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Unified Diff: ui/chromeos/touch_exploration_controller_unittest.cc

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, 6 months ago
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Index: ui/chromeos/touch_exploration_controller_unittest.cc
diff --git a/ui/chromeos/touch_exploration_controller_unittest.cc b/ui/chromeos/touch_exploration_controller_unittest.cc
index 10da4b1f3a7f5a272d86d88d1a10daae2f1d1e22..d2b627d06871ce2c09c54f2e2eb14da4ae432292 100644
--- a/ui/chromeos/touch_exploration_controller_unittest.cc
+++ b/ui/chromeos/touch_exploration_controller_unittest.cc
@@ -13,6 +13,7 @@
#include "ui/aura/window.h"
#include "ui/events/event.h"
#include "ui/events/event_utils.h"
+#include "ui/events/test/events_test_utils.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface.h"
@@ -57,6 +58,16 @@ class EventCapturer : public ui::EventHandler {
DISALLOW_COPY_AND_ASSIGN(EventCapturer);
};
+int Factorial(int n) {
+ if (n <= 0)
+ return 0;
+ if (n == 1)
+ return 1;
+ if (n == 2)
+ return 2;
+ return n * Factorial(n - 1);
+}
+
} // namespace
class TouchExplorationTest : public aura::test::AuraTestBase {
@@ -948,4 +959,108 @@ TEST_F(TouchExplorationTest, Passthrough) {
EXPECT_TRUE(IsInNoFingersDownState());
}
+TEST_F(TouchExplorationTest, AllFingerPermutations) {
+ SwitchTouchExplorationMode(true);
+
+ // We will test all permutations of events from three different fingers
+ // to ensure that we return to NO_FINGERS_DOWN when fingers have been
+ // released.
+ ScopedVector<ui::TouchEvent> all_events;
+ for (int touch_id = 0; touch_id < 3; touch_id++){
+ all_events.push_back(
+ new TouchEvent(ui::ET_TOUCH_PRESSED,
+ 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.
+ touch_id,
+ Now()));
+ all_events.push_back(
+ new TouchEvent(ui::ET_TOUCH_MOVED,
+ gfx::Point(10 * touch_id + 3, 10 * touch_id + 4),
+ touch_id,
+ Now()));
+ all_events.push_back(
+ new TouchEvent(ui::ET_TOUCH_RELEASED,
+ gfx::Point(10 * touch_id + 5, 10 * touch_id + 6),
+ touch_id,
+ Now()));
+ }
+ const int num_events = all_events.size();
+ const int num_permutations = Factorial(num_events);
+
+ for (int p = 0; p < num_permutations; p++) {
+ std::vector<ui::TouchEvent*> queued_events = all_events.get();
+ std::vector<bool> fingers_pressed(3, false);
+ // 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.
+ // and decreases each iteration
+ int current_num_permutations = num_permutations;
+ for (int events_left = num_events; events_left > 0; events_left--) {
+ VLOG(0) << "\nEvents left: " << events_left;
+ int index = 0;
+ if (events_left == num_events) {
+ // This is the first event generated. We divide the number
+ // of possible permutations by the number of events to choose from
+ // (which is currently all of them). We then integer divide p by
+ // this new value to decide which event will be first in this
+ // permutation. e.g. If there are 4 events and 24 permutations,
+ // the first 6 permutations will start with the first event.
+ 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
+ // Now we have one fewer event to deal with. So there are fewer
+ // permuations to consider for the remaining events.
+ // e.g. If now there are 3 events left, there were 24 permutations
+ // but there are now 6 permutations.
+ // Note that the first 2 permutations of these 6 will start with
+ // the first of the remaining events.
+ current_num_permutations /= events_left;
+ } else if (events_left > 1) {
+ // The logic here is similar to the case where there are num_events
+ // left, but we need to adjust the value of p because we are
+ // working with a smaller number of permutations of the fewer
+ // events that are remaining.
+ // e.g. If there are 3 events left, the number of permutations
+ // should be 6. So we want to adjust p (currently 0 to 23 in the
+ // big for loop) to get values between 0 and 5. So we do p % 6
+ VLOG(0) << "p " << p << " current num " << current_num_permutations;
+ index = (p % current_num_permutations) /
+ (current_num_permutations / events_left);
+ current_num_permutations /= events_left;
+ } else if (events_left == 1) {
+ // When there is only one event left to be queued, there is only
+ // one index available.
+ index = 0;
+ }
+ ui::TouchEvent* next_dispatch = queued_events[index];
+ ASSERT_TRUE(next_dispatch != NULL);
+ EventTestApi test_dispatch(next_dispatch);
+ test_dispatch.set_time_stamp(Now());
+ generator_->Dispatch(next_dispatch);
+ queued_events.erase(queued_events.begin() + index);
+ // Note: it is possible to send a touched move event in the state
+ // SINGLE_TAP_RELEASED or TOUCH_EXPLORE_RELEASED
+ // because the events are not always generated in a sensical
+ // order. If there is a LOG(ERROR) for touch moved hit in
+ // InSingleTapOrTouchExploreReleased, that is fine here.
+
+ // Keep track of what fingers have been pressed, to release
+ // only those fingers at the end, so the check for being in
+ // no fingers down can be accurate.
+ if (next_dispatch->type() == ET_TOUCH_PRESSED) {
+ fingers_pressed[next_dispatch->touch_id()] = true;
+ } else if (next_dispatch->type() == ET_TOUCH_RELEASED) {
+ fingers_pressed[next_dispatch->touch_id()] = false;
+ }
+ }
+ ASSERT_EQ(queued_events.size(), 0u);
+
+ // Release fingers recorded as pressed.
+ for(int j = 0; j < int(fingers_pressed.size()); j++){
+ if (fingers_pressed[j] == true) {
+ generator_->ReleaseTouchId(j);
+ fingers_pressed[j] = false;
+ }
+ }
+ AdvanceSimulatedTimePastTapDelay();
+ EXPECT_TRUE(IsInNoFingersDownState());
+ ClearCapturedEvents();
+ }
+}
+
} // namespace ui
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