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This comment is now out of date.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 |