| 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.
|
|
|