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Unified Diff: ui/compositor/layer_animation_sequence_unittest.cc

Issue 11896017: Thread ui opacity animations (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Fix ash_unittests Created 7 years, 10 months ago
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Index: ui/compositor/layer_animation_sequence_unittest.cc
diff --git a/ui/compositor/layer_animation_sequence_unittest.cc b/ui/compositor/layer_animation_sequence_unittest.cc
index a6bb402e256e710e3af5fdea0f3a447e0e82de33..e32e9b1304ae080834f5d957f476c44db14c5dd3 100644
--- a/ui/compositor/layer_animation_sequence_unittest.cc
+++ b/ui/compositor/layer_animation_sequence_unittest.cc
@@ -34,7 +34,7 @@ TEST(LayerAnimationSequenceTest, NoElement) {
}
// Check that the sequences progresses the delegate as expected when it contains
-// a single element.
+// a single non-threaded element.
TEST(LayerAnimationSequenceTest, SingleElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
@@ -44,26 +44,70 @@ TEST(LayerAnimationSequenceTest, SingleElement) {
base::TimeTicks start_time;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
- LayerAnimationElement::CreateOpacityElement(target, delta));
+ LayerAnimationElement::CreateBrightnessElement(target, delta));
for (int i = 0; i < 2; ++i) {
start_time += delta;
sequence.set_start_time(start_time);
- delegate.SetOpacityFromAnimation(start);
+ delegate.SetBrightnessFromAnimation(start);
+ sequence.Start(&delegate);
sequence.Progress(start_time, &delegate);
- EXPECT_FLOAT_EQ(start, delegate.GetOpacityForAnimation());
+ EXPECT_FLOAT_EQ(start, delegate.GetBrightnessForAnimation());
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(500),
&delegate);
- EXPECT_FLOAT_EQ(middle, delegate.GetOpacityForAnimation());
+ EXPECT_FLOAT_EQ(middle, delegate.GetBrightnessForAnimation());
+ EXPECT_TRUE(sequence.IsFinished(start_time + delta));
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1000),
&delegate);
+ EXPECT_FLOAT_EQ(target, delegate.GetBrightnessForAnimation());
+ }
+
+ EXPECT_TRUE(sequence.properties().size() == 1);
+ EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BRIGHTNESS) !=
+ sequence.properties().end());
+}
+
+// Check that the sequences progresses the delegate as expected when it contains
+// a single threaded element.
+TEST(LayerAnimationSequenceTest, SingleThreadedElement) {
+ LayerAnimationSequence sequence;
+ TestLayerAnimationDelegate delegate;
+ float start = 0.0f;
+ float middle = 0.5f;
+ float target = 1.0f;
+ base::TimeTicks start_time;
+ base::TimeTicks effective_start;
+ base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
+ sequence.AddElement(
+ LayerAnimationElement::CreateOpacityElement(target, delta));
+
+ for (int i = 0; i < 2; ++i) {
+ int group_id = 1;
+ sequence.set_animation_group_id(group_id);
+ start_time = effective_start + delta;
+ sequence.set_start_time(start_time);
+ delegate.SetOpacityFromAnimation(start);
+ sequence.Start(&delegate);
+ sequence.Progress(start_time, &delegate);
+ EXPECT_FLOAT_EQ(start, sequence.last_progressed_fraction());
+ effective_start = start_time + delta;
+ sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
+ cc::AnimationEvent::Started,
+ 0,
+ group_id,
+ cc::Animation::Opacity,
+ (effective_start - base::TimeTicks()).InSecondsF()));
+ sequence.Progress(effective_start + delta/2, &delegate);
+ EXPECT_FLOAT_EQ(middle, sequence.last_progressed_fraction());
+ EXPECT_TRUE(sequence.IsFinished(effective_start + delta));
+ sequence.Progress(effective_start + delta, &delegate);
+ EXPECT_FLOAT_EQ(target, sequence.last_progressed_fraction());
EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
}
EXPECT_TRUE(sequence.properties().size() == 1);
EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
sequence.properties().end());
- EXPECT_TRUE(sequence.IsFinished(start_time + delta));
}
// Check that the sequences progresses the delegate as expected when it contains
@@ -72,9 +116,9 @@ TEST(LayerAnimationSequenceTest, MultipleElement) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
float start_opacity = 0.0f;
- float middle_opacity = 0.5f;
float target_opacity = 1.0f;
base::TimeTicks start_time;
+ base::TimeTicks effective_start;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
@@ -94,23 +138,34 @@ TEST(LayerAnimationSequenceTest, MultipleElement) {
LayerAnimationElement::CreateTransformElement(target_transform, delta));
for (int i = 0; i < 2; ++i) {
- start_time += delta + delta + delta;
+ int group_id = 1;
+ sequence.set_animation_group_id(group_id);
+ start_time = effective_start + 3 * delta;
sequence.set_start_time(start_time);
delegate.SetOpacityFromAnimation(start_opacity);
delegate.SetTransformFromAnimation(start_transform);
+ sequence.Start(&delegate);
sequence.Progress(start_time, &delegate);
- EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation());
- sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(500),
- &delegate);
- EXPECT_FLOAT_EQ(middle_opacity, delegate.GetOpacityForAnimation());
- sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1000),
- &delegate);
+ EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
+ effective_start = start_time + delta;
+ sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
+ cc::AnimationEvent::Started,
+ 0,
+ group_id,
+ cc::Animation::Opacity,
+ (effective_start - base::TimeTicks()).InSecondsF()));
+ sequence.Progress(effective_start + delta/2, &delegate);
+ EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
+ sequence.Progress(effective_start + delta, &delegate);
EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
+
+ // Now at the start of the pause.
+ EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
TestLayerAnimationDelegate copy = delegate;
// In the middle of the pause -- nothing should have changed.
- sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1500),
+ sequence.Progress(effective_start + delta + delta/2,
&delegate);
CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
copy.GetBoundsForAnimation());
@@ -120,16 +175,14 @@ TEST(LayerAnimationSequenceTest, MultipleElement) {
copy.GetOpacityForAnimation());
- sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(2000),
- &delegate);
+ sequence.Progress(effective_start + 2 * delta, &delegate);
CheckApproximatelyEqual(start_transform,
delegate.GetTransformForAnimation());
- sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(2500),
- &delegate);
+ sequence.Progress(effective_start + 2 * delta + delta/2, &delegate);
CheckApproximatelyEqual(middle_transform,
delegate.GetTransformForAnimation());
- sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(3000),
- &delegate);
+ EXPECT_TRUE(sequence.IsFinished(effective_start + 3 * delta));
+ sequence.Progress(effective_start + 3 * delta, &delegate);
CheckApproximatelyEqual(target_transform,
delegate.GetTransformForAnimation());
}
@@ -141,41 +194,41 @@ TEST(LayerAnimationSequenceTest, MultipleElement) {
sequence.properties().end());
EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BOUNDS) !=
sequence.properties().end());
- EXPECT_TRUE(sequence.IsFinished(start_time + delta + delta + delta));
}
// Check that a sequence can still be aborted if it has cycled many times.
TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) {
LayerAnimationSequence sequence;
TestLayerAnimationDelegate delegate;
- float start_opacity = 0.0f;
- float target_opacity = 1.0f;
+ float start_brightness = 0.0f;
+ float target_brightness = 1.0f;
base::TimeTicks start_time;
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
sequence.AddElement(
- LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
+ LayerAnimationElement::CreateBrightnessElement(target_brightness, delta));
sequence.AddElement(
- LayerAnimationElement::CreateOpacityElement(start_opacity, delta));
+ LayerAnimationElement::CreateBrightnessElement(start_brightness, delta));
sequence.set_is_cyclic(true);
- delegate.SetOpacityFromAnimation(start_opacity);
+ delegate.SetBrightnessFromAnimation(start_brightness);
start_time += delta;
sequence.set_start_time(start_time);
+ sequence.Start(&delegate);
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(101000),
&delegate);
- EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
- sequence.Abort();
+ EXPECT_FLOAT_EQ(target_brightness, delegate.GetBrightnessForAnimation());
+ sequence.Abort(&delegate);
// Should be able to reuse the sequence after aborting.
- delegate.SetOpacityFromAnimation(start_opacity);
+ delegate.SetBrightnessFromAnimation(start_brightness);
start_time += base::TimeDelta::FromMilliseconds(101000);
sequence.set_start_time(start_time);
sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(100000),
&delegate);
- EXPECT_FLOAT_EQ(start_opacity, delegate.GetOpacityForAnimation());
+ EXPECT_FLOAT_EQ(start_brightness, delegate.GetBrightnessForAnimation());
}
// Check that a sequence can be 'fast-forwarded' to the end and the target set.
@@ -205,7 +258,7 @@ TEST(LayerAnimationSequenceTest, AddObserver) {
base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
LayerAnimationSequence sequence;
sequence.AddElement(
- LayerAnimationElement::CreateOpacityElement(1.0f, delta));
+ LayerAnimationElement::CreateBrightnessElement(1.0f, delta));
for (int i = 0; i < 2; ++i) {
start_time += delta;
sequence.set_start_time(start_time);
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