 window->Init(ui::LAYER_TEXTURED); 59 window->Init(ui::LAYER_TEXTURED);
60 ParentWindow(window.get()); 60 ParentWindow(window.get());
61 61
62 // We should create the shadow before the window is visible (the shadow's 62 // We should create the shadow before the window is visible (the shadow's
63 // layer won't get drawn yet since it's a child of the window's layer). 63 // layer won't get drawn yet since it's a child of the window's layer).
64 ShadowController::TestApi api(shadow_controller()); 64 ShadowController::TestApi api(shadow_controller());
65 const Shadow* shadow = api.GetShadowForWindow(window.get()); 65 const Shadow* shadow = api.GetShadowForWindow(window.get());
66 ASSERT_TRUE(shadow != NULL); 66 ASSERT_TRUE(shadow != NULL);
67 EXPECT_TRUE(shadow->layer()->visible()); 67 EXPECT_TRUE(shadow->layer()->visible());
68 68
(...skipping 15 matching lines...) Expand all
84 84
85 window->parent()->RemoveChild(window.get()); 85 window->parent()->RemoveChild(window.get());
86 aura::Window* window_ptr = window.get(); 86 aura::Window* window_ptr = window.get();
87 window.reset(); 87 window.reset();
88 EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL); 88 EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL);
89 } 89 }
90 90
91 // Tests that the window's shadow's bounds are updated correctly. 91 // Tests that the window's shadow's bounds are updated correctly.
92 TEST_F(ShadowControllerTest, ShadowBounds) { 92 TEST_F(ShadowControllerTest, ShadowBounds) {
93 scoped_ptr<aura::Window> window(new aura::Window(NULL)); 93 scoped_ptr<aura::Window> window(new aura::Window(NULL));
94 window->SetType(aura::client::WINDOW_TYPE_NORMAL); 94 window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
95 window->Init(ui::LAYER_TEXTURED); 95 window->Init(ui::LAYER_TEXTURED);
96 ParentWindow(window.get()); 96 ParentWindow(window.get());
97 window->Show(); 97 window->Show();
98 98
99 const gfx::Rect kOldBounds(20, 30, 400, 300); 99 const gfx::Rect kOldBounds(20, 30, 400, 300);
100 window->SetBounds(kOldBounds); 100 window->SetBounds(kOldBounds);
101 101
102 // When the shadow is first created, it should use the window's size (but 102 // When the shadow is first created, it should use the window's size (but
103 // remain at the origin, since it's a child of the window's layer). 103 // remain at the origin, since it's a child of the window's layer).
104 SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR); 104 SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR);
105 ShadowController::TestApi api(shadow_controller()); 105 ShadowController::TestApi api(shadow_controller());
106 const Shadow* shadow = api.GetShadowForWindow(window.get()); 106 const Shadow* shadow = api.GetShadowForWindow(window.get());
107 ASSERT_TRUE(shadow != NULL); 107 ASSERT_TRUE(shadow != NULL);
108 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(), 108 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(),
109 shadow->content_bounds().ToString()); 109 shadow->content_bounds().ToString());
110 110
111 // When we change the window's bounds, the shadow's should be updated too. 111 // When we change the window's bounds, the shadow's should be updated too.
112 gfx::Rect kNewBounds(50, 60, 500, 400); 112 gfx::Rect kNewBounds(50, 60, 500, 400);
113 window->SetBounds(kNewBounds); 113 window->SetBounds(kNewBounds);
114 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(), 114 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(),
115 shadow->content_bounds().ToString()); 115 shadow->content_bounds().ToString());
116 } 116 }
117 117
118 // Tests that activating a window changes the shadow style. 118 // Tests that activating a window changes the shadow style.
119 TEST_F(ShadowControllerTest, ShadowStyle) { 119 TEST_F(ShadowControllerTest, ShadowStyle) {
120 ShadowController::TestApi api(shadow_controller()); 120 ShadowController::TestApi api(shadow_controller());
121 121
122 scoped_ptr<aura::Window> window1(new aura::Window(NULL)); 122 scoped_ptr<aura::Window> window1(new aura::Window(NULL));
123 window1->SetType(aura::client::WINDOW_TYPE_NORMAL); 123 window1->SetType(ui::wm::WINDOW_TYPE_NORMAL);
124 window1->Init(ui::LAYER_TEXTURED); 124 window1->Init(ui::LAYER_TEXTURED);
125 ParentWindow(window1.get()); 125 ParentWindow(window1.get());
126 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); 126 window1->SetBounds(gfx::Rect(10, 20, 300, 400));
127 window1->Show(); 127 window1->Show();
128 ActivateWindow(window1.get()); 128 ActivateWindow(window1.get());
129 129
130 // window1 is active, so style should have active appearance. 130 // window1 is active, so style should have active appearance.
131 Shadow* shadow1 = api.GetShadowForWindow(window1.get()); 131 Shadow* shadow1 = api.GetShadowForWindow(window1.get());
132 ASSERT_TRUE(shadow1 != NULL); 132 ASSERT_TRUE(shadow1 != NULL);
133 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); 133 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
134 134
135 // Create another window and activate it. 135 // Create another window and activate it.
136 scoped_ptr<aura::Window> window2(new aura::Window(NULL)); 136 scoped_ptr<aura::Window> window2(new aura::Window(NULL));
137 window2->SetType(aura::client::WINDOW_TYPE_NORMAL); 137 window2->SetType(ui::wm::WINDOW_TYPE_NORMAL);
138 window2->Init(ui::LAYER_TEXTURED); 138 window2->Init(ui::LAYER_TEXTURED);
139 ParentWindow(window2.get()); 139 ParentWindow(window2.get());
140 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); 140 window2->SetBounds(gfx::Rect(11, 21, 301, 401));
141 window2->Show(); 141 window2->Show();
142 ActivateWindow(window2.get()); 142 ActivateWindow(window2.get());
143 143
144 // window1 is now inactive, so shadow should go inactive. 144 // window1 is now inactive, so shadow should go inactive.
145 Shadow* shadow2 = api.GetShadowForWindow(window2.get()); 145 Shadow* shadow2 = api.GetShadowForWindow(window2.get());
146 ASSERT_TRUE(shadow2 != NULL); 146 ASSERT_TRUE(shadow2 != NULL);
147 EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style()); 147 EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style());
148 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style()); 148 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style());
149 } 149 }
150 150
151 // Tests that we use smaller shadows for tooltips and menus. 151 // Tests that we use smaller shadows for tooltips and menus.
152 TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) { 152 TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) {
153 ShadowController::TestApi api(shadow_controller()); 153 ShadowController::TestApi api(shadow_controller());
154 154
155 scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL)); 155 scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL));
156 tooltip_window->SetType(aura::client::WINDOW_TYPE_TOOLTIP); 156 tooltip_window->SetType(ui::wm::WINDOW_TYPE_TOOLTIP);
157 tooltip_window->Init(ui::LAYER_TEXTURED); 157 tooltip_window->Init(ui::LAYER_TEXTURED);
158 ParentWindow(tooltip_window.get()); 158 ParentWindow(tooltip_window.get());
159 tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400)); 159 tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400));
160 tooltip_window->Show(); 160 tooltip_window->Show();
161 161
162 Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get()); 162 Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get());
163 ASSERT_TRUE(tooltip_shadow != NULL); 163 ASSERT_TRUE(tooltip_shadow != NULL);
164 EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style()); 164 EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style());
165 165
166 scoped_ptr<aura::Window> menu_window(new aura::Window(NULL)); 166 scoped_ptr<aura::Window> menu_window(new aura::Window(NULL));
167 menu_window->SetType(aura::client::WINDOW_TYPE_MENU); 167 menu_window->SetType(ui::wm::WINDOW_TYPE_MENU);
168 menu_window->Init(ui::LAYER_TEXTURED); 168 menu_window->Init(ui::LAYER_TEXTURED);
169 ParentWindow(menu_window.get()); 169 ParentWindow(menu_window.get());
170 menu_window->SetBounds(gfx::Rect(10, 20, 300, 400)); 170 menu_window->SetBounds(gfx::Rect(10, 20, 300, 400));
171 menu_window->Show(); 171 menu_window->Show();
172 172
173 Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get()); 173 Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get());
174 ASSERT_TRUE(menu_shadow != NULL); 174 ASSERT_TRUE(menu_shadow != NULL);
175 EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style()); 175 EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style());
176 } 176 }
177 177
178 // http://crbug.com/120210 - transient parents of certain types of transients 178 // http://crbug.com/120210 - transient parents of certain types of transients
179 // should not lose their shadow when they lose activation to the transient. 179 // should not lose their shadow when they lose activation to the transient.
180 TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) { 180 TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) {
181 ShadowController::TestApi api(shadow_controller()); 181 ShadowController::TestApi api(shadow_controller());
182 182
183 scoped_ptr<aura::Window> window1(new aura::Window(NULL)); 183 scoped_ptr<aura::Window> window1(new aura::Window(NULL));
184 window1->SetType(aura::client::WINDOW_TYPE_NORMAL); 184 window1->SetType(ui::wm::WINDOW_TYPE_NORMAL);
185 window1->Init(ui::LAYER_TEXTURED); 185 window1->Init(ui::LAYER_TEXTURED);
186 ParentWindow(window1.get()); 186 ParentWindow(window1.get());
187 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); 187 window1->SetBounds(gfx::Rect(10, 20, 300, 400));
188 window1->Show(); 188 window1->Show();
189 ActivateWindow(window1.get()); 189 ActivateWindow(window1.get());
190 190
191 // window1 is active, so style should have active appearance. 191 // window1 is active, so style should have active appearance.
192 Shadow* shadow1 = api.GetShadowForWindow(window1.get()); 192 Shadow* shadow1 = api.GetShadowForWindow(window1.get());
193 ASSERT_TRUE(shadow1 != NULL); 193 ASSERT_TRUE(shadow1 != NULL);
194 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); 194 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
195 195
196 // Create a window that is transient to window1, and that has the 'hide on 196 // Create a window that is transient to window1, and that has the 'hide on
197 // deactivate' property set. Upon activation, window1 should still have an 197 // deactivate' property set. Upon activation, window1 should still have an
198 // active shadow. 198 // active shadow.
199 scoped_ptr<aura::Window> window2(new aura::Window(NULL)); 199 scoped_ptr<aura::Window> window2(new aura::Window(NULL));
200 window2->SetType(aura::client::WINDOW_TYPE_NORMAL); 200 window2->SetType(ui::wm::WINDOW_TYPE_NORMAL);
201 window2->Init(ui::LAYER_TEXTURED); 201 window2->Init(ui::LAYER_TEXTURED);
202 ParentWindow(window2.get()); 202 ParentWindow(window2.get());
203 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); 203 window2->SetBounds(gfx::Rect(11, 21, 301, 401));
204 window1->AddTransientChild(window2.get()); 204 window1->AddTransientChild(window2.get());
205 aura::client::SetHideOnDeactivate(window2.get(), true); 205 aura::client::SetHideOnDeactivate(window2.get(), true);
206 window2->Show(); 206 window2->Show();
207 ActivateWindow(window2.get()); 207 ActivateWindow(window2.get());
208 208
209 // window1 is now inactive, but its shadow should still appear active. 209 // window1 is now inactive, but its shadow should still appear active.
210 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); 210 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
211 } 211 }
212 212
213 } // namespace corewm 213 } // namespace corewm
214 } // namespace views 214 } // namespace views
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