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Issue 358693004: Added touch event permutations test to touch_exploration_controller. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@new_passthrough
Patch Set: explained the algorithm Created 6 years, 5 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 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/chromeos/touch_exploration_controller.h" 5 #include "ui/chromeos/touch_exploration_controller.h"
6 6
7 #include "base/test/simple_test_tick_clock.h" 7 #include "base/test/simple_test_tick_clock.h"
8 #include "base/time/time.h" 8 #include "base/time/time.h"
9 #include "ui/aura/client/cursor_client.h" 9 #include "ui/aura/client/cursor_client.h"
10 #include "ui/aura/test/aura_test_base.h" 10 #include "ui/aura/test/aura_test_base.h"
11 #include "ui/aura/test/event_generator.h" 11 #include "ui/aura/test/event_generator.h"
12 #include "ui/aura/test/test_cursor_client.h" 12 #include "ui/aura/test/test_cursor_client.h"
13 #include "ui/aura/window.h" 13 #include "ui/aura/window.h"
14 #include "ui/events/event.h" 14 #include "ui/events/event.h"
15 #include "ui/events/event_utils.h" 15 #include "ui/events/event_utils.h"
16 #include "ui/events/test/events_test_utils.h"
16 #include "ui/gfx/geometry/point.h" 17 #include "ui/gfx/geometry/point.h"
17 #include "ui/gl/gl_implementation.h" 18 #include "ui/gl/gl_implementation.h"
18 #include "ui/gl/gl_surface.h" 19 #include "ui/gl/gl_surface.h"
19 20
20 namespace ui { 21 namespace ui {
21 22
22 namespace { 23 namespace {
23 // Records all mouse and touch events. 24 // Records all mouse and touch events.
24 class EventCapturer : public ui::EventHandler { 25 class EventCapturer : public ui::EventHandler {
25 public: 26 public:
(...skipping 24 matching lines...) Expand all
50 const ScopedVector<ui::LocatedEvent>& captured_events() const { 51 const ScopedVector<ui::LocatedEvent>& captured_events() const {
51 return events_; 52 return events_;
52 } 53 }
53 54
54 private: 55 private:
55 ScopedVector<ui::LocatedEvent> events_; 56 ScopedVector<ui::LocatedEvent> events_;
56 57
57 DISALLOW_COPY_AND_ASSIGN(EventCapturer); 58 DISALLOW_COPY_AND_ASSIGN(EventCapturer);
58 }; 59 };
59 60
61 int Factorial(int n) {
62 if (n <= 0)
63 return 0;
64 if (n == 1)
65 return 1;
66 if (n == 2)
67 return 2;
68 return n * Factorial(n - 1);
69 }
70
60 } // namespace 71 } // namespace
61 72
62 class TouchExplorationTest : public aura::test::AuraTestBase { 73 class TouchExplorationTest : public aura::test::AuraTestBase {
63 public: 74 public:
64 TouchExplorationTest() 75 TouchExplorationTest()
65 : simulated_clock_(new base::SimpleTestTickClock()) {} 76 : simulated_clock_(new base::SimpleTestTickClock()) {}
66 virtual ~TouchExplorationTest() {} 77 virtual ~TouchExplorationTest() {}
67 78
68 virtual void SetUp() OVERRIDE { 79 virtual void SetUp() OVERRIDE {
69 if (gfx::GetGLImplementation() == gfx::kGLImplementationNone) 80 if (gfx::GetGLImplementation() == gfx::kGLImplementationNone)
(...skipping 871 matching lines...) Expand 10 before | Expand all | Expand 10 after
941 EXPECT_EQ(first_touch_location, captured_events[0]->location()); 952 EXPECT_EQ(first_touch_location, captured_events[0]->location());
942 ClearCapturedEvents(); 953 ClearCapturedEvents();
943 954
944 ui::TouchEvent first_touch_release( 955 ui::TouchEvent first_touch_release(
945 ui::ET_TOUCH_RELEASED, first_touch_location, 0, Now()); 956 ui::ET_TOUCH_RELEASED, first_touch_location, 0, Now());
946 generator_->Dispatch(&first_touch_release); 957 generator_->Dispatch(&first_touch_release);
947 ASSERT_EQ(captured_events.size(), 1u); 958 ASSERT_EQ(captured_events.size(), 1u);
948 EXPECT_TRUE(IsInNoFingersDownState()); 959 EXPECT_TRUE(IsInNoFingersDownState());
949 } 960 }
950 961
962 TEST_F(TouchExplorationTest, AllFingerPermutations) {
963 SwitchTouchExplorationMode(true);
964
965 // We will test all permutations of events from three different fingers
966 // to ensure that we return to NO_FINGERS_DOWN when fingers have been
967 // released.
968 ScopedVector<ui::TouchEvent> all_events;
969 for (int touch_id = 0; touch_id < 3; touch_id++){
970 all_events.push_back(
971 new TouchEvent(ui::ET_TOUCH_PRESSED,
972 gfx::Point(10 * touch_id + 1, 10 * touch_id + 2),
aboxhall 2014/06/27 22:37:26 Suggestion: you could just have x and y values tha
evy 2014/06/30 17:33:08 Done.
973 touch_id,
974 Now()));
975 all_events.push_back(
976 new TouchEvent(ui::ET_TOUCH_MOVED,
977 gfx::Point(10 * touch_id + 3, 10 * touch_id + 4),
978 touch_id,
979 Now()));
980 all_events.push_back(
981 new TouchEvent(ui::ET_TOUCH_RELEASED,
982 gfx::Point(10 * touch_id + 5, 10 * touch_id + 6),
983 touch_id,
984 Now()));
985 }
986 const int num_events = all_events.size();
987 const int num_permutations = Factorial(num_events);
988
989 for (int p = 0; p < num_permutations; p++) {
990 std::vector<ui::TouchEvent*> queued_events = all_events.get();
991 std::vector<bool> fingers_pressed(3, false);
992 // current_factorial starts at factorial(num_events - 1)
aboxhall 2014/06/27 22:37:26 This comment is now out of date.
evy 2014/06/30 17:33:08 Done.
993 // and decreases each iteration
994 int current_num_permutations = num_permutations;
995 for (int events_left = num_events; events_left > 0; events_left--) {
996 VLOG(0) << "\nEvents left: " << events_left;
997 int index = 0;
998 if (events_left == num_events) {
999 // This is the first event generated. We divide the number
1000 // of possible permutations by the number of events to choose from
1001 // (which is currently all of them). We then integer divide p by
1002 // this new value to decide which event will be first in this
1003 // permutation. e.g. If there are 4 events and 24 permutations,
1004 // the first 6 permutations will start with the first event.
1005 index = p / (current_num_permutations / events_left);
aboxhall 2014/06/27 22:37:26 Thanks, I actually mostly understand this now! How
evy 2014/06/30 17:33:08 Done. I'm not sure if this is clear enough yet. Ca
1006 // Now we have one fewer event to deal with. So there are fewer
1007 // permuations to consider for the remaining events.
1008 // e.g. If now there are 3 events left, there were 24 permutations
1009 // but there are now 6 permutations.
1010 // Note that the first 2 permutations of these 6 will start with
1011 // the first of the remaining events.
1012 current_num_permutations /= events_left;
1013 } else if (events_left > 1) {
1014 // The logic here is similar to the case where there are num_events
1015 // left, but we need to adjust the value of p because we are
1016 // working with a smaller number of permutations of the fewer
1017 // events that are remaining.
1018 // e.g. If there are 3 events left, the number of permutations
1019 // should be 6. So we want to adjust p (currently 0 to 23 in the
1020 // big for loop) to get values between 0 and 5. So we do p % 6
1021 VLOG(0) << "p " << p << " current num " << current_num_permutations;
1022 index = (p % current_num_permutations) /
1023 (current_num_permutations / events_left);
1024 current_num_permutations /= events_left;
1025 } else if (events_left == 1) {
1026 // When there is only one event left to be queued, there is only
1027 // one index available.
1028 index = 0;
1029 }
1030 ui::TouchEvent* next_dispatch = queued_events[index];
1031 ASSERT_TRUE(next_dispatch != NULL);
1032 EventTestApi test_dispatch(next_dispatch);
1033 test_dispatch.set_time_stamp(Now());
1034 generator_->Dispatch(next_dispatch);
1035 queued_events.erase(queued_events.begin() + index);
1036 // Note: it is possible to send a touched move event in the state
1037 // SINGLE_TAP_RELEASED or TOUCH_EXPLORE_RELEASED
1038 // because the events are not always generated in a sensical
1039 // order. If there is a LOG(ERROR) for touch moved hit in
1040 // InSingleTapOrTouchExploreReleased, that is fine here.
1041
1042 // Keep track of what fingers have been pressed, to release
1043 // only those fingers at the end, so the check for being in
1044 // no fingers down can be accurate.
1045 if (next_dispatch->type() == ET_TOUCH_PRESSED) {
1046 fingers_pressed[next_dispatch->touch_id()] = true;
1047 } else if (next_dispatch->type() == ET_TOUCH_RELEASED) {
1048 fingers_pressed[next_dispatch->touch_id()] = false;
1049 }
1050 }
1051 ASSERT_EQ(queued_events.size(), 0u);
1052
1053 // Release fingers recorded as pressed.
1054 for(int j = 0; j < int(fingers_pressed.size()); j++){
1055 if (fingers_pressed[j] == true) {
1056 generator_->ReleaseTouchId(j);
1057 fingers_pressed[j] = false;
1058 }
1059 }
1060 AdvanceSimulatedTimePastTapDelay();
1061 EXPECT_TRUE(IsInNoFingersDownState());
1062 ClearCapturedEvents();
1063 }
1064 }
1065
951 } // namespace ui 1066 } // namespace ui
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