Index: ui/compositor/layer_unittest.cc |
diff --git a/ui/compositor/layer_unittest.cc b/ui/compositor/layer_unittest.cc |
index b683a1612d8d1b7594c5160f98c55730c4471e91..d357c78a26bd422caedb67eea62df15214bdd81e 100644 |
--- a/ui/compositor/layer_unittest.cc |
+++ b/ui/compositor/layer_unittest.cc |
@@ -22,6 +22,7 @@ |
#include "base/strings/stringprintf.h" |
#include "base/strings/utf_string_conversions.h" |
#include "base/trace_event/trace_event.h" |
+#include "cc/animation/animation_player.h" |
#include "cc/layers/layer.h" |
#include "cc/output/copy_output_request.h" |
#include "cc/output/copy_output_result.h" |
@@ -1791,41 +1792,43 @@ TEST_F(LayerWithRealCompositorTest, AddRemoveThreadedAnimations) { |
l1->SetAnimator(LayerAnimator::CreateImplicitAnimator()); |
l2->SetAnimator(LayerAnimator::CreateImplicitAnimator()); |
- EXPECT_FALSE(l1->HasPendingThreadedAnimationsForTesting()); |
+ auto player1 = l1->GetAnimator()->GetAnimationPlayerForTesting(); |
+ auto player2 = l2->GetAnimator()->GetAnimationPlayerForTesting(); |
+ |
+ EXPECT_FALSE(player1->has_any_animation()); |
// Trigger a threaded animation. |
l1->SetOpacity(0.5f); |
- EXPECT_TRUE(l1->HasPendingThreadedAnimationsForTesting()); |
+ EXPECT_TRUE(player1->has_any_animation()); |
// Ensure we can remove a pending threaded animation. |
l1->GetAnimator()->StopAnimating(); |
- EXPECT_FALSE(l1->HasPendingThreadedAnimationsForTesting()); |
+ EXPECT_FALSE(player1->has_any_animation()); |
// Trigger another threaded animation. |
l1->SetOpacity(0.2f); |
- EXPECT_TRUE(l1->HasPendingThreadedAnimationsForTesting()); |
+ EXPECT_TRUE(player1->has_any_animation()); |
root->Add(l1.get()); |
GetCompositor()->SetRootLayer(root.get()); |
- // Now that l1 is part of a tree, it should have dispatched the pending |
- // animation. |
- EXPECT_FALSE(l1->HasPendingThreadedAnimationsForTesting()); |
+ // Now l1 is part of a tree. |
+ EXPECT_TRUE(player1->has_any_animation()); |
- // Ensure that l1 no longer holds on to animations. |
l1->SetOpacity(0.1f); |
- EXPECT_FALSE(l1->HasPendingThreadedAnimationsForTesting()); |
+ // IMMEDIATELY_SET_NEW_TARGET is a default preemption strategy for conflicting |
+ // animations. |
+ EXPECT_FALSE(player1->has_any_animation()); |
- // Ensure that adding a layer to an existing tree causes its pending |
- // animations to get dispatched. |
+ // Adding a layer to an existing tree. |
l2->SetOpacity(0.5f); |
- EXPECT_TRUE(l2->HasPendingThreadedAnimationsForTesting()); |
+ EXPECT_TRUE(player2->has_any_animation()); |
l1->Add(l2.get()); |
- EXPECT_FALSE(l2->HasPendingThreadedAnimationsForTesting()); |
+ EXPECT_TRUE(player2->has_any_animation()); |
} |
// Tests that in-progress threaded animations complete when a Layer's |