Index: ash/wm/immersive_fullscreen_controller_unittest.cc |
diff --git a/ash/wm/immersive_fullscreen_controller_unittest.cc b/ash/wm/immersive_fullscreen_controller_unittest.cc |
index ac0ac86d80dc19570e10f160862bd4be1b90a995..3ff1a10fb4bf3cf3ae770419e024b4276585069b 100644 |
--- a/ash/wm/immersive_fullscreen_controller_unittest.cc |
+++ b/ash/wm/immersive_fullscreen_controller_unittest.cc |
@@ -5,6 +5,7 @@ |
#include "ash/wm/immersive_fullscreen_controller.h" |
#include "ash/display/display_manager.h" |
+#include "ash/display/mouse_cursor_event_filter.h" |
#include "ash/root_window_controller.h" |
#include "ash/shelf/shelf_layout_manager.h" |
#include "ash/shelf/shelf_types.h" |
@@ -540,8 +541,12 @@ TEST_F(ImmersiveFullscreenControllerTest, MouseEventsVerticalDisplayLayout) { |
// edge even though the mouse is warped to the secondary display. |
event_generator.MoveMouseTo(x, y_top_edge); |
EXPECT_TRUE(top_edge_hover_timer_running()); |
- EXPECT_NE(y_top_edge, |
- aura::Env::GetInstance()->last_mouse_location().y()); |
+ |
+ // TODO(oshima): Provide a test API to handle mouse warp more easily. |
+ if (!MouseCursorEventFilter::IsMouseWarpInNativeCoordsEnabled()) { |
+ EXPECT_NE(y_top_edge, |
+ aura::Env::GetInstance()->last_mouse_location().y()); |
+ } |
// The timer should continue running if the user overshoots the top edge |
// a bit. |