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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "ui/wm/core/shadow_controller.h" | 5 #include "ui/wm/core/shadow_controller.h" |
6 | 6 |
7 #include <algorithm> | 7 #include <algorithm> |
8 #include <memory> | 8 #include <memory> |
9 #include <vector> | 9 #include <vector> |
10 | 10 |
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69 ASSERT_TRUE(shadow != NULL); | 69 ASSERT_TRUE(shadow != NULL); |
70 EXPECT_TRUE(shadow->layer()->visible()); | 70 EXPECT_TRUE(shadow->layer()->visible()); |
71 | 71 |
72 // The shadow should remain visible after window visibility changes. | 72 // The shadow should remain visible after window visibility changes. |
73 window->Show(); | 73 window->Show(); |
74 EXPECT_TRUE(shadow->layer()->visible()); | 74 EXPECT_TRUE(shadow->layer()->visible()); |
75 window->Hide(); | 75 window->Hide(); |
76 EXPECT_TRUE(shadow->layer()->visible()); | 76 EXPECT_TRUE(shadow->layer()->visible()); |
77 | 77 |
78 // If the shadow is disabled, it should be hidden. | 78 // If the shadow is disabled, it should be hidden. |
79 SetShadowType(window.get(), SHADOW_TYPE_NONE); | 79 SetShadowElevation(window.get(), ShadowElevation::NONE); |
80 window->Show(); | 80 window->Show(); |
81 EXPECT_FALSE(shadow->layer()->visible()); | 81 EXPECT_FALSE(shadow->layer()->visible()); |
82 SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR); | 82 SetShadowElevation(window.get(), ShadowElevation::MEDIUM); |
83 EXPECT_TRUE(shadow->layer()->visible()); | 83 EXPECT_TRUE(shadow->layer()->visible()); |
84 | 84 |
85 // The shadow's layer should be a child of the window's layer. | 85 // The shadow's layer should be a child of the window's layer. |
86 EXPECT_EQ(window->layer(), shadow->layer()->parent()); | 86 EXPECT_EQ(window->layer(), shadow->layer()->parent()); |
87 } | 87 } |
88 | 88 |
89 // Tests that the window's shadow's bounds are updated correctly. | 89 // Tests that the window's shadow's bounds are updated correctly. |
90 TEST_F(ShadowControllerTest, ShadowBounds) { | 90 TEST_F(ShadowControllerTest, ShadowBounds) { |
91 std::unique_ptr<aura::Window> window(new aura::Window(NULL)); | 91 std::unique_ptr<aura::Window> window(new aura::Window(NULL)); |
92 window->SetType(ui::wm::WINDOW_TYPE_NORMAL); | 92 window->SetType(ui::wm::WINDOW_TYPE_NORMAL); |
93 window->Init(ui::LAYER_TEXTURED); | 93 window->Init(ui::LAYER_TEXTURED); |
94 ParentWindow(window.get()); | 94 ParentWindow(window.get()); |
95 window->Show(); | 95 window->Show(); |
96 | 96 |
97 const gfx::Rect kOldBounds(20, 30, 400, 300); | 97 const gfx::Rect kOldBounds(20, 30, 400, 300); |
98 window->SetBounds(kOldBounds); | 98 window->SetBounds(kOldBounds); |
99 | 99 |
100 // When the shadow is first created, it should use the window's size (but | 100 // When the shadow is first created, it should use the window's size (but |
101 // remain at the origin, since it's a child of the window's layer). | 101 // remain at the origin, since it's a child of the window's layer). |
102 SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR); | 102 SetShadowElevation(window.get(), ShadowElevation::MEDIUM); |
103 const Shadow* shadow = ShadowController::GetShadowForWindow(window.get()); | 103 const Shadow* shadow = ShadowController::GetShadowForWindow(window.get()); |
104 ASSERT_TRUE(shadow != NULL); | 104 ASSERT_TRUE(shadow != NULL); |
105 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(), | 105 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(), |
106 shadow->content_bounds().ToString()); | 106 shadow->content_bounds().ToString()); |
107 | 107 |
108 // When we change the window's bounds, the shadow's should be updated too. | 108 // When we change the window's bounds, the shadow's should be updated too. |
109 gfx::Rect kNewBounds(50, 60, 500, 400); | 109 gfx::Rect kNewBounds(50, 60, 500, 400); |
110 window->SetBounds(kNewBounds); | 110 window->SetBounds(kNewBounds); |
111 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(), | 111 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(), |
112 shadow->content_bounds().ToString()); | 112 shadow->content_bounds().ToString()); |
113 } | 113 } |
114 | 114 |
115 // Tests that activating a window changes the shadow style. | 115 // Tests that activating a window changes the shadow style. |
116 TEST_F(ShadowControllerTest, ShadowStyle) { | 116 TEST_F(ShadowControllerTest, ShadowStyle) { |
117 std::unique_ptr<aura::Window> window1(new aura::Window(NULL)); | 117 std::unique_ptr<aura::Window> window1(new aura::Window(NULL)); |
118 window1->SetType(ui::wm::WINDOW_TYPE_NORMAL); | 118 window1->SetType(ui::wm::WINDOW_TYPE_NORMAL); |
119 window1->Init(ui::LAYER_TEXTURED); | 119 window1->Init(ui::LAYER_TEXTURED); |
120 ParentWindow(window1.get()); | 120 ParentWindow(window1.get()); |
121 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); | 121 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); |
122 window1->Show(); | 122 window1->Show(); |
123 ActivateWindow(window1.get()); | 123 ActivateWindow(window1.get()); |
124 | 124 |
125 // window1 is active, so style should have active appearance. | 125 // window1 is active, so style should have active appearance. |
126 Shadow* shadow1 = ShadowController::GetShadowForWindow(window1.get()); | 126 Shadow* shadow1 = ShadowController::GetShadowForWindow(window1.get()); |
127 ASSERT_TRUE(shadow1 != NULL); | 127 ASSERT_TRUE(shadow1 != NULL); |
128 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); | 128 EXPECT_EQ(ShadowElevation::LARGE, shadow1->desired_elevation()); |
129 | 129 |
130 // Create another window and activate it. | 130 // Create another window and activate it. |
131 std::unique_ptr<aura::Window> window2(new aura::Window(NULL)); | 131 std::unique_ptr<aura::Window> window2(new aura::Window(NULL)); |
132 window2->SetType(ui::wm::WINDOW_TYPE_NORMAL); | 132 window2->SetType(ui::wm::WINDOW_TYPE_NORMAL); |
133 window2->Init(ui::LAYER_TEXTURED); | 133 window2->Init(ui::LAYER_TEXTURED); |
134 ParentWindow(window2.get()); | 134 ParentWindow(window2.get()); |
135 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); | 135 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); |
136 window2->Show(); | 136 window2->Show(); |
137 ActivateWindow(window2.get()); | 137 ActivateWindow(window2.get()); |
138 | 138 |
139 // window1 is now inactive, so shadow should go inactive. | 139 // window1 is now inactive, so shadow should go inactive. |
140 Shadow* shadow2 = ShadowController::GetShadowForWindow(window2.get()); | 140 Shadow* shadow2 = ShadowController::GetShadowForWindow(window2.get()); |
141 ASSERT_TRUE(shadow2 != NULL); | 141 ASSERT_TRUE(shadow2 != NULL); |
142 EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style()); | 142 EXPECT_EQ(ShadowElevation::MEDIUM, shadow1->desired_elevation()); |
143 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style()); | 143 EXPECT_EQ(ShadowElevation::LARGE, shadow2->desired_elevation()); |
144 } | 144 } |
145 | 145 |
146 // Tests that shadow gets updated when the window show state changes. | 146 // Tests that shadow gets updated when the window show state changes. |
147 TEST_F(ShadowControllerTest, ShowState) { | 147 TEST_F(ShadowControllerTest, ShowState) { |
148 std::unique_ptr<aura::Window> window(new aura::Window(NULL)); | 148 std::unique_ptr<aura::Window> window(new aura::Window(NULL)); |
149 window->SetType(ui::wm::WINDOW_TYPE_NORMAL); | 149 window->SetType(ui::wm::WINDOW_TYPE_NORMAL); |
150 window->Init(ui::LAYER_TEXTURED); | 150 window->Init(ui::LAYER_TEXTURED); |
151 ParentWindow(window.get()); | 151 ParentWindow(window.get()); |
152 window->Show(); | 152 window->Show(); |
153 | 153 |
154 Shadow* shadow = ShadowController::GetShadowForWindow(window.get()); | 154 Shadow* shadow = ShadowController::GetShadowForWindow(window.get()); |
155 ASSERT_TRUE(shadow != NULL); | 155 ASSERT_TRUE(shadow != NULL); |
156 EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow->style()); | 156 EXPECT_EQ(ShadowElevation::MEDIUM, shadow->desired_elevation()); |
157 | 157 |
158 window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_MAXIMIZED); | 158 window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_MAXIMIZED); |
159 EXPECT_FALSE(shadow->layer()->visible()); | 159 EXPECT_FALSE(shadow->layer()->visible()); |
160 | 160 |
161 window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_NORMAL); | 161 window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_NORMAL); |
162 EXPECT_TRUE(shadow->layer()->visible()); | 162 EXPECT_TRUE(shadow->layer()->visible()); |
163 | 163 |
164 window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_FULLSCREEN); | 164 window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_FULLSCREEN); |
165 EXPECT_FALSE(shadow->layer()->visible()); | 165 EXPECT_FALSE(shadow->layer()->visible()); |
166 } | 166 } |
167 | 167 |
168 // Tests that we use smaller shadows for tooltips and menus. | 168 // Tests that we use smaller shadows for tooltips and menus. |
169 TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) { | 169 TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) { |
170 std::unique_ptr<aura::Window> tooltip_window(new aura::Window(NULL)); | 170 std::unique_ptr<aura::Window> tooltip_window(new aura::Window(NULL)); |
171 tooltip_window->SetType(ui::wm::WINDOW_TYPE_TOOLTIP); | 171 tooltip_window->SetType(ui::wm::WINDOW_TYPE_TOOLTIP); |
172 tooltip_window->Init(ui::LAYER_TEXTURED); | 172 tooltip_window->Init(ui::LAYER_TEXTURED); |
173 ParentWindow(tooltip_window.get()); | 173 ParentWindow(tooltip_window.get()); |
174 tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400)); | 174 tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400)); |
175 tooltip_window->Show(); | 175 tooltip_window->Show(); |
176 | 176 |
177 Shadow* tooltip_shadow = | 177 Shadow* tooltip_shadow = |
178 ShadowController::GetShadowForWindow(tooltip_window.get()); | 178 ShadowController::GetShadowForWindow(tooltip_window.get()); |
179 ASSERT_TRUE(tooltip_shadow != NULL); | 179 ASSERT_TRUE(tooltip_shadow != NULL); |
180 EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style()); | 180 EXPECT_EQ(ShadowElevation::SMALL, tooltip_shadow->desired_elevation()); |
181 | 181 |
182 std::unique_ptr<aura::Window> menu_window(new aura::Window(NULL)); | 182 std::unique_ptr<aura::Window> menu_window(new aura::Window(NULL)); |
183 menu_window->SetType(ui::wm::WINDOW_TYPE_MENU); | 183 menu_window->SetType(ui::wm::WINDOW_TYPE_MENU); |
184 menu_window->Init(ui::LAYER_TEXTURED); | 184 menu_window->Init(ui::LAYER_TEXTURED); |
185 ParentWindow(menu_window.get()); | 185 ParentWindow(menu_window.get()); |
186 menu_window->SetBounds(gfx::Rect(10, 20, 300, 400)); | 186 menu_window->SetBounds(gfx::Rect(10, 20, 300, 400)); |
187 menu_window->Show(); | 187 menu_window->Show(); |
188 | 188 |
189 Shadow* menu_shadow = | 189 Shadow* menu_shadow = |
190 ShadowController::GetShadowForWindow(tooltip_window.get()); | 190 ShadowController::GetShadowForWindow(tooltip_window.get()); |
191 ASSERT_TRUE(menu_shadow != NULL); | 191 ASSERT_TRUE(menu_shadow != NULL); |
192 EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style()); | 192 EXPECT_EQ(ShadowElevation::SMALL, menu_shadow->desired_elevation()); |
193 } | 193 } |
194 | 194 |
195 // http://crbug.com/120210 - transient parents of certain types of transients | 195 // http://crbug.com/120210 - transient parents of certain types of transients |
196 // should not lose their shadow when they lose activation to the transient. | 196 // should not lose their shadow when they lose activation to the transient. |
197 TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) { | 197 TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) { |
198 std::unique_ptr<aura::Window> window1(new aura::Window(NULL)); | 198 std::unique_ptr<aura::Window> window1(new aura::Window(NULL)); |
199 window1->SetType(ui::wm::WINDOW_TYPE_NORMAL); | 199 window1->SetType(ui::wm::WINDOW_TYPE_NORMAL); |
200 window1->Init(ui::LAYER_TEXTURED); | 200 window1->Init(ui::LAYER_TEXTURED); |
201 ParentWindow(window1.get()); | 201 ParentWindow(window1.get()); |
202 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); | 202 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); |
203 window1->Show(); | 203 window1->Show(); |
204 ActivateWindow(window1.get()); | 204 ActivateWindow(window1.get()); |
205 | 205 |
206 // window1 is active, so style should have active appearance. | 206 // window1 is active, so style should have active appearance. |
207 Shadow* shadow1 = ShadowController::GetShadowForWindow(window1.get()); | 207 Shadow* shadow1 = ShadowController::GetShadowForWindow(window1.get()); |
208 ASSERT_TRUE(shadow1 != NULL); | 208 ASSERT_TRUE(shadow1 != NULL); |
209 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); | 209 EXPECT_EQ(ShadowElevation::LARGE, shadow1->desired_elevation()); |
210 | 210 |
211 // Create a window that is transient to window1, and that has the 'hide on | 211 // Create a window that is transient to window1, and that has the 'hide on |
212 // deactivate' property set. Upon activation, window1 should still have an | 212 // deactivate' property set. Upon activation, window1 should still have an |
213 // active shadow. | 213 // active shadow. |
214 std::unique_ptr<aura::Window> window2(new aura::Window(NULL)); | 214 std::unique_ptr<aura::Window> window2(new aura::Window(NULL)); |
215 window2->SetType(ui::wm::WINDOW_TYPE_NORMAL); | 215 window2->SetType(ui::wm::WINDOW_TYPE_NORMAL); |
216 window2->Init(ui::LAYER_TEXTURED); | 216 window2->Init(ui::LAYER_TEXTURED); |
217 ParentWindow(window2.get()); | 217 ParentWindow(window2.get()); |
218 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); | 218 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); |
219 AddTransientChild(window1.get(), window2.get()); | 219 AddTransientChild(window1.get(), window2.get()); |
220 aura::client::SetHideOnDeactivate(window2.get(), true); | 220 aura::client::SetHideOnDeactivate(window2.get(), true); |
221 window2->Show(); | 221 window2->Show(); |
222 ActivateWindow(window2.get()); | 222 ActivateWindow(window2.get()); |
223 | 223 |
224 // window1 is now inactive, but its shadow should still appear active. | 224 // window1 is now inactive, but its shadow should still appear active. |
225 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); | 225 EXPECT_EQ(ShadowElevation::LARGE, shadow1->desired_elevation()); |
226 } | 226 } |
227 | 227 |
228 } // namespace wm | 228 } // namespace wm |
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