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Unified Diff: cc/layer_animation_controller_unittest.cc

Issue 12822004: Part 3 of cc/ directory shuffles: animation (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 9 months ago
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Index: cc/layer_animation_controller_unittest.cc
diff --git a/cc/layer_animation_controller_unittest.cc b/cc/layer_animation_controller_unittest.cc
deleted file mode 100644
index dc75f3831e7a865f8981cdba957fb788f85e4062..0000000000000000000000000000000000000000
--- a/cc/layer_animation_controller_unittest.cc
+++ /dev/null
@@ -1,901 +0,0 @@
-// Copyright 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 "cc/layer_animation_controller.h"
-
-#include "cc/animation.h"
-#include "cc/animation_curve.h"
-#include "cc/keyframed_animation_curve.h"
-#include "cc/test/animation_test_common.h"
-#include "cc/transform_operations.h"
-#include "testing/gmock/include/gmock/gmock.h"
-#include "testing/gtest/include/gtest/gtest.h"
-#include "ui/gfx/transform.h"
-
-namespace cc {
-namespace {
-
-void ExpectTranslateX(double translate_x, const gfx::Transform& matrix) {
- EXPECT_FLOAT_EQ(translate_x, matrix.matrix().getDouble(0, 3)); }
-
-scoped_ptr<Animation> CreateAnimation(scoped_ptr<AnimationCurve> curve,
- int id,
- Animation::TargetProperty property) {
- return Animation::Create(curve.Pass(), 0, id, property);
-}
-
-TEST(LayerAnimationControllerTest, SyncNewAnimation) {
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- EXPECT_FALSE(controller_impl->GetAnimation(0, Animation::Opacity));
-
- addOpacityTransitionToController(*controller, 1, 0, 1, false);
-
- controller->PushAnimationUpdatesTo(controller_impl.get());
-
- EXPECT_TRUE(controller_impl->GetAnimation(0, Animation::Opacity));
- EXPECT_EQ(Animation::WaitingForTargetAvailability,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
-}
-
-// If an animation is started on the impl thread before it is ticked on the main
-// thread, we must be sure to respect the synchronized start time.
-TEST(LayerAnimationControllerTest, DoNotClobberStartTimes) {
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- EXPECT_FALSE(controller_impl->GetAnimation(0, Animation::Opacity));
-
- addOpacityTransitionToController(*controller, 1, 0, 1, false);
-
- controller->PushAnimationUpdatesTo(controller_impl.get());
-
- EXPECT_TRUE(controller_impl->GetAnimation(0, Animation::Opacity));
- EXPECT_EQ(Animation::WaitingForTargetAvailability,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
-
- AnimationEventsVector events;
- controller_impl->Animate(1.0);
- controller_impl->UpdateState(&events);
-
- // Synchronize the start times.
- EXPECT_EQ(1u, events.size());
- controller->OnAnimationStarted(events[0]);
- EXPECT_EQ(controller->GetAnimation(0, Animation::Opacity)->start_time(),
- controller_impl->GetAnimation(0, Animation::Opacity)->start_time());
-
- // Start the animation on the main thread. Should not affect the start time.
- controller->Animate(1.5);
- controller->UpdateState(NULL);
- EXPECT_EQ(controller->GetAnimation(0, Animation::Opacity)->start_time(),
- controller_impl->GetAnimation(0, Animation::Opacity)->start_time());
-}
-
-TEST(LayerAnimationControllerTest, SyncPauseAndResume) {
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- EXPECT_FALSE(controller_impl->GetAnimation(0, Animation::Opacity));
-
- addOpacityTransitionToController(*controller, 1, 0, 1, false);
-
- controller->PushAnimationUpdatesTo(controller_impl.get());
-
- EXPECT_TRUE(controller_impl->GetAnimation(0, Animation::Opacity));
- EXPECT_EQ(Animation::WaitingForTargetAvailability,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
-
- // Start the animations on each controller.
- AnimationEventsVector events;
- controller_impl->Animate(0.0);
- controller_impl->UpdateState(&events);
- controller->Animate(0.0);
- controller->UpdateState(NULL);
- EXPECT_EQ(Animation::Running,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
- EXPECT_EQ(Animation::Running,
- controller->GetAnimation(0, Animation::Opacity)->run_state());
-
- // Pause the main-thread animation.
- controller->SuspendAnimations(1.0);
- EXPECT_EQ(Animation::Paused,
- controller->GetAnimation(0, Animation::Opacity)->run_state());
-
- // The pause run state change should make it to the impl thread controller.
- controller->PushAnimationUpdatesTo(controller_impl.get());
- EXPECT_EQ(Animation::Paused,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
-
- // Resume the main-thread animation.
- controller->ResumeAnimations(2.0);
- EXPECT_EQ(Animation::Running,
- controller->GetAnimation(0, Animation::Opacity)->run_state());
-
- // The pause run state change should make it to the impl thread controller.
- controller->PushAnimationUpdatesTo(controller_impl.get());
- EXPECT_EQ(Animation::Running,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
-}
-
-TEST(LayerAnimationControllerTest, DoNotSyncFinishedAnimation) {
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- EXPECT_FALSE(controller_impl->GetAnimation(0, Animation::Opacity));
-
- int animation_id =
- addOpacityTransitionToController(*controller, 1, 0, 1, false);
-
- controller->PushAnimationUpdatesTo(controller_impl.get());
-
- EXPECT_TRUE(controller_impl->GetAnimation(0, Animation::Opacity));
- EXPECT_EQ(Animation::WaitingForTargetAvailability,
- controller_impl->GetAnimation(0, Animation::Opacity)->run_state());
-
- // Notify main thread controller that the animation has started.
- AnimationEvent animation_started_event(
- AnimationEvent::Started, 0, 0, Animation::Opacity, 0);
- controller->OnAnimationStarted(animation_started_event);
-
- // Force animation to complete on impl thread.
- controller_impl->RemoveAnimation(animation_id);
-
- EXPECT_FALSE(controller_impl->GetAnimation(animation_id, Animation::Opacity));
-
- controller->PushAnimationUpdatesTo(controller_impl.get());
-
- // Even though the main thread has a 'new' animation, it should not be pushed
- // because the animation has already completed on the impl thread.
- EXPECT_FALSE(controller_impl->GetAnimation(animation_id, Animation::Opacity));
-}
-
-// Tests that transitioning opacity from 0 to 1 works as expected.
-
-static const AnimationEvent* GetMostRecentPropertyUpdateEvent(
- const AnimationEventsVector* events) {
- const AnimationEvent* event = 0;
- for (size_t i = 0; i < events->size(); ++i)
- if ((*events)[i].type == AnimationEvent::PropertyUpdate)
- event = &(*events)[i];
-
- return event;
-}
-
-TEST(LayerAnimationControllerTest, TrivialTransition) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
-
- controller->AddAnimation(to_add.Pass());
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- // A non-implOnly animation should not generate property updates.
- const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get());
- EXPECT_FALSE(event);
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(1.f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
- event = GetMostRecentPropertyUpdateEvent(events.get());
- EXPECT_FALSE(event);
-}
-
-TEST(LayerAnimationControllerTest, TrivialTransitionOnImpl) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- to_add->set_is_impl_only(true);
-
- controller_impl->AddAnimation(to_add.Pass());
- controller_impl->Animate(0.0);
- controller_impl->UpdateState(events.get());
- EXPECT_TRUE(controller_impl->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy_impl.opacity());
- EXPECT_EQ(2, events->size());
- const AnimationEvent* start_opacity_event =
- GetMostRecentPropertyUpdateEvent(events.get());
- EXPECT_EQ(0, start_opacity_event->opacity);
-
- controller_impl->Animate(1.0);
- controller_impl->UpdateState(events.get());
- EXPECT_EQ(1.f, dummy_impl.opacity());
- EXPECT_FALSE(controller_impl->HasActiveAnimation());
- EXPECT_EQ(4, events->size());
- const AnimationEvent* end_opacity_event =
- GetMostRecentPropertyUpdateEvent(events.get());
- EXPECT_EQ(1, end_opacity_event->opacity);
-}
-
-TEST(LayerAnimationControllerTest, TrivialTransformOnImpl) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
-
- // Choose different values for x and y to avoid coincidental values in the
- // observed transforms.
- const float delta_x = 3;
- const float delta_y = 4;
-
- scoped_ptr<KeyframedTransformAnimationCurve> curve(
- KeyframedTransformAnimationCurve::Create());
-
- // Create simple Transform animation.
- TransformOperations operations;
- curve->AddKeyframe(TransformKeyframe::Create(
- 0, operations, scoped_ptr<cc::TimingFunction>()));
- operations.AppendTranslate(delta_x, delta_y, 0);
- curve->AddKeyframe(TransformKeyframe::Create(
- 1, operations, scoped_ptr<cc::TimingFunction>()));
-
- scoped_ptr<Animation> animation(Animation::Create(
- curve.PassAs<AnimationCurve>(), 1, 0, Animation::Transform));
- animation->set_is_impl_only(true);
- controller_impl->AddAnimation(animation.Pass());
-
- // Run animation.
- controller_impl->Animate(0.0);
- controller_impl->UpdateState(events.get());
- EXPECT_TRUE(controller_impl->HasActiveAnimation());
- EXPECT_EQ(gfx::Transform(), dummy_impl.transform());
- EXPECT_EQ(2, events->size());
- const AnimationEvent* start_transform_event =
- GetMostRecentPropertyUpdateEvent(events.get());
- ASSERT_TRUE(start_transform_event);
- EXPECT_EQ(gfx::Transform(), start_transform_event->transform);
-
- gfx::Transform expected_transform;
- expected_transform.Translate(delta_x, delta_y);
-
- controller_impl->Animate(1.0);
- controller_impl->UpdateState(events.get());
- EXPECT_EQ(expected_transform, dummy_impl.transform());
- EXPECT_FALSE(controller_impl->HasActiveAnimation());
- EXPECT_EQ(4, events->size());
- const AnimationEvent* end_transform_event =
- GetMostRecentPropertyUpdateEvent(events.get());
- EXPECT_EQ(expected_transform, end_transform_event->transform);
-}
-
-// Tests animations that are waiting for a synchronized start time do not
-// finish.
-TEST(LayerAnimationControllerTest,
- AnimationsWaitingForStartTimeDoNotFinishIfTheyWaitLongerToStartThanTheirDuration) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- to_add->set_needs_synchronized_start_time(true);
-
- // We should pause at the first keyframe indefinitely waiting for that
- // animation to start.
- controller->AddAnimation(to_add.Pass());
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
-
- // Send the synchronized start time.
- controller->OnAnimationStarted(AnimationEvent(
- AnimationEvent::Started, 0, 1, Animation::Opacity, 2));
- controller->Animate(5.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(1.f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests that two queued animations affecting the same property run in sequence.
-TEST(LayerAnimationControllerTest, TrivialQueuing) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(1.0, 1.f, 0.5f)).Pass(),
- 2,
- Animation::Opacity));
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(1.f, dummy.opacity());
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(0.5f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests interrupting a transition with another transition.
-TEST(LayerAnimationControllerTest, Interrupt) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(1.0, 1.f, 0.5f)).Pass(),
- 2,
- Animation::Opacity));
- to_add->SetRunState(Animation::WaitingForNextTick, 0);
- controller->AddAnimation(to_add.Pass());
-
- // Since the animation was in the WaitingForNextTick state, it should start
- // right in this call to animate.
- controller->Animate(0.5);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(1.f, dummy.opacity());
- controller->Animate(1.5);
- controller->UpdateState(events.get());
- EXPECT_EQ(0.5f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests scheduling two animations to run together when only one property is
-// free.
-TEST(LayerAnimationControllerTest, ScheduleTogetherWhenAPropertyIsBlocked) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeTransformTransition(1)).Pass(),
- 1,
- Animation::Transform));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeTransformTransition(1)).Pass(),
- 2,
- Animation::Transform));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 2,
- Animation::Opacity));
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(0.f, dummy.opacity());
- EXPECT_TRUE(controller->HasActiveAnimation());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- // Should not have started the float transition yet.
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- // The float animation should have started at time 1 and should be done.
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(1.f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests scheduling two animations to run together with different lengths and
-// another animation queued to start when the shorter animation finishes (should
-// wait for both to finish).
-TEST(LayerAnimationControllerTest, ScheduleTogetherWithAnAnimWaiting) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeTransformTransition(2)).Pass(),
- 1,
- Animation::Transform));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(1.0, 1.f, 0.5f)).Pass(),
- 2,
- Animation::Opacity));
-
- // Animations with id 1 should both start now.
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- // The opacity animation should have finished at time 1, but the group
- // of animations with id 1 don't finish until time 2 because of the length
- // of the transform animation.
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- // Should not have started the float transition yet.
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(1.f, dummy.opacity());
-
- // The second opacity animation should start at time 2 and should be done by
- // time 3.
- controller->Animate(3.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(0.5f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests scheduling an animation to start in the future.
-TEST(LayerAnimationControllerTest, ScheduleAnimation) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- to_add->SetRunState(Animation::WaitingForStartTime, 0);
- to_add->set_start_time(1.f);
- controller->AddAnimation(to_add.Pass());
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(1.f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests scheduling an animation to start in the future that's interrupting a
-// running animation.
-TEST(LayerAnimationControllerTest,
- ScheduledAnimationInterruptsRunningAnimation) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(2.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(1.0, 0.5f, 0.f)).Pass(),
- 2,
- Animation::Opacity));
- to_add->SetRunState(Animation::WaitingForStartTime, 0);
- to_add->set_start_time(1.f);
- controller->AddAnimation(to_add.Pass());
-
- // First 2s opacity transition should start immediately.
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(0.5);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.25f, dummy.opacity());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.5f, dummy.opacity());
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(0.f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Tests scheduling an animation to start in the future that interrupts a
-// running animation and there is yet another animation queued to start later.
-TEST(LayerAnimationControllerTest,
- ScheduledAnimationInterruptsRunningAnimationWithAnimInQueue) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(2.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(2.0, 0.5f, 0.f)).Pass(),
- 2,
- Animation::Opacity));
- to_add->SetRunState(Animation::WaitingForStartTime, 0);
- to_add->set_start_time(1.f);
- controller->AddAnimation(to_add.Pass());
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(1.0, 0.f, 0.75f)).Pass(),
- 3,
- Animation::Opacity));
-
- // First 2s opacity transition should start immediately.
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(0.5);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.25f, dummy.opacity());
- EXPECT_TRUE(controller->HasActiveAnimation());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.5f, dummy.opacity());
- controller->Animate(3.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(4.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(0.75f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-// Test that a looping animation loops and for the correct number of iterations.
-TEST(LayerAnimationControllerTest, TrivialLooping) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 1,
- Animation::Opacity));
- to_add->set_iterations(3);
- controller->AddAnimation(to_add.Pass());
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(1.25);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.25f, dummy.opacity());
- controller->Animate(1.75);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
- controller->Animate(2.25);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.25f, dummy.opacity());
- controller->Animate(2.75);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
- controller->Animate(3.0);
- controller->UpdateState(events.get());
- EXPECT_FALSE(controller->HasActiveAnimation());
- EXPECT_EQ(1.f, dummy.opacity());
-
- // Just be extra sure.
- controller->Animate(4.0);
- controller->UpdateState(events.get());
- EXPECT_EQ(1.f, dummy.opacity());
-}
-
-// Test that an infinitely looping animation does indeed go until aborted.
-TEST(LayerAnimationControllerTest, InfiniteLooping) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- const int id = 1;
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- id,
- Animation::Opacity));
- to_add->set_iterations(-1);
- controller->AddAnimation(to_add.Pass());
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(1.25);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.25f, dummy.opacity());
- controller->Animate(1.75);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
-
- controller->Animate(1073741824.25);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.25f, dummy.opacity());
- controller->Animate(1073741824.75);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
-
- EXPECT_TRUE(controller->GetAnimation(id, Animation::Opacity));
- controller->GetAnimation(id, Animation::Opacity)->SetRunState(
- Animation::Aborted, 0.75);
- EXPECT_FALSE(controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
-}
-
-// Test that pausing and resuming work as expected.
-TEST(LayerAnimationControllerTest, PauseResume) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- const int id = 1;
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- id,
- Animation::Opacity));
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(0.5);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.5f, dummy.opacity());
-
- EXPECT_TRUE(controller->GetAnimation(id, Animation::Opacity));
- controller->GetAnimation(id, Animation::Opacity)->SetRunState(
- Animation::Paused, 0.5);
-
- controller->Animate(1024);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.5f, dummy.opacity());
-
- EXPECT_TRUE(controller->GetAnimation(id, Animation::Opacity));
- controller->GetAnimation(id, Animation::Opacity)->SetRunState(
- Animation::Running, 1024);
-
- controller->Animate(1024.25);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
- controller->Animate(1024.5);
- controller->UpdateState(events.get());
- EXPECT_FALSE(controller->HasActiveAnimation());
- EXPECT_EQ(1.f, dummy.opacity());
-}
-
-TEST(LayerAnimationControllerTest, AbortAGroupedAnimation) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- const int id = 1;
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeTransformTransition(1)).Pass(),
- id,
- Animation::Transform));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(2.0, 0.f, 1.f)).Pass(),
- id,
- Animation::Opacity));
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(
- new FakeFloatTransition(1.0, 1.f, 0.75f)).Pass(),
- 2,
- Animation::Opacity));
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.5f, dummy.opacity());
-
- EXPECT_TRUE(controller->GetAnimation(id, Animation::Opacity));
- controller->GetAnimation(id, Animation::Opacity)->SetRunState(
- Animation::Aborted, 1);
- controller->Animate(1.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(1.f, dummy.opacity());
- controller->Animate(2.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(!controller->HasActiveAnimation());
- EXPECT_EQ(0.75f, dummy.opacity());
-}
-
-TEST(LayerAnimationControllerTest, ForceSyncWhenSynchronizedStartTimeNeeded) {
- FakeLayerAnimationValueObserver dummy_impl;
- scoped_refptr<LayerAnimationController> controller_impl(
- LayerAnimationController::Create(0));
- controller_impl->AddObserver(&dummy_impl);
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- scoped_ptr<Animation> to_add(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(2.0, 0.f, 1.f)).Pass(),
- 0,
- Animation::Opacity));
- to_add->set_needs_synchronized_start_time(true);
- controller->AddAnimation(to_add.Pass());
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
- EXPECT_TRUE(controller->HasActiveAnimation());
- Animation* active_animation = controller->GetAnimation(0, Animation::Opacity);
- EXPECT_TRUE(active_animation);
- EXPECT_TRUE(active_animation->needs_synchronized_start_time());
-
- controller->set_force_sync();
-
- controller->PushAnimationUpdatesTo(controller_impl.get());
-
- active_animation = controller_impl->GetAnimation(0, Animation::Opacity);
- EXPECT_TRUE(active_animation);
- EXPECT_EQ(Animation::WaitingForTargetAvailability,
- active_animation->run_state());
-}
-
-// Tests that skipping a call to updateState works as expected.
-TEST(LayerAnimationControllerTest, SkipUpdateState) {
- scoped_ptr<AnimationEventsVector> events(
- make_scoped_ptr(new AnimationEventsVector));
- FakeLayerAnimationValueObserver dummy;
- scoped_refptr<LayerAnimationController> controller(
- LayerAnimationController::Create(0));
- controller->AddObserver(&dummy);
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeTransformTransition(1)).Pass(),
- 1,
- Animation::Transform));
-
- controller->Animate(0.0);
- controller->UpdateState(events.get());
-
- controller->AddAnimation(CreateAnimation(
- scoped_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)).Pass(),
- 2,
- Animation::Opacity));
-
- // Animate but don't updateState.
- controller->Animate(1.0);
-
- controller->Animate(2.0);
- events.reset(new AnimationEventsVector);
- controller->UpdateState(events.get());
-
- // Should have one Started event and one Finished event.
- EXPECT_EQ(2, events->size());
- EXPECT_NE((*events)[0].type, (*events)[1].type);
-
- // The float transition should still be at its starting point.
- EXPECT_TRUE(controller->HasActiveAnimation());
- EXPECT_EQ(0.f, dummy.opacity());
-
- controller->Animate(3.0);
- controller->UpdateState(events.get());
-
- // The float tranisition should now be done.
- EXPECT_EQ(1.f, dummy.opacity());
- EXPECT_FALSE(controller->HasActiveAnimation());
-}
-
-} // namespace
-} // namespace cc
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