Index: chrome/browser/android/vr_shell/ui_elements_unittest.cc |
diff --git a/chrome/browser/android/vr_shell/ui_elements_unittest.cc b/chrome/browser/android/vr_shell/ui_elements_unittest.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..d80674a8eebfe4b6bbde4c8cfc9f3ea5401b5952 |
--- /dev/null |
+++ b/chrome/browser/android/vr_shell/ui_elements_unittest.cc |
@@ -0,0 +1,167 @@ |
+// Copyright (c) 2016 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 "chrome/browser/android/vr_shell/ui_elements.h" |
+ |
+#include "base/macros.h" |
+#include "base/strings/stringprintf.h" |
+#include "chrome/browser/android/vr_shell/animation.h" |
+#include "chrome/browser/android/vr_shell/easing.h" |
+#include "testing/gtest/include/gtest/gtest.h" |
+ |
+#define EXPECT_VEC3F_EQ(a, b) \ |
+ EXPECT_FLOAT_EQ(a.x, b.x); \ |
+ EXPECT_FLOAT_EQ(a.y, b.y); \ |
+ EXPECT_FLOAT_EQ(a.z, b.z); |
+ |
+#define EXPECT_RECTF_EQ(a, b) \ |
+ EXPECT_FLOAT_EQ(a.x, b.x); \ |
+ EXPECT_FLOAT_EQ(a.y, b.y); \ |
+ EXPECT_FLOAT_EQ(a.width, b.width); \ |
+ EXPECT_FLOAT_EQ(a.height, b.height); |
+ |
+#define EXPECT_VECTOR_FLOAT_4_EQ(a, b) \ |
+ EXPECT_EQ(a.size(), 4u); \ |
+ EXPECT_EQ(b.size(), 4u); \ |
+ EXPECT_FLOAT_EQ(a[0], b[0]); \ |
+ EXPECT_FLOAT_EQ(a[1], b[1]); \ |
+ EXPECT_FLOAT_EQ(a[2], b[2]); \ |
+ EXPECT_FLOAT_EQ(a[3], b[3]); |
+ |
+namespace vr_shell { |
+ |
+TEST(Animation, copy_rect) { |
bshe
2016/09/12 15:38:26
nit: s/copy_rect/CopyRect
bshe
2016/09/12 15:38:27
Rename "Animation" to "UiElements" since this is u
cjgrant
2016/09/13 17:32:16
Done.
cjgrant
2016/09/13 17:32:16
Done.
|
+ ContentRectangle rect; |
+ rect.copy_rect = {10, 100, 1000, 10000}; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::COPYRECT, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
bshe
2016/09/12 15:38:26
perhaps add test for other type of easing too?
cjgrant
2016/09/13 17:32:16
To exercise easing more extensively, I'd prefer a
bshe
2016/09/13 19:37:22
Separate change sounds good.
|
+ {}, {20, 200, 2000, 20000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(50000); |
+ EXPECT_RECTF_EQ(rect.copy_rect, Rectf({10, 100, 1000, 10000})); |
+ rect.Animate(60000); |
+ EXPECT_RECTF_EQ(rect.copy_rect, Rectf({20, 200, 2000, 20000})); |
+} |
+ |
+TEST(Animation, Size) { |
+ ContentRectangle rect; |
+ rect.size = {10, 100, 1000}; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::SIZE, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {}, {20, 200, 2000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(50000); |
+ EXPECT_VEC3F_EQ(rect.size, gvr::Vec3f({10, 100, 1000})); |
+ rect.Animate(60000); |
+ EXPECT_VEC3F_EQ(rect.size, gvr::Vec3f({20, 200, 2000})); |
+} |
+ |
+TEST(Animation, Translation) { |
+ ContentRectangle rect; |
+ rect.translation = {10, 100, 1000}; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {}, {20, 200, 2000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(50000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({10, 100, 1000})); |
+ rect.Animate(60000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({20, 200, 2000})); |
+} |
+ |
+TEST(Animation, Rotation) { |
+ ContentRectangle rect; |
+ rect.rotation_axis_angle = {10, 100, 1000, 10000}; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::ROTATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {}, {20, 200, 2000, 20000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(50000); |
+ EXPECT_VECTOR_FLOAT_4_EQ(rect.rotation_axis_angle, |
+ std::vector<float>({10, 100, 1000, 10000})); |
+ rect.Animate(60000); |
+ EXPECT_VECTOR_FLOAT_4_EQ(rect.rotation_axis_angle, |
+ std::vector<float>({20, 200, 2000, 20000})); |
+} |
+ |
+TEST(Animation, NoEffectBeforeScheduledStart) { |
+ ContentRectangle rect; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {10, 100, 1000}, {20, 200, 2000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(49999); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({0, 0, 0})); |
+} |
+ |
+TEST(Animation, PurgedWhenDone) { |
+ ContentRectangle rect; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {10, 100, 1000}, {20, 200, 2000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(60000); |
+ EXPECT_EQ(0u, rect.animations.size()); |
+} |
+ |
+TEST(Animation, LinearEasing) { |
+ ContentRectangle rect; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {10, 100, 1000}, {20, 200, 2000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(50000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({10, 100, 1000})); |
+ rect.Animate(55000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({15, 150, 1500})); |
+ rect.Animate(60000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({20, 200, 2000})); |
+} |
+ |
+TEST(Animation, StartFromSpecifiedLocation) { |
+ ContentRectangle rect; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {10, 100, 1000}, {20, 200, 2000}, 50000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.Animate(50000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({10, 100, 1000})); |
+ rect.Animate(60000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({20, 200, 2000})); |
+} |
+ |
+// Ensure that when a new animation overlaps another of the same type, the |
+// newly added animation overrides the original. For example: |
+// Animation 1: ? .......... 20 |
+// Animation 2: ? .......... 50 |
+// Result: 0 ... 10 ... 30 ... 50 |
+TEST(Animation, Overlap) { |
+ ContentRectangle rect; |
+ std::unique_ptr<Animation> animation(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {}, {20, 200, 2000}, 50000, 10000)); |
+ std::unique_ptr<Animation> animation2(new Animation( |
+ 0, Animation::Property::TRANSLATION, |
+ std::unique_ptr<Easing>(new easing::Linear()), |
+ {}, {50, 500, 5000}, 55000, 10000)); |
+ rect.animations.emplace_back(std::move(animation)); |
+ rect.animations.emplace_back(std::move(animation2)); |
+ rect.Animate(55000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({10, 100, 1000})); |
+ rect.Animate(60000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({30, 300, 3000})); |
+ rect.Animate(65000); |
+ EXPECT_VEC3F_EQ(rect.translation, gvr::Vec3f({50, 500, 5000})); |
+} |
+ |
+} // namespace vr_shell |