| 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
|
|
|