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Unified Diff: cc/animation/element_animations_unittest.cc

Issue 2377223002: CC Animations: Rewrite unit tests to work with AnimationPlayer. (Closed)
Patch Set: Reparent. Created 4 years, 2 months ago
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Index: cc/animation/element_animations_unittest.cc
diff --git a/cc/animation/element_animations_unittest.cc b/cc/animation/element_animations_unittest.cc
index fee5a9438a674065ab9e8c2135b09e3d26d1605b..012743a4beb4aaf0e3abe9637f2651ea51ef89de 100644
--- a/cc/animation/element_animations_unittest.cc
+++ b/cc/animation/element_animations_unittest.cc
@@ -5,6 +5,7 @@
#include "cc/animation/element_animations.h"
#include "cc/animation/animation_delegate.h"
+#include "cc/animation/animation_events.h"
#include "cc/animation/animation_host.h"
#include "cc/animation/animation_id_provider.h"
#include "cc/animation/animation_player.h"
@@ -49,33 +50,22 @@ TEST_F(ElementAnimationsTest, AttachToLayerInActiveTree) {
EXPECT_TRUE(client_.IsElementInList(element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.IsElementInList(element_id_, ElementListType::PENDING));
- host_->AddAnimationTimeline(timeline_);
-
- timeline_->AttachPlayer(player_);
- player_->AttachElement(element_id_);
-
- scoped_refptr<ElementAnimations> element_animations =
- player_->element_animations();
- EXPECT_TRUE(element_animations);
+ AttachTimelinePlayerLayer();
- EXPECT_TRUE(element_animations->has_element_in_active_list());
- EXPECT_FALSE(element_animations->has_element_in_pending_list());
+ EXPECT_TRUE(element_animations_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_->has_element_in_pending_list());
PushProperties();
GetImplTimelineAndPlayerByID();
- scoped_refptr<ElementAnimations> element_animations_impl =
- player_impl_->element_animations();
- EXPECT_TRUE(element_animations_impl);
-
- EXPECT_FALSE(element_animations_impl->has_element_in_active_list());
- EXPECT_TRUE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list());
// Create the layer in the impl active tree.
client_impl_.RegisterElement(element_id_, ElementListType::ACTIVE);
- EXPECT_TRUE(element_animations_impl->has_element_in_active_list());
- EXPECT_TRUE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list());
EXPECT_TRUE(
client_impl_.IsElementInList(element_id_, ElementListType::ACTIVE));
@@ -84,33 +74,33 @@ TEST_F(ElementAnimationsTest, AttachToLayerInActiveTree) {
// kill layer on main thread.
client_.UnregisterElement(element_id_, ElementListType::ACTIVE);
- EXPECT_EQ(element_animations, player_->element_animations());
- EXPECT_FALSE(element_animations->has_element_in_active_list());
- EXPECT_FALSE(element_animations->has_element_in_pending_list());
+ EXPECT_EQ(element_animations_, player_->element_animations());
+ EXPECT_FALSE(element_animations_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_->has_element_in_pending_list());
// Sync doesn't detach LayerImpl.
PushProperties();
- EXPECT_EQ(element_animations_impl, player_impl_->element_animations());
- EXPECT_TRUE(element_animations_impl->has_element_in_active_list());
- EXPECT_TRUE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_EQ(element_animations_impl_, player_impl_->element_animations());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list());
// Kill layer on impl thread in pending tree.
client_impl_.UnregisterElement(element_id_, ElementListType::PENDING);
- EXPECT_EQ(element_animations_impl, player_impl_->element_animations());
- EXPECT_TRUE(element_animations_impl->has_element_in_active_list());
- EXPECT_FALSE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_EQ(element_animations_impl_, player_impl_->element_animations());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list());
// Kill layer on impl thread in active tree.
client_impl_.UnregisterElement(element_id_, ElementListType::ACTIVE);
- EXPECT_EQ(element_animations_impl, player_impl_->element_animations());
- EXPECT_FALSE(element_animations_impl->has_element_in_active_list());
- EXPECT_FALSE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_EQ(element_animations_impl_, player_impl_->element_animations());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list());
// Sync doesn't change anything.
PushProperties();
- EXPECT_EQ(element_animations_impl, player_impl_->element_animations());
- EXPECT_FALSE(element_animations_impl->has_element_in_active_list());
- EXPECT_FALSE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_EQ(element_animations_impl_, player_impl_->element_animations());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list());
player_->DetachElement();
EXPECT_FALSE(player_->element_animations());
@@ -126,36 +116,31 @@ TEST_F(ElementAnimationsTest, AttachToNotYetCreatedLayer) {
PushProperties();
GetImplTimelineAndPlayerByID();
+ // Perform attachment separately.
player_->AttachElement(element_id_);
+ element_animations_ = player_->element_animations();
- scoped_refptr<ElementAnimations> element_animations =
- player_->element_animations();
- EXPECT_TRUE(element_animations);
-
- EXPECT_FALSE(element_animations->has_element_in_active_list());
- EXPECT_FALSE(element_animations->has_element_in_pending_list());
+ EXPECT_FALSE(element_animations_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_->has_element_in_pending_list());
PushProperties();
+ element_animations_impl_ = player_impl_->element_animations();
- scoped_refptr<ElementAnimations> element_animations_impl =
- player_impl_->element_animations();
- EXPECT_TRUE(element_animations_impl);
-
- EXPECT_FALSE(element_animations_impl->has_element_in_active_list());
- EXPECT_FALSE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list());
// Create layer.
client_.RegisterElement(element_id_, ElementListType::ACTIVE);
- EXPECT_TRUE(element_animations->has_element_in_active_list());
- EXPECT_FALSE(element_animations->has_element_in_pending_list());
+ EXPECT_TRUE(element_animations_->has_element_in_active_list());
+ EXPECT_FALSE(element_animations_->has_element_in_pending_list());
client_impl_.RegisterElement(element_id_, ElementListType::PENDING);
- EXPECT_FALSE(element_animations_impl->has_element_in_active_list());
- EXPECT_TRUE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list());
client_impl_.RegisterElement(element_id_, ElementListType::ACTIVE);
- EXPECT_TRUE(element_animations_impl->has_element_in_active_list());
- EXPECT_TRUE(element_animations_impl->has_element_in_pending_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_active_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list());
}
TEST_F(ElementAnimationsTest, AddRemovePlayers) {
@@ -191,7 +176,7 @@ TEST_F(ElementAnimationsTest, AddRemovePlayers) {
int list_size_before = 0;
ElementAnimations::PlayersList::Iterator it(
- &element_animations_impl->players_list());
+ &element_animations_impl_->players_list());
AnimationPlayer* player;
while ((player = it.GetNext()) != nullptr) {
EXPECT_TRUE(timeline_->GetPlayerById(player->id()));
@@ -209,7 +194,7 @@ TEST_F(ElementAnimationsTest, AddRemovePlayers) {
int list_size_after = 0;
it = ElementAnimations::PlayersList::Iterator(
- &element_animations_impl->players_list());
+ &element_animations_impl_->players_list());
while ((player = it.GetNext()) != nullptr) {
EXPECT_TRUE(timeline_->GetPlayerById(player->id()));
++list_size_after;
@@ -222,25 +207,22 @@ TEST_F(ElementAnimationsTest, SyncNewAnimation) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
+ EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY));
- EXPECT_FALSE(animations_impl->GetAnimation(TargetProperty::OPACITY));
-
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
- EXPECT_FALSE(animations_impl->needs_to_start_animations_for_testing());
+ EXPECT_FALSE(player_->needs_to_start_animations());
+ EXPECT_FALSE(player_impl_->needs_to_start_animations());
int animation_id =
AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false);
- EXPECT_TRUE(animations->needs_to_start_animations_for_testing());
+ EXPECT_TRUE(player_->needs_to_start_animations());
PushProperties();
- EXPECT_TRUE(animations_impl->needs_to_start_animations_for_testing());
- animations_impl->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->needs_to_start_animations());
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
}
TEST_F(ElementAnimationsTest,
@@ -249,13 +231,10 @@ TEST_F(ElementAnimationsTest,
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
- EXPECT_FALSE(animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET));
+ EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET));
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
- EXPECT_FALSE(animations_impl->needs_to_start_animations_for_testing());
+ EXPECT_FALSE(player_->needs_to_start_animations());
+ EXPECT_FALSE(player_impl_->needs_to_start_animations());
gfx::ScrollOffset initial_value(100.f, 300.f);
gfx::ScrollOffset provider_initial_value(150.f, 300.f);
@@ -272,10 +251,10 @@ TEST_F(ElementAnimationsTest,
const int animation1_id = 1;
std::unique_ptr<Animation> animation_fixed(Animation::Create(
std::move(curve_fixed), animation1_id, 0, TargetProperty::SCROLL_OFFSET));
- animations->AddAnimation(std::move(animation_fixed));
+ player_->AddAnimation(std::move(animation_fixed));
PushProperties();
EXPECT_VECTOR2DF_EQ(initial_value,
- animations_impl->GetAnimationById(animation1_id)
+ player_impl_->GetAnimationById(animation1_id)
->curve()
->ToScrollOffsetAnimationCurve()
->GetValue(base::TimeDelta()));
@@ -288,10 +267,10 @@ TEST_F(ElementAnimationsTest,
const int animation2_id = 2;
std::unique_ptr<Animation> animation(Animation::Create(
std::move(curve), animation2_id, 0, TargetProperty::SCROLL_OFFSET));
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
PushProperties();
EXPECT_VECTOR2DF_EQ(provider_initial_value,
- animations_impl->GetAnimationById(animation2_id)
+ player_impl_->GetAnimationById(animation2_id)
->curve()
->ToScrollOffsetAnimationCurve()
->GetValue(base::TimeDelta()));
@@ -330,13 +309,10 @@ TEST_F(ElementAnimationsTest, AddedPlayerIsDestroyed) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
TestAnimationDelegateThatDestroysPlayer delegate;
- scoped_refptr<AnimationPlayer> player2 =
- AnimationPlayer::Create(AnimationIdProvider::NextPlayerId());
+ const int player2_id = AnimationIdProvider::NextPlayerId();
+ scoped_refptr<AnimationPlayer> player2 = AnimationPlayer::Create(player2_id);
delegate.setTimelineAndPlayer(timeline_, player2);
timeline_->AttachPlayer(player2);
@@ -348,18 +324,25 @@ TEST_F(ElementAnimationsTest, AddedPlayerIsDestroyed) {
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ scoped_refptr<AnimationPlayer> player2_impl =
+ timeline_impl_->GetPlayerById(player2_id);
+ DCHECK(player2_impl);
- animations_impl->Animate(kInitialTickTime);
+ player2_impl->ActivateAnimations();
+ EXPECT_TRUE(player2_impl->GetAnimationById(animation_id));
+
+ scoped_refptr<ElementAnimations> element_animations_impl =
+ player2_impl->element_animations();
+
+ element_animations_impl_->Animate(kInitialTickTime);
auto events = host_impl_->CreateEvents();
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(1u, events->events_.size());
EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type);
// The actual detachment happens here, inside the callback
- animations->NotifyAnimationStarted(events->events_[0]);
+ player2->NotifyAnimationStarted(events->events_[0]);
EXPECT_TRUE(delegate.started());
}
@@ -370,36 +353,34 @@ TEST_F(ElementAnimationsTest, DoNotClobberStartTimes) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
- EXPECT_FALSE(animations_impl->GetAnimation(TargetProperty::OPACITY));
+ EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY));
int animation_id =
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 0, 1, false);
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false);
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
auto events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
// Synchronize the start times.
EXPECT_EQ(1u, events->events_.size());
- animations->NotifyAnimationStarted(events->events_[0]);
- EXPECT_EQ(animations->GetAnimationById(animation_id)->start_time(),
- animations_impl->GetAnimationById(animation_id)->start_time());
+ player_->NotifyAnimationStarted(events->events_[0]);
+ EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(),
+ player_impl_->GetAnimationById(animation_id)->start_time());
// Start the animation on the main thread. Should not affect the start time.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, nullptr);
- EXPECT_EQ(animations->GetAnimationById(animation_id)->start_time(),
- animations_impl->GetAnimationById(animation_id)->start_time());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(),
+ player_impl_->GetAnimationById(animation_id)->start_time());
}
TEST_F(ElementAnimationsTest, UseSpecifiedStartTimes) {
@@ -407,42 +388,38 @@ TEST_F(ElementAnimationsTest, UseSpecifiedStartTimes) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
int animation_id =
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 0, 1, false);
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false);
const TimeTicks start_time = TicksFromSecondsF(123);
- animations->GetAnimation(TargetProperty::OPACITY)->set_start_time(start_time);
+ player_->GetAnimation(TargetProperty::OPACITY)->set_start_time(start_time);
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
auto events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
// Synchronize the start times.
EXPECT_EQ(1u, events->events_.size());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
- EXPECT_EQ(start_time,
- animations->GetAnimationById(animation_id)->start_time());
- EXPECT_EQ(animations->GetAnimationById(animation_id)->start_time(),
- animations_impl->GetAnimationById(animation_id)->start_time());
+ EXPECT_EQ(start_time, player_->GetAnimationById(animation_id)->start_time());
+ EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(),
+ player_impl_->GetAnimationById(animation_id)->start_time());
// Start the animation on the main thread. Should not affect the start time.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, nullptr);
- EXPECT_EQ(start_time,
- animations->GetAnimationById(animation_id)->start_time());
- EXPECT_EQ(animations->GetAnimationById(animation_id)->start_time(),
- animations_impl->GetAnimationById(animation_id)->start_time());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_EQ(start_time, player_->GetAnimationById(animation_id)->start_time());
+ EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(),
+ player_impl_->GetAnimationById(animation_id)->start_time());
}
// Tests that animationss activate and deactivate as expected.
@@ -451,9 +428,6 @@ TEST_F(ElementAnimationsTest, Activation) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
AnimationHost* host = client_.host();
AnimationHost* host_impl = client_impl_.host();
@@ -466,60 +440,62 @@ TEST_F(ElementAnimationsTest, Activation) {
EXPECT_EQ(0u, host->active_element_animations_for_testing().size());
EXPECT_EQ(0u, host_impl->active_element_animations_for_testing().size());
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 0, 1, false);
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false);
// The main thread animations should now be active.
EXPECT_EQ(1u, host->active_element_animations_for_testing().size());
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
// Both animationss should now be active.
EXPECT_EQ(1u, host->active_element_animations_for_testing().size());
EXPECT_EQ(1u, host_impl->active_element_animations_for_testing().size());
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(1u, events->events_.size());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
EXPECT_EQ(1u, host->active_element_animations_for_testing().size());
EXPECT_EQ(1u, host_impl->active_element_animations_for_testing().size());
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_EQ(1u, host->active_element_animations_for_testing().size());
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_EQ(Animation::FINISHED,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_EQ(1u, host->active_element_animations_for_testing().size());
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1500));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1500));
+ element_animations_impl_->UpdateState(true, events.get());
- EXPECT_EQ(
- Animation::WAITING_FOR_DELETION,
- animations_impl->GetAnimation(TargetProperty::OPACITY)->run_state());
+ EXPECT_EQ(Animation::WAITING_FOR_DELETION,
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
// The impl thread animations should have de-activated.
EXPECT_EQ(0u, host_impl->active_element_animations_for_testing().size());
EXPECT_EQ(1u, events->events_.size());
- animations->NotifyAnimationFinished(events->events_[0]);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1500));
- animations->UpdateState(true, nullptr);
+ player_->NotifyAnimationFinished(events->events_[0]);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1500));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_EQ(Animation::WAITING_FOR_DELETION,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_->GetAnimation(TargetProperty::OPACITY)->run_state());
// The main thread animations should have de-activated.
EXPECT_EQ(0u, host->active_element_animations_for_testing().size());
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->HasAnyAnimation());
- EXPECT_FALSE(animations_impl->HasAnyAnimation());
+ player_impl_->ActivateAnimations();
+ EXPECT_FALSE(player_->has_any_animation());
+ EXPECT_FALSE(player_impl_->has_any_animation());
EXPECT_EQ(0u, host->active_element_animations_for_testing().size());
EXPECT_EQ(0u, host_impl->active_element_animations_for_testing().size());
}
@@ -529,70 +505,67 @@ TEST_F(ElementAnimationsTest, SyncPause) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
- EXPECT_FALSE(animations_impl->GetAnimation(TargetProperty::OPACITY));
+ EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY));
// Two steps, three ranges: [0-1) -> 0.2, [1-2) -> 0.3, [2-3] -> 0.4.
const double duration = 3.0;
- const int animation_id = AddOpacityStepsToElementAnimations(
- animations.get(), duration, 0.2f, 0.4f, 2);
+ const int animation_id =
+ AddOpacityStepsToPlayer(player_.get(), duration, 0.2f, 0.4f, 2);
// Set start offset to be at the beginning of the second range.
- animations->GetAnimationById(animation_id)
+ player_->GetAnimationById(animation_id)
->set_time_offset(TimeDelta::FromSecondsD(1.01));
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
TimeTicks time = kInitialTickTime;
// Start the animations on each animations.
auto events = host_impl_->CreateEvents();
- animations_impl->Animate(time);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(time);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(1u, events->events_.size());
- animations->Animate(time);
- animations->UpdateState(true, nullptr);
- animations->NotifyAnimationStarted(events->events_[0]);
+ element_animations_->Animate(time);
+ element_animations_->UpdateState(true, nullptr);
+ player_->NotifyAnimationStarted(events->events_[0]);
EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
EXPECT_EQ(Animation::RUNNING,
- animations->GetAnimationById(animation_id)->run_state());
+ player_->GetAnimationById(animation_id)->run_state());
EXPECT_EQ(0.3f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
EXPECT_EQ(0.3f,
client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
EXPECT_EQ(kInitialTickTime,
- animations->GetAnimationById(animation_id)->start_time());
+ player_->GetAnimationById(animation_id)->start_time());
EXPECT_EQ(kInitialTickTime,
- animations_impl->GetAnimationById(animation_id)->start_time());
+ player_impl_->GetAnimationById(animation_id)->start_time());
// Pause the animation at the middle of the second range so the offset
// delays animation until the middle of the third range.
- animations->PauseAnimation(animation_id, TimeDelta::FromSecondsD(1.5));
+ player_->PauseAnimation(animation_id, 1.5);
EXPECT_EQ(Animation::PAUSED,
- animations->GetAnimationById(animation_id)->run_state());
+ player_->GetAnimationById(animation_id)->run_state());
// The pause run state change should make it to the impl thread animations.
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
// Advance time so it stays within the first range.
time += TimeDelta::FromMilliseconds(10);
- animations->Animate(time);
- animations_impl->Animate(time);
+ element_animations_->Animate(time);
+ element_animations_impl_->Animate(time);
EXPECT_EQ(Animation::PAUSED,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
// Opacity value doesn't depend on time if paused at specified time offset.
EXPECT_EQ(0.4f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
@@ -605,48 +578,46 @@ TEST_F(ElementAnimationsTest, DoNotSyncFinishedAnimation) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
- EXPECT_FALSE(animations_impl->GetAnimation(TargetProperty::OPACITY));
+ EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY));
int animation_id =
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 0, 1, false);
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false);
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(1u, events->events_.size());
EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type);
// Notify main thread animations that the animation has started.
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
// Complete animation on impl thread.
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime + TimeDelta::FromSeconds(1));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromSeconds(1));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(1u, events->events_.size());
EXPECT_EQ(AnimationEvent::FINISHED, events->events_[0].type);
- animations->NotifyAnimationFinished(events->events_[0]);
+ player_->NotifyAnimationFinished(events->events_[0]);
- animations->Animate(kInitialTickTime + TimeDelta::FromSeconds(2));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime + TimeDelta::FromSeconds(2));
+ element_animations_->UpdateState(true, nullptr);
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->GetAnimationById(animation_id));
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id));
+ player_impl_->ActivateAnimations();
+ EXPECT_FALSE(player_->GetAnimationById(animation_id));
+ EXPECT_FALSE(player_impl_->GetAnimationById(animation_id));
}
// Ensure that a finished animation is eventually deleted by both the
@@ -656,43 +627,41 @@ TEST_F(ElementAnimationsTest, AnimationsAreDeleted) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
- AddOpacityTransitionToElementAnimations(animations.get(), 1.0, 0.0f, 1.0f,
- false);
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->needs_push_properties());
+ AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.0f, 1.0f, false);
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_TRUE(player_->needs_push_properties());
PushProperties();
- EXPECT_FALSE(animations->needs_push_properties());
+ EXPECT_FALSE(player_->needs_push_properties());
EXPECT_FALSE(host_->needs_push_properties());
EXPECT_FALSE(host_impl_->needs_push_properties());
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- animations_impl->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_impl_->UpdateState(true, events.get());
// There should be a STARTED event for the animation.
EXPECT_EQ(1u, events->events_.size());
EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type);
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_FALSE(host_->needs_push_properties());
EXPECT_FALSE(host_impl_->needs_push_properties());
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_TRUE(host_impl_->needs_push_properties());
@@ -701,13 +670,14 @@ TEST_F(ElementAnimationsTest, AnimationsAreDeleted) {
EXPECT_EQ(AnimationEvent::FINISHED, events->events_[0].type);
// Neither animations should have deleted the animation yet.
- EXPECT_TRUE(animations->GetAnimation(TargetProperty::OPACITY));
- EXPECT_TRUE(animations_impl->GetAnimation(TargetProperty::OPACITY));
+ EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY));
+ EXPECT_TRUE(player_impl_->GetAnimation(TargetProperty::OPACITY));
- animations->NotifyAnimationFinished(events->events_[0]);
+ player_->NotifyAnimationFinished(events->events_[0]);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(3000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(3000));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_TRUE(host_->needs_push_properties());
PushProperties();
@@ -716,8 +686,8 @@ TEST_F(ElementAnimationsTest, AnimationsAreDeleted) {
// should have deleted the animation even though activation has not occurred,
// since the animation was already waiting for deletion when
// PushPropertiesTo was called.
- EXPECT_FALSE(animations->HasAnyAnimation());
- EXPECT_FALSE(animations_impl->HasAnyAnimation());
+ EXPECT_FALSE(player_->has_any_animation());
+ EXPECT_FALSE(player_impl_->has_any_animation());
}
// Tests that transitioning opacity from 0 to 1 works as expected.
@@ -743,29 +713,28 @@ TEST_F(ElementAnimationsTest, TrivialTransition) {
CreateTestLayer(true, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<Animation> to_add(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
- animations->AddAnimation(std::move(to_add));
- EXPECT_TRUE(animations->needs_to_start_animations_for_testing());
- animations->Animate(kInitialTickTime);
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->needs_to_start_animations());
+ player_->AddAnimation(std::move(to_add));
+ EXPECT_TRUE(player_->needs_to_start_animations());
+ element_animations_->Animate(kInitialTickTime);
+ EXPECT_FALSE(player_->needs_to_start_animations());
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// A non-impl-only animation should not generate property updates.
const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
}
@@ -774,8 +743,6 @@ TEST_F(ElementAnimationsTest, FilterTransition) {
CreateTestLayer(true, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<KeyframedFilterAnimationCurve> curve(
@@ -792,19 +759,20 @@ TEST_F(ElementAnimationsTest, FilterTransition) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve), 1, 0, TargetProperty::FILTER));
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(start_filters,
client_.GetFilters(element_id_, ElementListType::ACTIVE));
// A non-impl-only animation should not generate property updates.
const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(1u,
client_.GetFilters(element_id_, ElementListType::ACTIVE).size());
EXPECT_EQ(FilterOperation::CreateBrightnessFilter(1.5f),
@@ -812,11 +780,12 @@ TEST_F(ElementAnimationsTest, FilterTransition) {
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(end_filters,
client_.GetFilters(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
}
@@ -826,9 +795,6 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransition) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
gfx::ScrollOffset initial_value(100.f, 300.f);
@@ -841,64 +807,63 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransition) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET));
animation->set_needs_synchronized_start_time(true);
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
client_impl_.SetScrollOffsetForAnimation(initial_value);
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET));
- TimeDelta duration =
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->curve()
- ->Duration();
- EXPECT_EQ(duration, animations->GetAnimation(TargetProperty::SCROLL_OFFSET)
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET));
+ TimeDelta duration = player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)
+ ->curve()
+ ->Duration();
+ EXPECT_EQ(duration, player_->GetAnimation(TargetProperty::SCROLL_OFFSET)
->curve()
->Duration());
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(initial_value,
client_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
- EXPECT_TRUE(animations_impl->HasActiveAnimation());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_impl_->HasActiveAnimation());
EXPECT_EQ(initial_value,
client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
// Scroll offset animations should not generate property updates.
const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->NotifyAnimationStarted(events->events_[0]);
- animations->Animate(kInitialTickTime + duration / 2);
- animations->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->HasActiveAnimation());
+ player_->NotifyAnimationStarted(events->events_[0]);
+ element_animations_->Animate(kInitialTickTime + duration / 2);
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_VECTOR2DF_EQ(
gfx::Vector2dF(200.f, 250.f),
client_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime + duration / 2);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration / 2);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_VECTOR2DF_EQ(
gfx::Vector2dF(200.f, 250.f),
client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations_impl->Animate(kInitialTickTime + duration);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_VECTOR2DF_EQ(target_value, client_impl_.GetScrollOffset(
element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations_impl->HasActiveAnimation());
+ EXPECT_FALSE(player_impl_->HasActiveAnimation());
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->Animate(kInitialTickTime + duration);
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime + duration);
+ element_animations_->UpdateState(true, nullptr);
EXPECT_VECTOR2DF_EQ(target_value, client_.GetScrollOffset(
element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
TEST_F(ElementAnimationsTest, ScrollOffsetTransitionOnImplOnly) {
@@ -906,8 +871,6 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransitionOnImplOnly) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
gfx::ScrollOffset initial_value(100.f, 300.f);
@@ -922,11 +885,11 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransitionOnImplOnly) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET));
animation->set_is_impl_only(true);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
- EXPECT_TRUE(animations_impl->HasActiveAnimation());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_impl_->HasActiveAnimation());
EXPECT_EQ(initial_value,
client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
// Scroll offset animations should not generate property updates.
@@ -936,19 +899,19 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransitionOnImplOnly) {
TimeDelta duration = TimeDelta::FromMicroseconds(
duration_in_seconds * base::Time::kMicrosecondsPerSecond);
- animations_impl->Animate(kInitialTickTime + duration / 2);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration / 2);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_VECTOR2DF_EQ(
gfx::Vector2dF(200.f, 250.f),
client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations_impl->Animate(kInitialTickTime + duration);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_VECTOR2DF_EQ(target_value, client_impl_.GetScrollOffset(
element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations_impl->HasActiveAnimation());
+ EXPECT_FALSE(player_impl_->HasActiveAnimation());
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
}
@@ -962,49 +925,47 @@ TEST_F(ElementAnimationsTest, UpdateStateWithoutAnimate) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
// Add first scroll offset animation.
- AddScrollOffsetAnimationToElementAnimations(
- animations_impl.get(), gfx::ScrollOffset(100.f, 300.f),
- gfx::ScrollOffset(100.f, 200.f), true);
+ AddScrollOffsetAnimationToPlayer(player_impl_.get(),
+ gfx::ScrollOffset(100.f, 300.f),
+ gfx::ScrollOffset(100.f, 200.f), true);
// Calling UpdateState after Animate should promote the animation to running
// state.
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
- EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->run_state());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
+ EXPECT_EQ(
+ Animation::RUNNING,
+ player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state());
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1500));
- animations_impl->UpdateState(true, events.get());
- EXPECT_EQ(Animation::WAITING_FOR_DELETION,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->run_state());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1500));
+ element_animations_impl_->UpdateState(true, events.get());
+ EXPECT_EQ(
+ Animation::WAITING_FOR_DELETION,
+ player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state());
// Add second scroll offset animation.
- AddScrollOffsetAnimationToElementAnimations(
- animations_impl.get(), gfx::ScrollOffset(100.f, 200.f),
- gfx::ScrollOffset(100.f, 100.f), true);
+ AddScrollOffsetAnimationToPlayer(player_impl_.get(),
+ gfx::ScrollOffset(100.f, 200.f),
+ gfx::ScrollOffset(100.f, 100.f), true);
// Calling UpdateState without Animate should NOT promote the animation to
// running state.
- animations_impl->UpdateState(true, events.get());
- EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->run_state());
+ element_animations_impl_->UpdateState(true, events.get());
+ EXPECT_EQ(
+ Animation::WAITING_FOR_TARGET_AVAILABILITY,
+ player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state());
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->run_state());
+ EXPECT_EQ(
+ Animation::RUNNING,
+ player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state());
EXPECT_VECTOR2DF_EQ(
gfx::ScrollOffset(100.f, 200.f),
client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
@@ -1019,11 +980,8 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransitionNoImplProvider) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
- EXPECT_TRUE(animations_impl->has_element_in_pending_list());
- EXPECT_FALSE(animations_impl->has_element_in_active_list());
+ EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list());
+ EXPECT_FALSE(element_animations_impl_->has_element_in_active_list());
auto events = host_impl_->CreateEvents();
@@ -1037,73 +995,72 @@ TEST_F(ElementAnimationsTest, ScrollOffsetTransitionNoImplProvider) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET));
animation->set_needs_synchronized_start_time(true);
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
client_.SetScrollOffsetForAnimation(initial_value);
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET));
- TimeDelta duration =
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->curve()
- ->Duration();
- EXPECT_EQ(duration, animations->GetAnimation(TargetProperty::SCROLL_OFFSET)
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET));
+ TimeDelta duration = player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)
+ ->curve()
+ ->Duration();
+ EXPECT_EQ(duration, player_->GetAnimation(TargetProperty::SCROLL_OFFSET)
->curve()
->Duration());
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->HasActiveAnimation());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(initial_value,
client_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
EXPECT_EQ(gfx::ScrollOffset(), client_impl_.GetScrollOffset(
element_id_, ElementListType::PENDING));
- animations_impl->Animate(kInitialTickTime);
+ element_animations_impl_->Animate(kInitialTickTime);
- EXPECT_TRUE(animations_impl->HasActiveAnimation());
+ EXPECT_TRUE(player_impl_->HasActiveAnimation());
EXPECT_EQ(initial_value, client_impl_.GetScrollOffset(
element_id_, ElementListType::PENDING));
CreateTestImplLayer(ElementListType::ACTIVE);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->UpdateState(true, events.get());
DCHECK_EQ(1UL, events->events_.size());
// Scroll offset animations should not generate property updates.
const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->NotifyAnimationStarted(events->events_[0]);
- animations->Animate(kInitialTickTime + duration / 2);
- animations->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->HasActiveAnimation());
+ player_->NotifyAnimationStarted(events->events_[0]);
+ element_animations_->Animate(kInitialTickTime + duration / 2);
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_VECTOR2DF_EQ(
gfx::Vector2dF(400.f, 150.f),
client_.GetScrollOffset(element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime + duration / 2);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration / 2);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_VECTOR2DF_EQ(
gfx::Vector2dF(400.f, 150.f),
client_impl_.GetScrollOffset(element_id_, ElementListType::PENDING));
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations_impl->Animate(kInitialTickTime + duration);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_VECTOR2DF_EQ(target_value, client_impl_.GetScrollOffset(
element_id_, ElementListType::PENDING));
- EXPECT_FALSE(animations_impl->HasActiveAnimation());
+ EXPECT_FALSE(player_impl_->HasActiveAnimation());
event = GetMostRecentPropertyUpdateEvent(events.get());
EXPECT_FALSE(event);
- animations->Animate(kInitialTickTime + duration);
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime + duration);
+ element_animations_->UpdateState(true, nullptr);
EXPECT_VECTOR2DF_EQ(target_value, client_.GetScrollOffset(
element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
TEST_F(ElementAnimationsTest, ScrollOffsetRemovalClearsScrollDelta) {
@@ -1111,9 +1068,6 @@ TEST_F(ElementAnimationsTest, ScrollOffsetRemovalClearsScrollDelta) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
// First test the 1-argument version of RemoveAnimation.
@@ -1127,21 +1081,24 @@ TEST_F(ElementAnimationsTest, ScrollOffsetRemovalClearsScrollDelta) {
std::unique_ptr<Animation> animation(Animation::Create(
std::move(curve), animation_id, 0, TargetProperty::SCROLL_OFFSET));
animation->set_needs_synchronized_start_time(true);
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
- animations->RemoveAnimation(animation_id);
- EXPECT_TRUE(animations->scroll_offset_animation_was_interrupted());
+ player_->RemoveAnimation(animation_id);
+ EXPECT_TRUE(element_animations_->scroll_offset_animation_was_interrupted());
PushProperties();
- EXPECT_TRUE(animations_impl->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
+ EXPECT_TRUE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
// Now, test the 2-argument version of RemoveAnimation.
curve = ScrollOffsetAnimationCurve::Create(
@@ -1150,57 +1107,64 @@ TEST_F(ElementAnimationsTest, ScrollOffsetRemovalClearsScrollDelta) {
animation = Animation::Create(std::move(curve), animation_id, 0,
TargetProperty::SCROLL_OFFSET);
animation->set_needs_synchronized_start_time(true);
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
- animations->RemoveAnimation(animation_id);
- EXPECT_TRUE(animations->scroll_offset_animation_was_interrupted());
+ player_->RemoveAnimation(animation_id);
+ EXPECT_TRUE(element_animations_->scroll_offset_animation_was_interrupted());
PushProperties();
- EXPECT_TRUE(animations_impl->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
+ EXPECT_TRUE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
// Check that removing non-scroll-offset animations does not cause
// scroll_offset_animation_was_interrupted() to get set.
- animation_id =
- AddAnimatedTransformToElementAnimations(animations.get(), 1.0, 1, 2);
+ animation_id = AddAnimatedTransformToPlayer(player_.get(), 1.0, 1, 2);
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
- animations->RemoveAnimation(animation_id);
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
+ player_->RemoveAnimation(animation_id);
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
PushProperties();
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
- animation_id =
- AddAnimatedFilterToElementAnimations(animations.get(), 1.0, 0.1f, 0.2f);
+ animation_id = AddAnimatedFilterToPlayer(player_.get(), 1.0, 0.1f, 0.2f);
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
- animations->RemoveAnimation(animation_id);
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
+ player_->RemoveAnimation(animation_id);
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
PushProperties();
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
- EXPECT_FALSE(animations->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
+ EXPECT_FALSE(element_animations_->scroll_offset_animation_was_interrupted());
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations_impl->scroll_offset_animation_was_interrupted());
+ element_animations_impl_->ActivateAnimations();
+ EXPECT_FALSE(
+ element_animations_impl_->scroll_offset_animation_was_interrupted());
}
// Tests that impl-only animations lead to start and finished notifications
@@ -1211,9 +1175,6 @@ TEST_F(ElementAnimationsTest,
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
TestAnimationDelegate delegate;
@@ -1230,24 +1191,23 @@ TEST_F(ElementAnimationsTest,
std::unique_ptr<Animation> to_add(
Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET));
to_add->set_is_impl_only(true);
- animations_impl->AddAnimation(std::move(to_add));
+ player_impl_->AddAnimation(std::move(to_add));
EXPECT_FALSE(delegate.started());
EXPECT_FALSE(delegate.finished());
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_TRUE(delegate.started());
EXPECT_FALSE(delegate.finished());
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime + duration);
- EXPECT_EQ(duration,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->curve()
- ->Duration());
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime + duration);
+ EXPECT_EQ(duration, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)
+ ->curve()
+ ->Duration());
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_TRUE(delegate.started());
EXPECT_TRUE(delegate.finished());
@@ -1259,32 +1219,29 @@ TEST_F(ElementAnimationsTest, SpecifiedStartTimesAreSentToMainThreadDelegate) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
TestAnimationDelegate delegate;
player_->set_animation_delegate(&delegate);
int animation_id =
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 0, 1, false);
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false);
const TimeTicks start_time = TicksFromSecondsF(123);
- animations->GetAnimation(TargetProperty::OPACITY)->set_start_time(start_time);
+ player_->GetAnimation(TargetProperty::OPACITY)->set_start_time(start_time);
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
auto events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
// Synchronize the start times.
EXPECT_EQ(1u, events->events_.size());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
// Validate start time on the main thread delegate.
EXPECT_EQ(start_time, delegate.start_time());
@@ -1297,8 +1254,6 @@ TEST_F(ElementAnimationsTest,
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<Animation> to_add(CreateAnimation(
@@ -1308,28 +1263,31 @@ TEST_F(ElementAnimationsTest,
// We should pause at the first keyframe indefinitely waiting for that
// animation to start.
- animations->AddAnimation(std::move(to_add));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ player_->AddAnimation(std::move(to_add));
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// Send the synchronized start time.
- animations->NotifyAnimationStarted(AnimationEvent(
+ player_->NotifyAnimationStarted(AnimationEvent(
AnimationEvent::STARTED, ElementId(), 1, TargetProperty::OPACITY,
kInitialTickTime + TimeDelta::FromMilliseconds(2000)));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(5000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(5000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
// Tests that two queued animations affecting the same property run in sequence.
@@ -1337,41 +1295,41 @@ TEST_F(ElementAnimationsTest, TrivialQueuing) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
+ EXPECT_FALSE(player_->needs_to_start_animations());
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 1.f, 0.5f)),
2, TargetProperty::OPACITY));
- EXPECT_TRUE(animations->needs_to_start_animations_for_testing());
+ EXPECT_TRUE(player_->needs_to_start_animations());
- animations->Animate(kInitialTickTime);
+ element_animations_->Animate(kInitialTickTime);
// The second animation still needs to be started.
- EXPECT_TRUE(animations->needs_to_start_animations_for_testing());
+ EXPECT_TRUE(player_->needs_to_start_animations());
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- EXPECT_TRUE(animations->needs_to_start_animations_for_testing());
- animations->UpdateState(true, events.get());
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ EXPECT_TRUE(player_->needs_to_start_animations());
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_FALSE(player_->needs_to_start_animations());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
// Tests interrupting a transition with another transition.
@@ -1379,34 +1337,34 @@ TEST_F(ElementAnimationsTest, Interrupt) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
std::unique_ptr<Animation> to_add(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 1.f, 0.5f)),
2, TargetProperty::OPACITY));
- animations->AbortAnimations(TargetProperty::OPACITY);
- animations->AddAnimation(std::move(to_add));
+ player_->AbortAnimations(TargetProperty::OPACITY, false);
+ player_->AddAnimation(std::move(to_add));
// Since the previous animation was aborted, the new animation should start
// right in this call to animate.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1500));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1500));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
// Tests scheduling two animations to run together when only one property is
@@ -1415,34 +1373,34 @@ TEST_F(ElementAnimationsTest, ScheduleTogetherWhenAPropertyIsBlocked) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1)), 1,
TargetProperty::TRANSFORM));
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1)), 2,
TargetProperty::TRANSFORM));
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
2, TargetProperty::OPACITY));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->HasActiveAnimation());
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, events.get());
// Should not have started the float transition yet.
- EXPECT_TRUE(animations->HasActiveAnimation());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// The float animation should have started at time 1 and should be done.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
// Tests scheduling two animations to run together with different lengths and
@@ -1452,40 +1410,40 @@ TEST_F(ElementAnimationsTest, ScheduleTogetherWithAnAnimWaiting) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(2)), 1,
TargetProperty::TRANSFORM));
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 1.f, 0.5f)),
2, TargetProperty::OPACITY));
// Animations with id 1 should both start now.
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// 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.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_->UpdateState(true, events.get());
// Should not have started the float transition yet.
- EXPECT_TRUE(animations->HasActiveAnimation());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// The second opacity animation should start at time 2 and should be done by
// time 3.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(3000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(3000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
// Test that a looping animation loops and for the correct number of iterations.
@@ -1493,44 +1451,48 @@ TEST_F(ElementAnimationsTest, TrivialLooping) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<Animation> to_add(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
to_add->set_iterations(3);
- animations->AddAnimation(std::move(to_add));
+ player_->AddAnimation(std::move(to_add));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1250));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1250));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1750));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1750));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2250));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2250));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2750));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2750));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(3000));
- animations->UpdateState(true, events.get());
- EXPECT_FALSE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(3000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_FALSE(player_->HasActiveAnimation());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// Just be extra sure.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(4000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(4000));
+ element_animations_->UpdateState(true, events.get());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -1539,45 +1501,45 @@ TEST_F(ElementAnimationsTest, InfiniteLooping) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<Animation> to_add(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
to_add->set_iterations(-1);
- animations->AddAnimation(std::move(to_add));
+ player_->AddAnimation(std::move(to_add));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1250));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1250));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1750));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1750));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1073741824250));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1073741824250));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1073741824750));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1073741824750));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->GetAnimation(TargetProperty::OPACITY));
- animations->GetAnimation(TargetProperty::OPACITY)
+ EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY));
+ player_->GetAnimation(TargetProperty::OPACITY)
->SetRunState(Animation::ABORTED,
kInitialTickTime + TimeDelta::FromMilliseconds(750));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -1586,45 +1548,47 @@ TEST_F(ElementAnimationsTest, PauseResume) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
- animations->AddAnimation(CreateAnimation(
+ player_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->GetAnimation(TargetProperty::OPACITY));
- animations->GetAnimation(TargetProperty::OPACITY)
+ EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY));
+ player_->GetAnimation(TargetProperty::OPACITY)
->SetRunState(Animation::PAUSED,
kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1024000));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1024000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->GetAnimation(TargetProperty::OPACITY));
- animations->GetAnimation(TargetProperty::OPACITY)
+ EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY));
+ player_->GetAnimation(TargetProperty::OPACITY)
->SetRunState(Animation::RUNNING,
kInitialTickTime + TimeDelta::FromMilliseconds(1024000));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1024250));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1024250));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1024500));
- animations->UpdateState(true, events.get());
- EXPECT_FALSE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1024500));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_FALSE(player_->HasActiveAnimation());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -1632,41 +1596,42 @@ TEST_F(ElementAnimationsTest, AbortAGroupedAnimation) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
const int animation_id = 2;
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1)), 1, 1,
TargetProperty::TRANSFORM));
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(2.0, 0.f, 1.f)),
animation_id, 1, TargetProperty::OPACITY));
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 1.f, 0.75f)),
3, 2, TargetProperty::OPACITY));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->GetAnimationById(animation_id));
- animations->GetAnimationById(animation_id)
+ EXPECT_TRUE(player_->GetAnimationById(animation_id));
+ player_->GetAnimationById(animation_id)
->SetRunState(Animation::ABORTED,
kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(!animations->HasActiveAnimation());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(!player_->HasActiveAnimation());
EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -1675,30 +1640,26 @@ TEST_F(ElementAnimationsTest, PushUpdatesWhenSynchronizedStartTimeNeeded) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<Animation> to_add(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(2.0, 0.f, 1.f)),
0, TargetProperty::OPACITY));
to_add->set_needs_synchronized_start_time(true);
- animations->AddAnimation(std::move(to_add));
+ player_->AddAnimation(std::move(to_add));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
- EXPECT_TRUE(animations->HasActiveAnimation());
- Animation* active_animation =
- animations->GetAnimation(TargetProperty::OPACITY);
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
+ EXPECT_TRUE(player_->HasActiveAnimation());
+ Animation* active_animation = player_->GetAnimation(TargetProperty::OPACITY);
EXPECT_TRUE(active_animation);
EXPECT_TRUE(active_animation->needs_synchronized_start_time());
- EXPECT_TRUE(animations->needs_push_properties());
+ EXPECT_TRUE(player_->needs_push_properties());
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- active_animation = animations_impl->GetAnimation(TargetProperty::OPACITY);
+ active_animation = player_impl_->GetAnimation(TargetProperty::OPACITY);
EXPECT_TRUE(active_animation);
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
active_animation->run_state());
@@ -1709,46 +1670,47 @@ TEST_F(ElementAnimationsTest, SkipUpdateState) {
CreateTestLayer(true, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
auto events = host_impl_->CreateEvents();
std::unique_ptr<Animation> first_animation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1)), 1,
TargetProperty::TRANSFORM));
first_animation->set_is_controlling_instance_for_test(true);
- animations->AddAnimation(std::move(first_animation));
+ player_->AddAnimation(std::move(first_animation));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, events.get());
std::unique_ptr<Animation> second_animation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
2, TargetProperty::OPACITY));
second_animation->set_is_controlling_instance_for_test(true);
- animations->AddAnimation(std::move(second_animation));
+ player_->AddAnimation(std::move(second_animation));
// Animate but don't UpdateState.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
events = host_impl_->CreateEvents();
- animations->UpdateState(true, events.get());
+ element_animations_->UpdateState(true, events.get());
// Should have one STARTED event and one FINISHED event.
EXPECT_EQ(2u, events->events_.size());
EXPECT_NE(events->events_[0].type, events->events_[1].type);
// The float transition should still be at its starting point.
- EXPECT_TRUE(animations->HasActiveAnimation());
+ EXPECT_TRUE(player_->HasActiveAnimation());
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(3000));
- animations->UpdateState(true, events.get());
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(3000));
+ element_animations_->UpdateState(true, events.get());
// The float tranisition should now be done.
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->HasActiveAnimation());
+ EXPECT_FALSE(player_->HasActiveAnimation());
}
// Tests that an animation animations with only a pending observer gets ticked
@@ -1757,43 +1719,43 @@ TEST_F(ElementAnimationsTest, InactiveObserverGetsTicked) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
const int id = 1;
- animations->AddAnimation(CreateAnimation(
+ player_impl_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.5f, 1.f)),
id, TargetProperty::OPACITY));
// Without an observer, the animation shouldn't progress to the STARTING
// state.
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(0u, events->events_.size());
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
CreateTestImplLayer(ElementListType::PENDING);
// With only a pending observer, the animation should progress to the
// STARTING state and get ticked at its starting point, but should not
// progress to RUNNING.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(0u, events->events_.size());
EXPECT_EQ(Animation::STARTING,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
// Even when already in the STARTING state, the animation should stay
// there, and shouldn't be ticked past its starting point.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(0u, events->events_.size());
EXPECT_EQ(Animation::STARTING,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
@@ -1801,18 +1763,20 @@ TEST_F(ElementAnimationsTest, InactiveObserverGetsTicked) {
// Now that an active observer has been added, the animation should still
// initially tick at its starting point, but should now progress to RUNNING.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(3000));
- animations->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(3000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(1u, events->events_.size());
EXPECT_EQ(Animation::RUNNING,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
// The animation should now tick past its starting point.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(3500));
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(3500));
EXPECT_NE(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_NE(0.5f,
@@ -1823,8 +1787,6 @@ TEST_F(ElementAnimationsTest, TransformAnimationBounds) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
std::unique_ptr<KeyframedTransformAnimationCurve> curve1(
KeyframedTransformAnimationCurve::Create());
@@ -1837,7 +1799,7 @@ TEST_F(ElementAnimationsTest, TransformAnimationBounds) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM));
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
std::unique_ptr<KeyframedTransformAnimationCurve> curve2(
KeyframedTransformAnimationCurve::Create());
@@ -1851,28 +1813,28 @@ TEST_F(ElementAnimationsTest, TransformAnimationBounds) {
animation =
Animation::Create(std::move(curve2), 2, 2, TargetProperty::TRANSFORM);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
gfx::BoxF box(1.f, 2.f, -1.f, 3.f, 4.f, 5.f);
gfx::BoxF bounds;
- EXPECT_TRUE(animations_impl->TransformAnimationBoundsForBox(box, &bounds));
+ EXPECT_TRUE(player_impl_->TransformAnimationBoundsForBox(box, &bounds));
EXPECT_EQ(gfx::BoxF(1.f, 2.f, -4.f, 13.f, 19.f, 20.f).ToString(),
bounds.ToString());
- animations_impl->GetAnimationById(1)->SetRunState(Animation::FINISHED,
- TicksFromSecondsF(0.0));
+ player_impl_->GetAnimationById(1)->SetRunState(Animation::FINISHED,
+ TicksFromSecondsF(0.0));
// Only the unfinished animation should affect the animated bounds.
- EXPECT_TRUE(animations_impl->TransformAnimationBoundsForBox(box, &bounds));
+ EXPECT_TRUE(player_impl_->TransformAnimationBoundsForBox(box, &bounds));
EXPECT_EQ(gfx::BoxF(1.f, 2.f, -4.f, 7.f, 16.f, 20.f).ToString(),
bounds.ToString());
- animations_impl->GetAnimationById(2)->SetRunState(Animation::FINISHED,
- TicksFromSecondsF(0.0));
+ player_impl_->GetAnimationById(2)->SetRunState(Animation::FINISHED,
+ TicksFromSecondsF(0.0));
// There are no longer any running animations.
- EXPECT_FALSE(animations_impl->HasTransformAnimationThatInflatesBounds());
+ EXPECT_FALSE(player_impl_->HasTransformAnimationThatInflatesBounds());
// Add an animation whose bounds we don't yet support computing.
std::unique_ptr<KeyframedTransformAnimationCurve> curve3(
@@ -1887,8 +1849,8 @@ TEST_F(ElementAnimationsTest, TransformAnimationBounds) {
base::TimeDelta::FromSecondsD(1.0), operations3, nullptr));
animation =
Animation::Create(std::move(curve3), 3, 3, TargetProperty::TRANSFORM);
- animations_impl->AddAnimation(std::move(animation));
- EXPECT_FALSE(animations_impl->TransformAnimationBoundsForBox(box, &bounds));
+ player_impl_->AddAnimation(std::move(animation));
+ EXPECT_FALSE(player_impl_->TransformAnimationBoundsForBox(box, &bounds));
}
// Tests that AbortAnimations aborts all animations targeting the specified
@@ -1897,46 +1859,45 @@ TEST_F(ElementAnimationsTest, AbortAnimations) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
// Start with several animations, and allow some of them to reach the finished
// state.
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1.0)), 1, 1,
TargetProperty::TRANSFORM));
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
2, 2, TargetProperty::OPACITY));
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1.0)), 3, 3,
TargetProperty::TRANSFORM));
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(2.0)), 4, 4,
TargetProperty::TRANSFORM));
- animations->AddAnimation(Animation::Create(
+ player_->AddAnimation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
5, 5, TargetProperty::OPACITY));
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, nullptr);
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, nullptr);
- EXPECT_EQ(Animation::FINISHED, animations->GetAnimationById(1)->run_state());
- EXPECT_EQ(Animation::FINISHED, animations->GetAnimationById(2)->run_state());
- EXPECT_EQ(Animation::RUNNING, animations->GetAnimationById(3)->run_state());
+ EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(1)->run_state());
+ EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(2)->run_state());
+ EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(3)->run_state());
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations->GetAnimationById(4)->run_state());
- EXPECT_EQ(Animation::RUNNING, animations->GetAnimationById(5)->run_state());
+ player_->GetAnimationById(4)->run_state());
+ EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(5)->run_state());
- animations->AbortAnimations(TargetProperty::TRANSFORM);
+ player_->AbortAnimations(TargetProperty::TRANSFORM, false);
// Only un-finished TRANSFORM animations should have been aborted.
- EXPECT_EQ(Animation::FINISHED, animations->GetAnimationById(1)->run_state());
- EXPECT_EQ(Animation::FINISHED, animations->GetAnimationById(2)->run_state());
- EXPECT_EQ(Animation::ABORTED, animations->GetAnimationById(3)->run_state());
- EXPECT_EQ(Animation::ABORTED, animations->GetAnimationById(4)->run_state());
- EXPECT_EQ(Animation::RUNNING, animations->GetAnimationById(5)->run_state());
+ EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(1)->run_state());
+ EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(2)->run_state());
+ EXPECT_EQ(Animation::ABORTED, player_->GetAnimationById(3)->run_state());
+ EXPECT_EQ(Animation::ABORTED, player_->GetAnimationById(4)->run_state());
+ EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(5)->run_state());
}
// An animation aborted on the main thread should get deleted on both threads.
@@ -1945,31 +1906,28 @@ TEST_F(ElementAnimationsTest, MainThreadAbortedAnimationGetsDeleted) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
int animation_id =
AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 1.f, false);
EXPECT_TRUE(host_->needs_push_properties());
PushProperties();
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_FALSE(host_->needs_push_properties());
- animations->AbortAnimations(TargetProperty::OPACITY);
+ player_->AbortAnimations(TargetProperty::OPACITY, false);
EXPECT_EQ(Animation::ABORTED,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_TRUE(host_->needs_push_properties());
- animations->Animate(kInitialTickTime);
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime);
+ element_animations_->UpdateState(true, nullptr);
EXPECT_EQ(Animation::ABORTED,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_->GetAnimation(TargetProperty::OPACITY)->run_state());
- EXPECT_TRUE(animations->needs_push_properties());
+ EXPECT_TRUE(player_->needs_push_properties());
EXPECT_TRUE(player_->needs_push_properties());
EXPECT_TRUE(host_->needs_push_properties());
@@ -1977,8 +1935,8 @@ TEST_F(ElementAnimationsTest, MainThreadAbortedAnimationGetsDeleted) {
EXPECT_FALSE(host_->needs_push_properties());
EXPECT_FALSE(player_->needs_push_properties());
- EXPECT_FALSE(animations->GetAnimationById(animation_id));
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_FALSE(player_->GetAnimationById(animation_id));
+ EXPECT_FALSE(player_impl_->GetAnimationById(animation_id));
}
// An animation aborted on the impl thread should get deleted on both threads.
@@ -1987,54 +1945,50 @@ TEST_F(ElementAnimationsTest, ImplThreadAbortedAnimationGetsDeleted) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
TestAnimationDelegate delegate;
player_->set_animation_delegate(&delegate);
- int animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1.0, 0.f, 1.f, false);
+ int animation_id =
+ AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 1.f, false);
PushProperties();
EXPECT_FALSE(host_->needs_push_properties());
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
- animations_impl->AbortAnimations(TargetProperty::OPACITY);
- EXPECT_EQ(
- Animation::ABORTED,
- animations_impl->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_impl_->AbortAnimations(TargetProperty::OPACITY, false);
+ EXPECT_EQ(Animation::ABORTED,
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_TRUE(host_impl_->needs_push_properties());
EXPECT_TRUE(player_impl_->needs_push_properties());
auto events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_TRUE(host_impl_->needs_push_properties());
EXPECT_EQ(1u, events->events_.size());
EXPECT_EQ(AnimationEvent::ABORTED, events->events_[0].type);
- EXPECT_EQ(
- Animation::WAITING_FOR_DELETION,
- animations_impl->GetAnimation(TargetProperty::OPACITY)->run_state());
+ EXPECT_EQ(Animation::WAITING_FOR_DELETION,
+ player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state());
- animations->NotifyAnimationAborted(events->events_[0]);
+ player_->NotifyAnimationAborted(events->events_[0]);
EXPECT_EQ(Animation::ABORTED,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_->GetAnimation(TargetProperty::OPACITY)->run_state());
EXPECT_TRUE(delegate.aborted());
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_TRUE(host_->needs_push_properties());
EXPECT_EQ(Animation::WAITING_FOR_DELETION,
- animations->GetAnimation(TargetProperty::OPACITY)->run_state());
+ player_->GetAnimation(TargetProperty::OPACITY)->run_state());
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->GetAnimationById(animation_id));
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id));
+ player_impl_->ActivateAnimations();
+ EXPECT_FALSE(player_->GetAnimationById(animation_id));
+ EXPECT_FALSE(player_impl_->GetAnimationById(animation_id));
}
// Test that an impl-only scroll offset animation that needs to be completed on
@@ -2044,9 +1998,6 @@ TEST_F(ElementAnimationsTest, ImplThreadTakeoverAnimationGetsDeleted) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
TestAnimationDelegate delegate_impl;
player_impl_->set_animation_delegate(&delegate_impl);
TestAnimationDelegate delegate;
@@ -2065,25 +2016,23 @@ TEST_F(ElementAnimationsTest, ImplThreadTakeoverAnimationGetsDeleted) {
std::move(curve), animation_id, 0, TargetProperty::SCROLL_OFFSET));
animation->set_start_time(TicksFromSecondsF(123));
animation->set_is_impl_only(true);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
PushProperties();
EXPECT_FALSE(host_->needs_push_properties());
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
- const bool needs_completion = true;
- animations_impl->AbortAnimations(TargetProperty::SCROLL_OFFSET,
- needs_completion);
+ player_impl_->AbortAnimations(TargetProperty::SCROLL_OFFSET, true);
EXPECT_TRUE(host_impl_->needs_push_properties());
- EXPECT_EQ(Animation::ABORTED_BUT_NEEDS_COMPLETION,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->run_state());
+ EXPECT_EQ(
+ Animation::ABORTED_BUT_NEEDS_COMPLETION,
+ player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state());
auto events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_TRUE(delegate_impl.finished());
EXPECT_TRUE(host_impl_->needs_push_properties());
EXPECT_EQ(1u, events->events_.size());
@@ -2092,25 +2041,25 @@ TEST_F(ElementAnimationsTest, ImplThreadTakeoverAnimationGetsDeleted) {
EXPECT_EQ(
target_value,
events->events_[0].curve->ToScrollOffsetAnimationCurve()->target_value());
- EXPECT_EQ(Animation::WAITING_FOR_DELETION,
- animations_impl->GetAnimation(TargetProperty::SCROLL_OFFSET)
- ->run_state());
+ EXPECT_EQ(
+ Animation::WAITING_FOR_DELETION,
+ player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state());
// MT receives the event to take over.
- animations->NotifyAnimationTakeover(events->events_[0]);
+ player_->NotifyAnimationTakeover(events->events_[0]);
EXPECT_TRUE(delegate.takeover());
// AnimationPlayer::NotifyAnimationTakeover requests SetNeedsPushProperties
// to purge CT animations marked for deletion.
- EXPECT_TRUE(animations->needs_push_properties());
+ EXPECT_TRUE(player_->needs_push_properties());
// ElementAnimations::PurgeAnimationsMarkedForDeletion call happens only in
// ElementAnimations::PushPropertiesTo.
PushProperties();
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations->GetAnimationById(animation_id));
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id));
+ player_impl_->ActivateAnimations();
+ EXPECT_FALSE(player_->GetAnimationById(animation_id));
+ EXPECT_FALSE(player_impl_->GetAnimationById(animation_id));
}
// Ensure that we only generate FINISHED events for animations in a group
@@ -2120,8 +2069,6 @@ TEST_F(ElementAnimationsTest, FinishedEventsForGroup) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
const int group_id = 1;
@@ -2131,16 +2078,16 @@ TEST_F(ElementAnimationsTest, FinishedEventsForGroup) {
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(2.0)), 1,
group_id, TargetProperty::TRANSFORM));
first_animation->set_is_controlling_instance_for_test(true);
- animations_impl->AddAnimation(std::move(first_animation));
+ player_impl_->AddAnimation(std::move(first_animation));
std::unique_ptr<Animation> second_animation(Animation::Create(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
2, group_id, TargetProperty::OPACITY));
second_animation->set_is_controlling_instance_for_test(true);
- animations_impl->AddAnimation(std::move(second_animation));
+ player_impl_->AddAnimation(std::move(second_animation));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
// Both animations should have started.
EXPECT_EQ(2u, events->events_.size());
@@ -2148,21 +2095,20 @@ TEST_F(ElementAnimationsTest, FinishedEventsForGroup) {
EXPECT_EQ(AnimationEvent::STARTED, events->events_[1].type);
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
// The opacity animation should be finished, but should not have generated
// a FINISHED event yet.
EXPECT_EQ(0u, events->events_.size());
EXPECT_EQ(Animation::FINISHED,
- animations_impl->GetAnimationById(2)->run_state());
- EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimationById(1)->run_state());
+ player_impl_->GetAnimationById(2)->run_state());
+ EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(1)->run_state());
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
// Both animations should have generated FINISHED events.
EXPECT_EQ(2u, events->events_.size());
@@ -2178,8 +2124,6 @@ TEST_F(ElementAnimationsTest, FinishedAndAbortedEventsForGroup) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
// Add two animations with the same group id.
@@ -2187,28 +2131,28 @@ TEST_F(ElementAnimationsTest, FinishedAndAbortedEventsForGroup) {
std::unique_ptr<AnimationCurve>(new FakeTransformTransition(1.0)), 1,
TargetProperty::TRANSFORM));
first_animation->set_is_controlling_instance_for_test(true);
- animations_impl->AddAnimation(std::move(first_animation));
+ player_impl_->AddAnimation(std::move(first_animation));
std::unique_ptr<Animation> second_animation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
second_animation->set_is_controlling_instance_for_test(true);
- animations_impl->AddAnimation(std::move(second_animation));
+ player_impl_->AddAnimation(std::move(second_animation));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
// Both animations should have started.
EXPECT_EQ(2u, events->events_.size());
EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type);
EXPECT_EQ(AnimationEvent::STARTED, events->events_[1].type);
- animations_impl->AbortAnimations(TargetProperty::OPACITY);
+ player_impl_->AbortAnimations(TargetProperty::OPACITY, false);
events = host_impl_->CreateEvents();
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
// We should have exactly 2 events: a FINISHED event for the tranform
// animation, and an ABORTED event for the opacity animation.
@@ -2224,22 +2168,20 @@ TEST_F(ElementAnimationsTest, HasOnlyTranslationTransforms) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
- animations_impl->AddAnimation(CreateAnimation(
+ player_impl_->AddAnimation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
// Opacity animations aren't non-translation transforms.
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
std::unique_ptr<KeyframedTransformAnimationCurve> curve1(
KeyframedTransformAnimationCurve::Create());
@@ -2253,13 +2195,13 @@ TEST_F(ElementAnimationsTest, HasOnlyTranslationTransforms) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve1), 2, 2, TargetProperty::TRANSFORM));
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
// The only transform animation we've added is a translation.
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
std::unique_ptr<KeyframedTransformAnimationCurve> curve2(
KeyframedTransformAnimationCurve::Create());
@@ -2274,35 +2216,35 @@ TEST_F(ElementAnimationsTest, HasOnlyTranslationTransforms) {
animation =
Animation::Create(std::move(curve2), 3, 3, TargetProperty::TRANSFORM);
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
// A scale animation is not a translation.
EXPECT_FALSE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
EXPECT_FALSE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
EXPECT_FALSE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
- animations_impl->GetAnimationById(3)->set_affects_pending_elements(false);
+ player_impl_->GetAnimationById(3)->set_affects_pending_elements(false);
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
EXPECT_FALSE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
- animations_impl->GetAnimationById(3)->SetRunState(Animation::FINISHED,
- TicksFromSecondsF(0.0));
+ player_impl_->GetAnimationById(3)->SetRunState(Animation::FINISHED,
+ TicksFromSecondsF(0.0));
// Only unfinished animations should be considered by
// HasOnlyTranslationTransforms.
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::PENDING));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING));
EXPECT_TRUE(
- animations_impl->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
+ player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE));
}
TEST_F(ElementAnimationsTest, AnimationStartScale) {
@@ -2310,8 +2252,6 @@ TEST_F(ElementAnimationsTest, AnimationStartScale) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
std::unique_ptr<KeyframedTransformAnimationCurve> curve1(
KeyframedTransformAnimationCurve::Create());
@@ -2325,22 +2265,22 @@ TEST_F(ElementAnimationsTest, AnimationStartScale) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM));
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
float start_scale = 0.f;
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::PENDING,
- &start_scale));
+ EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING,
+ &start_scale));
EXPECT_EQ(4.f, start_scale);
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::ACTIVE,
- &start_scale));
+ EXPECT_TRUE(
+ player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale));
EXPECT_EQ(0.f, start_scale);
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::PENDING,
- &start_scale));
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING,
+ &start_scale));
EXPECT_EQ(4.f, start_scale);
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::ACTIVE,
- &start_scale));
+ EXPECT_TRUE(
+ player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale));
EXPECT_EQ(4.f, start_scale);
std::unique_ptr<KeyframedTransformAnimationCurve> curve2(
@@ -2353,14 +2293,14 @@ TEST_F(ElementAnimationsTest, AnimationStartScale) {
curve2->AddKeyframe(TransformKeyframe::Create(
base::TimeDelta::FromSecondsD(1.0), operations3, nullptr));
- animations_impl->RemoveAnimation(1);
+ player_impl_->RemoveAnimation(1);
animation =
Animation::Create(std::move(curve2), 2, 2, TargetProperty::TRANSFORM);
// Reverse Direction
animation->set_direction(Animation::Direction::REVERSE);
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
std::unique_ptr<KeyframedTransformAnimationCurve> curve3(
KeyframedTransformAnimationCurve::Create());
@@ -2376,33 +2316,33 @@ TEST_F(ElementAnimationsTest, AnimationStartScale) {
animation =
Animation::Create(std::move(curve3), 3, 3, TargetProperty::TRANSFORM);
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::PENDING,
- &start_scale));
+ EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING,
+ &start_scale));
EXPECT_EQ(6.f, start_scale);
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::ACTIVE,
- &start_scale));
+ EXPECT_TRUE(
+ player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale));
EXPECT_EQ(0.f, start_scale);
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::PENDING,
- &start_scale));
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING,
+ &start_scale));
EXPECT_EQ(6.f, start_scale);
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::ACTIVE,
- &start_scale));
+ EXPECT_TRUE(
+ player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale));
EXPECT_EQ(6.f, start_scale);
- animations_impl->GetAnimationById(2)->SetRunState(Animation::FINISHED,
- TicksFromSecondsF(0.0));
+ player_impl_->GetAnimationById(2)->SetRunState(Animation::FINISHED,
+ TicksFromSecondsF(0.0));
// Only unfinished animations should be considered by
// AnimationStartScale.
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::PENDING,
- &start_scale));
+ EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING,
+ &start_scale));
EXPECT_EQ(5.f, start_scale);
- EXPECT_TRUE(animations_impl->AnimationStartScale(ElementListType::ACTIVE,
- &start_scale));
+ EXPECT_TRUE(
+ player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale));
EXPECT_EQ(5.f, start_scale);
}
@@ -2411,14 +2351,12 @@ TEST_F(ElementAnimationsTest, MaximumTargetScale) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
float max_scale = 0.f;
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(0.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(0.f, max_scale);
std::unique_ptr<KeyframedTransformAnimationCurve> curve1(
@@ -2434,21 +2372,21 @@ TEST_F(ElementAnimationsTest, MaximumTargetScale) {
std::unique_ptr<Animation> animation(
Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM));
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(4.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(0.f, max_scale);
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(4.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(4.f, max_scale);
std::unique_ptr<KeyframedTransformAnimationCurve> curve2(
@@ -2464,21 +2402,21 @@ TEST_F(ElementAnimationsTest, MaximumTargetScale) {
animation =
Animation::Create(std::move(curve2), 2, 2, TargetProperty::TRANSFORM);
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(6.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(4.f, max_scale);
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(6.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(6.f, max_scale);
std::unique_ptr<KeyframedTransformAnimationCurve> curve3(
@@ -2494,32 +2432,32 @@ TEST_F(ElementAnimationsTest, MaximumTargetScale) {
animation =
Animation::Create(std::move(curve3), 3, 3, TargetProperty::TRANSFORM);
animation->set_affects_active_elements(false);
- animations_impl->AddAnimation(std::move(animation));
+ player_impl_->AddAnimation(std::move(animation));
- EXPECT_FALSE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_FALSE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(6.f, max_scale);
- animations_impl->ActivateAnimations();
- EXPECT_FALSE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ player_impl_->ActivateAnimations();
EXPECT_FALSE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
+ EXPECT_FALSE(
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
- animations_impl->GetAnimationById(3)->SetRunState(Animation::FINISHED,
- TicksFromSecondsF(0.0));
- animations_impl->GetAnimationById(2)->SetRunState(Animation::FINISHED,
- TicksFromSecondsF(0.0));
+ player_impl_->GetAnimationById(3)->SetRunState(Animation::FINISHED,
+ TicksFromSecondsF(0.0));
+ player_impl_->GetAnimationById(2)->SetRunState(Animation::FINISHED,
+ TicksFromSecondsF(0.0));
// Only unfinished animations should be considered by
// MaximumTargetScale.
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(4.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(4.f, max_scale);
}
@@ -2528,8 +2466,6 @@ TEST_F(ElementAnimationsTest, MaximumTargetScaleWithDirection) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
std::unique_ptr<KeyframedTransformAnimationCurve> curve1(
KeyframedTransformAnimationCurve::Create());
TransformOperations operations1;
@@ -2544,7 +2480,7 @@ TEST_F(ElementAnimationsTest, MaximumTargetScaleWithDirection) {
std::unique_ptr<Animation> animation_owned(
Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM));
Animation* animation = animation_owned.get();
- animations_impl->AddAnimation(std::move(animation_owned));
+ player_impl_->AddAnimation(std::move(animation_owned));
float max_scale = 0.f;
@@ -2552,76 +2488,76 @@ TEST_F(ElementAnimationsTest, MaximumTargetScaleWithDirection) {
// NORMAL direction with positive playback rate.
animation->set_direction(Animation::Direction::NORMAL);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(6.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(6.f, max_scale);
// ALTERNATE direction with positive playback rate.
animation->set_direction(Animation::Direction::ALTERNATE_NORMAL);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(6.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(6.f, max_scale);
// REVERSE direction with positive playback rate.
animation->set_direction(Animation::Direction::REVERSE);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(3.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(3.f, max_scale);
// ALTERNATE reverse direction.
animation->set_direction(Animation::Direction::REVERSE);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(3.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(3.f, max_scale);
animation->set_playback_rate(-1.0);
// NORMAL direction with negative playback rate.
animation->set_direction(Animation::Direction::NORMAL);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(3.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(3.f, max_scale);
// ALTERNATE direction with negative playback rate.
animation->set_direction(Animation::Direction::ALTERNATE_NORMAL);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(3.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(3.f, max_scale);
// REVERSE direction with negative playback rate.
animation->set_direction(Animation::Direction::REVERSE);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(6.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(6.f, max_scale);
// ALTERNATE reverse direction with negative playback rate.
animation->set_direction(Animation::Direction::REVERSE);
- EXPECT_TRUE(animations_impl->MaximumTargetScale(ElementListType::PENDING,
- &max_scale));
+ EXPECT_TRUE(
+ player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale));
EXPECT_EQ(6.f, max_scale);
EXPECT_TRUE(
- animations_impl->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
+ player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale));
EXPECT_EQ(6.f, max_scale);
}
@@ -2630,36 +2566,33 @@ TEST_F(ElementAnimationsTest, NewlyPushedAnimationWaitsForActivation) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
- EXPECT_FALSE(animations->needs_to_start_animations_for_testing());
- int animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1, 0.5f, 1.f, false);
- EXPECT_TRUE(animations->needs_to_start_animations_for_testing());
+ EXPECT_FALSE(player_->needs_to_start_animations());
+ int animation_id =
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0.5f, 1.f, false);
+ EXPECT_TRUE(player_->needs_to_start_animations());
- EXPECT_FALSE(animations_impl->needs_to_start_animations_for_testing());
+ EXPECT_FALSE(player_impl_->needs_to_start_animations());
PushProperties();
- EXPECT_TRUE(animations_impl->needs_to_start_animations_for_testing());
+ EXPECT_TRUE(player_impl_->needs_to_start_animations());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_pending_elements());
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id)
- ->affects_active_elements());
+ player_impl_->GetAnimationById(animation_id)->run_state());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_pending_elements());
+ EXPECT_FALSE(
+ player_impl_->GetAnimationById(animation_id)->affects_active_elements());
- animations_impl->Animate(kInitialTickTime);
- EXPECT_FALSE(animations_impl->needs_to_start_animations_for_testing());
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ EXPECT_FALSE(player_impl_->needs_to_start_animations());
+ element_animations_impl_->UpdateState(true, events.get());
// Since the animation hasn't been activated, it should still be STARTING
// rather than RUNNING.
EXPECT_EQ(Animation::STARTING,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
// Since the animation hasn't been activated, only the pending observer
// should have been ticked.
@@ -2667,20 +2600,20 @@ TEST_F(ElementAnimationsTest, NewlyPushedAnimationWaitsForActivation) {
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_EQ(0.f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_pending_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_active_elements());
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_pending_elements());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_active_elements());
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
// Since the animation has been activated, it should have reached the
// RUNNING state and the active observer should start to get ticked.
EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_EQ(0.5f,
@@ -2692,25 +2625,22 @@ TEST_F(ElementAnimationsTest, ActivationBetweenAnimateAndUpdateState) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
- const int animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1, 0.5f, 1.f, true);
+ const int animation_id =
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0.5f, 1.f, true);
PushProperties();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(animation_id));
EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY,
- animations_impl->GetAnimationById(animation_id)->run_state());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_pending_elements());
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id)
- ->affects_active_elements());
+ player_impl_->GetAnimationById(animation_id)->run_state());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_pending_elements());
+ EXPECT_FALSE(
+ player_impl_->GetAnimationById(animation_id)->affects_active_elements());
- animations_impl->Animate(kInitialTickTime);
+ element_animations_impl_->Animate(kInitialTickTime);
// Since the animation hasn't been activated, only the pending observer
// should have been ticked.
@@ -2718,20 +2648,21 @@ TEST_F(ElementAnimationsTest, ActivationBetweenAnimateAndUpdateState) {
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_EQ(0.f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_pending_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_active_elements());
+ player_impl_->ActivateAnimations();
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_pending_elements());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_active_elements());
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->UpdateState(true, events.get());
// Since the animation has been activated, it should have reached the
// RUNNING state.
EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
- animations_impl->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
// Both elements should have been ticked.
EXPECT_EQ(0.75f,
@@ -2745,9 +2676,6 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
EXPECT_FALSE(client_.GetHasPotentialTransformAnimation(
@@ -2764,7 +2692,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
element_id_, ElementListType::ACTIVE));
// Case 1: An animation that's allowed to run until its finish point.
- AddAnimatedTransformToElementAnimations(animations.get(), 1.0, 1, 1);
+ AddAnimatedTransformToPlayer(player_.get(), 1.0, 1, 1);
EXPECT_TRUE(client_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetTransformIsCurrentlyAnimating(
@@ -2780,7 +2708,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::PENDING));
EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating(
@@ -2790,15 +2718,16 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
// Finish the animation.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_FALSE(client_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating(
@@ -2816,9 +2745,9 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::PENDING));
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
@@ -2829,13 +2758,11 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
element_id_, ElementListType::ACTIVE));
// Case 2: An animation that's removed before it finishes.
- int animation_id =
- AddAnimatedTransformToElementAnimations(animations.get(), 10.0, 2, 2);
- int animation2_id =
- AddAnimatedTransformToElementAnimations(animations.get(), 10.0, 2, 1);
- animations->GetAnimationById(animation2_id)
+ int animation_id = AddAnimatedTransformToPlayer(player_.get(), 10.0, 2, 2);
+ int animation2_id = AddAnimatedTransformToPlayer(player_.get(), 10.0, 2, 1);
+ player_->GetAnimationById(animation2_id)
->set_time_offset(base::TimeDelta::FromMilliseconds(-10000));
- animations->GetAnimationById(animation2_id)
+ player_->GetAnimationById(animation2_id)
->set_fill_mode(Animation::FillMode::NONE);
EXPECT_TRUE(client_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
@@ -2852,7 +2779,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
// animation1 is in effect currently and animation2 isn't. As the element has
@@ -2861,15 +2788,15 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
- animations->RemoveAnimation(animation_id);
- animations->RemoveAnimation(animation2_id);
+ player_->RemoveAnimation(animation_id);
+ player_->RemoveAnimation(animation2_id);
EXPECT_FALSE(client_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating(
@@ -2885,15 +2812,14 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
// Case 3: An animation that's aborted before it finishes.
- animation_id =
- AddAnimatedTransformToElementAnimations(animations.get(), 10.0, 3, 3);
+ animation_id = AddAnimatedTransformToPlayer(player_.get(), 10.0, 3, 3);
EXPECT_TRUE(client_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetTransformIsCurrentlyAnimating(
@@ -2909,20 +2835,20 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
- animations_impl->AbortAnimations(TargetProperty::TRANSFORM);
+ player_impl_->AbortAnimations(TargetProperty::TRANSFORM, false);
EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::PENDING));
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
@@ -2932,22 +2858,21 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(4000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(4000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationAborted(events->events_[0]);
+ element_animations_->NotifyAnimationAborted(events->events_[0]);
EXPECT_FALSE(client_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
// Case 4 : An animation that's not in effect.
- animation_id =
- AddAnimatedTransformToElementAnimations(animations.get(), 1.0, 1, 6);
- animations->GetAnimationById(animation_id)
+ animation_id = AddAnimatedTransformToPlayer(player_.get(), 1.0, 1, 6);
+ player_->GetAnimationById(animation_id)
->set_time_offset(base::TimeDelta::FromMilliseconds(-10000));
- animations->GetAnimationById(animation_id)
+ player_->GetAnimationById(animation_id)
->set_fill_mode(Animation::FillMode::NONE);
PushProperties();
@@ -2960,7 +2885,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) {
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating(
@@ -2972,9 +2897,6 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation(
@@ -2991,8 +2913,8 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
element_id_, ElementListType::ACTIVE));
// Case 1: An animation that's allowed to run until its finish point.
- AddOpacityTransitionToElementAnimations(animations.get(), 1.0, 0.f, 1.f,
- false /*use_timing_function*/);
+ AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 1.f,
+ false /*use_timing_function*/);
EXPECT_TRUE(client_.GetHasPotentialOpacityAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetOpacityIsCurrentlyAnimating(element_id_,
@@ -3008,7 +2930,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::PENDING));
EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating(
@@ -3018,15 +2940,16 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
// Finish the animation.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_,
@@ -3044,9 +2967,9 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::PENDING));
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
@@ -3057,8 +2980,8 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
element_id_, ElementListType::ACTIVE));
// Case 2: An animation that's removed before it finishes.
- int animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 10.0, 0.f, 1.f, false /*use_timing_function*/);
+ int animation_id = AddOpacityTransitionToPlayer(
+ player_.get(), 10.0, 0.f, 1.f, false /*use_timing_function*/);
EXPECT_TRUE(client_.GetHasPotentialOpacityAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetOpacityIsCurrentlyAnimating(element_id_,
@@ -3074,20 +2997,20 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
- animations->RemoveAnimation(animation_id);
+ player_->RemoveAnimation(animation_id);
EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_,
@@ -3103,15 +3026,15 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
// Case 3: An animation that's aborted before it finishes.
- animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 10.0, 0.f, 0.5f, false /*use_timing_function*/);
+ animation_id = AddOpacityTransitionToPlayer(player_.get(), 10.0, 0.f, 0.5f,
+ false /*use_timing_function*/);
EXPECT_TRUE(client_.GetHasPotentialOpacityAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetOpacityIsCurrentlyAnimating(element_id_,
@@ -3127,20 +3050,20 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
- animations_impl->AbortAnimations(TargetProperty::OPACITY);
+ player_impl_->AbortAnimations(TargetProperty::OPACITY, false);
EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::PENDING));
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
@@ -3150,22 +3073,22 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(4000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(4000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationAborted(events->events_[0]);
+ element_animations_->NotifyAnimationAborted(events->events_[0]);
EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_,
ElementListType::ACTIVE));
// Case 4 : An animation that's not in effect.
- animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1.0, 0.f, 0.5f, false /*use_timing_function*/);
- animations->GetAnimationById(animation_id)
+ animation_id = AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 0.5f,
+ false /*use_timing_function*/);
+ player_->GetAnimationById(animation_id)
->set_time_offset(base::TimeDelta::FromMilliseconds(-10000));
- animations->GetAnimationById(animation_id)
+ player_->GetAnimationById(animation_id)
->set_fill_mode(Animation::FillMode::NONE);
PushProperties();
@@ -3178,7 +3101,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) {
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating(
@@ -3190,9 +3113,6 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_,
@@ -3209,7 +3129,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
element_id_, ElementListType::ACTIVE));
// Case 1: An animation that's allowed to run until its finish point.
- AddAnimatedFilterToElementAnimations(animations.get(), 1.0, 0.f, 1.f);
+ AddAnimatedFilterToPlayer(player_.get(), 1.0, 0.f, 1.f);
EXPECT_TRUE(client_.GetHasPotentialFilterAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetFilterIsCurrentlyAnimating(element_id_,
@@ -3225,7 +3145,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::PENDING));
EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating(
@@ -3235,15 +3155,16 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
// Finish the animation.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_->UpdateState(true, nullptr);
EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_,
@@ -3261,9 +3182,9 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::PENDING));
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
@@ -3274,8 +3195,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
element_id_, ElementListType::ACTIVE));
// Case 2: An animation that's removed before it finishes.
- int animation_id =
- AddAnimatedFilterToElementAnimations(animations.get(), 10.0, 0.f, 1.f);
+ int animation_id = AddAnimatedFilterToPlayer(player_.get(), 10.0, 0.f, 1.f);
EXPECT_TRUE(client_.GetHasPotentialFilterAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetFilterIsCurrentlyAnimating(element_id_,
@@ -3291,20 +3211,20 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
- animations->RemoveAnimation(animation_id);
+ player_->RemoveAnimation(animation_id);
EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_,
@@ -3320,15 +3240,14 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
// Case 3: An animation that's aborted before it finishes.
- animation_id =
- AddAnimatedFilterToElementAnimations(animations.get(), 10.0, 0.f, 0.5f);
+ animation_id = AddAnimatedFilterToPlayer(player_.get(), 10.0, 0.f, 0.5f);
EXPECT_TRUE(client_.GetHasPotentialFilterAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_TRUE(client_.GetFilterIsCurrentlyAnimating(element_id_,
@@ -3344,20 +3263,20 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(2000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationStarted(events->events_[0]);
+ player_->NotifyAnimationStarted(events->events_[0]);
events->events_.clear();
- animations_impl->AbortAnimations(TargetProperty::FILTER);
+ player_impl_->AbortAnimations(TargetProperty::FILTER, false);
EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::PENDING));
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
@@ -3367,22 +3286,21 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(4000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(4000));
+ element_animations_impl_->UpdateState(true, events.get());
- animations->NotifyAnimationAborted(events->events_[0]);
+ element_animations_->NotifyAnimationAborted(events->events_[0]);
EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_,
ElementListType::ACTIVE));
EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_,
ElementListType::ACTIVE));
// Case 4 : An animation that's not in effect.
- animation_id =
- AddAnimatedFilterToElementAnimations(animations.get(), 1.0, 0.f, 0.5f);
- animations->GetAnimationById(animation_id)
+ animation_id = AddAnimatedFilterToPlayer(player_.get(), 1.0, 0.f, 0.5f);
+ player_->GetAnimationById(animation_id)
->set_time_offset(base::TimeDelta::FromMilliseconds(-10000));
- animations->GetAnimationById(animation_id)
+ player_->GetAnimationById(animation_id)
->set_fill_mode(Animation::FillMode::NONE);
PushProperties();
@@ -3395,7 +3313,7 @@ TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) {
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ element_animations_impl_->ActivateAnimations();
EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation(
element_id_, ElementListType::ACTIVE));
EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating(
@@ -3406,15 +3324,14 @@ TEST_F(ElementAnimationsTest, ClippedOpacityValues) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
+ AddOpacityTransitionToPlayer(player_.get(), 1, 1.f, 2.f, true);
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 1.f, 2.f, true);
-
- animations->Animate(kInitialTickTime);
+ element_animations_->Animate(kInitialTickTime);
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// Opacity values are clipped [0,1]
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -3422,15 +3339,14 @@ TEST_F(ElementAnimationsTest, ClippedNegativeOpacityValues) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
- AddOpacityTransitionToElementAnimations(animations.get(), 1, 0.f, -2.f, true);
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0.f, -2.f, true);
- animations->Animate(kInitialTickTime);
+ element_animations_->Animate(kInitialTickTime);
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// Opacity values are clipped [0,1]
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1000));
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -3439,43 +3355,41 @@ TEST_F(ElementAnimationsTest, PushedDeletedAnimationWaitsForActivation) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
- const int animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1, 0.5f, 1.f, true);
+ const int animation_id =
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0.5f, 1.f, true);
PushProperties();
- animations_impl->ActivateAnimations();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ player_impl_->ActivateAnimations();
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimationById(animation_id)->run_state());
+ player_impl_->GetAnimationById(animation_id)->run_state());
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_pending_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_active_elements());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_pending_elements());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_active_elements());
// Delete the animation on the main-thread animations.
- animations->RemoveAnimation(
- animations->GetAnimation(TargetProperty::OPACITY)->id());
+ player_->RemoveAnimation(
+ player_->GetAnimation(TargetProperty::OPACITY)->id());
PushProperties();
// The animation should no longer affect pending elements.
- EXPECT_FALSE(animations_impl->GetAnimationById(animation_id)
- ->affects_pending_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(animation_id)
- ->affects_active_elements());
+ EXPECT_FALSE(
+ player_impl_->GetAnimationById(animation_id)->affects_pending_elements());
+ EXPECT_TRUE(
+ player_impl_->GetAnimationById(animation_id)->affects_active_elements());
- animations_impl->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_impl_->UpdateState(true, events.get());
// Only the active observer should have been ticked.
EXPECT_EQ(0.5f,
@@ -3483,10 +3397,10 @@ TEST_F(ElementAnimationsTest, PushedDeletedAnimationWaitsForActivation) {
EXPECT_EQ(0.75f,
client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
// Activation should cause the animation to be deleted.
- EXPECT_FALSE(animations_impl->HasAnyAnimation());
+ EXPECT_FALSE(player_impl_->has_any_animation());
}
// Tests that an animation that affects only active elements won't block
@@ -3496,48 +3410,45 @@ TEST_F(ElementAnimationsTest, StartAnimationsAffectingDifferentObservers) {
AttachTimelinePlayerLayer();
CreateImplTimelineAndPlayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
- scoped_refptr<ElementAnimations> animations_impl = element_animations_impl();
-
auto events = host_impl_->CreateEvents();
- const int first_animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1, 0.f, 1.f, true);
+ const int first_animation_id =
+ AddOpacityTransitionToPlayer(player_.get(), 1, 0.f, 1.f, true);
PushProperties();
- animations_impl->ActivateAnimations();
- animations_impl->Animate(kInitialTickTime);
- animations_impl->UpdateState(true, events.get());
+ player_impl_->ActivateAnimations();
+ element_animations_impl_->Animate(kInitialTickTime);
+ element_animations_impl_->UpdateState(true, events.get());
// Remove the first animation from the main-thread animations, and add a
// new animation affecting the same property.
- animations->RemoveAnimation(
- animations->GetAnimation(TargetProperty::OPACITY)->id());
- const int second_animation_id = AddOpacityTransitionToElementAnimations(
- animations.get(), 1, 1.f, 0.5f, true);
+ player_->RemoveAnimation(
+ player_->GetAnimation(TargetProperty::OPACITY)->id());
+ const int second_animation_id =
+ AddOpacityTransitionToPlayer(player_.get(), 1, 1.f, 0.5f, true);
PushProperties();
// The original animation should only affect active elements, and the new
// animation should only affect pending elements.
- EXPECT_FALSE(animations_impl->GetAnimationById(first_animation_id)
+ EXPECT_FALSE(player_impl_->GetAnimationById(first_animation_id)
->affects_pending_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(first_animation_id)
+ EXPECT_TRUE(player_impl_->GetAnimationById(first_animation_id)
->affects_active_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(second_animation_id)
+ EXPECT_TRUE(player_impl_->GetAnimationById(second_animation_id)
->affects_pending_elements());
- EXPECT_FALSE(animations_impl->GetAnimationById(second_animation_id)
+ EXPECT_FALSE(player_impl_->GetAnimationById(second_animation_id)
->affects_active_elements());
- animations_impl->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(500));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(500));
+ element_animations_impl_->UpdateState(true, events.get());
// The original animation should still be running, and the new animation
// should be starting.
EXPECT_EQ(Animation::RUNNING,
- animations_impl->GetAnimationById(first_animation_id)->run_state());
- EXPECT_EQ(
- Animation::STARTING,
- animations_impl->GetAnimationById(second_animation_id)->run_state());
+ player_impl_->GetAnimationById(first_animation_id)->run_state());
+ EXPECT_EQ(Animation::STARTING,
+ player_impl_->GetAnimationById(second_animation_id)->run_state());
// The active observer should have been ticked by the original animation,
// and the pending observer should have been ticked by the new animation.
@@ -3546,25 +3457,24 @@ TEST_F(ElementAnimationsTest, StartAnimationsAffectingDifferentObservers) {
EXPECT_EQ(0.5f,
client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
- animations_impl->ActivateAnimations();
+ player_impl_->ActivateAnimations();
// The original animation should have been deleted, and the new animation
// should now affect both elements.
- EXPECT_FALSE(animations_impl->GetAnimationById(first_animation_id));
- EXPECT_TRUE(animations_impl->GetAnimationById(second_animation_id)
+ EXPECT_FALSE(player_impl_->GetAnimationById(first_animation_id));
+ EXPECT_TRUE(player_impl_->GetAnimationById(second_animation_id)
->affects_pending_elements());
- EXPECT_TRUE(animations_impl->GetAnimationById(second_animation_id)
+ EXPECT_TRUE(player_impl_->GetAnimationById(second_animation_id)
->affects_active_elements());
- animations_impl->Animate(kInitialTickTime +
- TimeDelta::FromMilliseconds(1000));
- animations_impl->UpdateState(true, events.get());
+ element_animations_impl_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1000));
+ element_animations_impl_->UpdateState(true, events.get());
// The new animation should be running, and the active observer should have
// been ticked at the new animation's starting point.
- EXPECT_EQ(
- Animation::RUNNING,
- animations_impl->GetAnimationById(second_animation_id)->run_state());
+ EXPECT_EQ(Animation::RUNNING,
+ player_impl_->GetAnimationById(second_animation_id)->run_state());
EXPECT_EQ(1.f,
client_impl_.GetOpacity(element_id_, ElementListType::PENDING));
EXPECT_EQ(1.f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE));
@@ -3574,69 +3484,69 @@ TEST_F(ElementAnimationsTest, TestIsCurrentlyAnimatingProperty) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
// Create an animation that initially affects only pending elements.
std::unique_ptr<Animation> animation(CreateAnimation(
std::unique_ptr<AnimationCurve>(new FakeFloatTransition(1.0, 0.f, 1.f)),
1, TargetProperty::OPACITY));
animation->set_affects_active_elements(false);
- animations->AddAnimation(std::move(animation));
- animations->Animate(kInitialTickTime);
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- animations->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->HasActiveAnimation());
+ player_->AddAnimation(std::move(animation));
+ element_animations_->Animate(kInitialTickTime);
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_TRUE(player_->HasActiveAnimation());
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::ACTIVE));
- animations->ActivateAnimations();
+ player_->ActivateAnimations();
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::ACTIVE));
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(10));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(10));
+ element_animations_->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::ACTIVE));
EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
// Tick past the end of the animation.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(1100));
- animations->UpdateState(true, nullptr);
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(1100));
+ element_animations_->UpdateState(true, nullptr);
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::FILTER, ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER,
+ ElementListType::ACTIVE));
EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE));
}
@@ -3645,8 +3555,6 @@ TEST_F(ElementAnimationsTest, TestIsAnimatingPropertyTimeOffsetFillMode) {
CreateTestLayer(false, false);
AttachTimelinePlayerLayer();
- scoped_refptr<ElementAnimations> animations = element_animations();
-
// Create an animation that initially affects only pending elements, and has
// a start delay of 2 seconds.
std::unique_ptr<Animation> animation(CreateAnimation(
@@ -3656,70 +3564,72 @@ TEST_F(ElementAnimationsTest, TestIsAnimatingPropertyTimeOffsetFillMode) {
animation->set_time_offset(TimeDelta::FromMilliseconds(-2000));
animation->set_affects_active_elements(false);
- animations->AddAnimation(std::move(animation));
+ player_->AddAnimation(std::move(animation));
- animations->Animate(kInitialTickTime);
+ element_animations_->Animate(kInitialTickTime);
// Since the animation has a start delay, the elements it affects have a
// potentially running transform animation but aren't currently animating
// transform.
- EXPECT_TRUE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
+ EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->HasActiveAnimation());
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->HasActiveAnimation());
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::FILTER, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::FILTER, ElementListType::ACTIVE));
- animations->ActivateAnimations();
+ player_->ActivateAnimations();
- EXPECT_TRUE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_TRUE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
+ EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->HasActiveAnimation());
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
+ EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->HasActiveAnimation());
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::FILTER, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::FILTER, ElementListType::ACTIVE));
- animations->UpdateState(true, nullptr);
+ element_animations_->UpdateState(true, nullptr);
// Tick past the start delay.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(2000));
- animations->UpdateState(true, nullptr);
- EXPECT_TRUE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_TRUE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(2000));
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_TRUE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
// After the animaton finishes, the elements it affects have neither a
// potentially running transform animation nor a currently running transform
// animation.
- animations->Animate(kInitialTickTime + TimeDelta::FromMilliseconds(4000));
- animations->UpdateState(true, nullptr);
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
+ element_animations_->Animate(kInitialTickTime +
+ TimeDelta::FromMilliseconds(4000));
+ element_animations_->UpdateState(true, nullptr);
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsPotentiallyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::ACTIVE));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
- TargetProperty::OPACITY, ElementListType::PENDING));
- EXPECT_FALSE(animations->IsCurrentlyAnimatingProperty(
+ EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty(
TargetProperty::OPACITY, ElementListType::ACTIVE));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::PENDING));
+ EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY,
+ ElementListType::ACTIVE));
}
} // namespace
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