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Side by Side Diff: ui/views/corewm/shadow_controller_unittest.cc

Issue 36473003: Rename StackingClient -> WindowTreeClient (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: done. Created 7 years, 1 month ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 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/views/corewm/shadow_controller.h" 5 #include "ui/views/corewm/shadow_controller.h"
6 6
7 #include <algorithm> 7 #include <algorithm>
8 #include <vector> 8 #include <vector>
9 9
10 #include "base/memory/scoped_ptr.h" 10 #include "base/memory/scoped_ptr.h"
11 #include "ui/aura/client/activation_client.h" 11 #include "ui/aura/client/activation_client.h"
12 #include "ui/aura/client/window_tree_client.h"
12 #include "ui/aura/root_window.h" 13 #include "ui/aura/root_window.h"
13 #include "ui/aura/test/aura_test_base.h" 14 #include "ui/aura/test/aura_test_base.h"
14 #include "ui/aura/window.h" 15 #include "ui/aura/window.h"
15 #include "ui/compositor/layer.h" 16 #include "ui/compositor/layer.h"
16 #include "ui/views/corewm/shadow.h" 17 #include "ui/views/corewm/shadow.h"
17 #include "ui/views/corewm/shadow_types.h" 18 #include "ui/views/corewm/shadow_types.h"
18 19
19 namespace views { 20 namespace views {
20 namespace corewm { 21 namespace corewm {
21 22
(...skipping 27 matching lines...) Expand all
49 scoped_ptr<ShadowController> shadow_controller_; 50 scoped_ptr<ShadowController> shadow_controller_;
50 51
51 DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest); 52 DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest);
52 }; 53 };
53 54
54 // Tests that various methods in Window update the Shadow object as expected. 55 // Tests that various methods in Window update the Shadow object as expected.
55 TEST_F(ShadowControllerTest, Shadow) { 56 TEST_F(ShadowControllerTest, Shadow) {
56 scoped_ptr<aura::Window> window(new aura::Window(NULL)); 57 scoped_ptr<aura::Window> window(new aura::Window(NULL));
57 window->SetType(aura::client::WINDOW_TYPE_NORMAL); 58 window->SetType(aura::client::WINDOW_TYPE_NORMAL);
58 window->Init(ui::LAYER_TEXTURED); 59 window->Init(ui::LAYER_TEXTURED);
59 SetDefaultParentByPrimaryRootWindow(window.get()); 60 ParentWindow(window.get());
60 61
61 // We should create the shadow before the window is visible (the shadow's 62 // We should create the shadow before the window is visible (the shadow's
62 // layer won't get drawn yet since it's a child of the window's layer). 63 // layer won't get drawn yet since it's a child of the window's layer).
63 ShadowController::TestApi api(shadow_controller()); 64 ShadowController::TestApi api(shadow_controller());
64 const Shadow* shadow = api.GetShadowForWindow(window.get()); 65 const Shadow* shadow = api.GetShadowForWindow(window.get());
65 ASSERT_TRUE(shadow != NULL); 66 ASSERT_TRUE(shadow != NULL);
66 EXPECT_TRUE(shadow->layer()->visible()); 67 EXPECT_TRUE(shadow->layer()->visible());
67 68
68 // The shadow should remain visible after window visibility changes. 69 // The shadow should remain visible after window visibility changes.
69 window->Show(); 70 window->Show();
(...skipping 15 matching lines...) Expand all
85 aura::Window* window_ptr = window.get(); 86 aura::Window* window_ptr = window.get();
86 window.reset(); 87 window.reset();
87 EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL); 88 EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL);
88 } 89 }
89 90
90 // Tests that the window's shadow's bounds are updated correctly. 91 // Tests that the window's shadow's bounds are updated correctly.
91 TEST_F(ShadowControllerTest, ShadowBounds) { 92 TEST_F(ShadowControllerTest, ShadowBounds) {
92 scoped_ptr<aura::Window> window(new aura::Window(NULL)); 93 scoped_ptr<aura::Window> window(new aura::Window(NULL));
93 window->SetType(aura::client::WINDOW_TYPE_NORMAL); 94 window->SetType(aura::client::WINDOW_TYPE_NORMAL);
94 window->Init(ui::LAYER_TEXTURED); 95 window->Init(ui::LAYER_TEXTURED);
95 SetDefaultParentByPrimaryRootWindow(window.get()); 96 ParentWindow(window.get());
96 window->Show(); 97 window->Show();
97 98
98 const gfx::Rect kOldBounds(20, 30, 400, 300); 99 const gfx::Rect kOldBounds(20, 30, 400, 300);
99 window->SetBounds(kOldBounds); 100 window->SetBounds(kOldBounds);
100 101
101 // When the shadow is first created, it should use the window's size (but 102 // When the shadow is first created, it should use the window's size (but
102 // remain at the origin, since it's a child of the window's layer). 103 // remain at the origin, since it's a child of the window's layer).
103 SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR); 104 SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR);
104 ShadowController::TestApi api(shadow_controller()); 105 ShadowController::TestApi api(shadow_controller());
105 const Shadow* shadow = api.GetShadowForWindow(window.get()); 106 const Shadow* shadow = api.GetShadowForWindow(window.get());
106 ASSERT_TRUE(shadow != NULL); 107 ASSERT_TRUE(shadow != NULL);
107 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(), 108 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(),
108 shadow->content_bounds().ToString()); 109 shadow->content_bounds().ToString());
109 110
110 // When we change the window's bounds, the shadow's should be updated too. 111 // When we change the window's bounds, the shadow's should be updated too.
111 gfx::Rect kNewBounds(50, 60, 500, 400); 112 gfx::Rect kNewBounds(50, 60, 500, 400);
112 window->SetBounds(kNewBounds); 113 window->SetBounds(kNewBounds);
113 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(), 114 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(),
114 shadow->content_bounds().ToString()); 115 shadow->content_bounds().ToString());
115 } 116 }
116 117
117 // Tests that activating a window changes the shadow style. 118 // Tests that activating a window changes the shadow style.
118 TEST_F(ShadowControllerTest, ShadowStyle) { 119 TEST_F(ShadowControllerTest, ShadowStyle) {
119 ShadowController::TestApi api(shadow_controller()); 120 ShadowController::TestApi api(shadow_controller());
120 121
121 scoped_ptr<aura::Window> window1(new aura::Window(NULL)); 122 scoped_ptr<aura::Window> window1(new aura::Window(NULL));
122 window1->SetType(aura::client::WINDOW_TYPE_NORMAL); 123 window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
123 window1->Init(ui::LAYER_TEXTURED); 124 window1->Init(ui::LAYER_TEXTURED);
124 SetDefaultParentByPrimaryRootWindow(window1.get()); 125 ParentWindow(window1.get());
125 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); 126 window1->SetBounds(gfx::Rect(10, 20, 300, 400));
126 window1->Show(); 127 window1->Show();
127 ActivateWindow(window1.get()); 128 ActivateWindow(window1.get());
128 129
129 // window1 is active, so style should have active appearance. 130 // window1 is active, so style should have active appearance.
130 Shadow* shadow1 = api.GetShadowForWindow(window1.get()); 131 Shadow* shadow1 = api.GetShadowForWindow(window1.get());
131 ASSERT_TRUE(shadow1 != NULL); 132 ASSERT_TRUE(shadow1 != NULL);
132 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); 133 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
133 134
134 // Create another window and activate it. 135 // Create another window and activate it.
135 scoped_ptr<aura::Window> window2(new aura::Window(NULL)); 136 scoped_ptr<aura::Window> window2(new aura::Window(NULL));
136 window2->SetType(aura::client::WINDOW_TYPE_NORMAL); 137 window2->SetType(aura::client::WINDOW_TYPE_NORMAL);
137 window2->Init(ui::LAYER_TEXTURED); 138 window2->Init(ui::LAYER_TEXTURED);
138 SetDefaultParentByPrimaryRootWindow(window2.get()); 139 ParentWindow(window2.get());
139 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); 140 window2->SetBounds(gfx::Rect(11, 21, 301, 401));
140 window2->Show(); 141 window2->Show();
141 ActivateWindow(window2.get()); 142 ActivateWindow(window2.get());
142 143
143 // window1 is now inactive, so shadow should go inactive. 144 // window1 is now inactive, so shadow should go inactive.
144 Shadow* shadow2 = api.GetShadowForWindow(window2.get()); 145 Shadow* shadow2 = api.GetShadowForWindow(window2.get());
145 ASSERT_TRUE(shadow2 != NULL); 146 ASSERT_TRUE(shadow2 != NULL);
146 EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style()); 147 EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style());
147 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style()); 148 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style());
148 } 149 }
149 150
150 // Tests that we use smaller shadows for tooltips and menus. 151 // Tests that we use smaller shadows for tooltips and menus.
151 TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) { 152 TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) {
152 ShadowController::TestApi api(shadow_controller()); 153 ShadowController::TestApi api(shadow_controller());
153 154
154 scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL)); 155 scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL));
155 tooltip_window->SetType(aura::client::WINDOW_TYPE_TOOLTIP); 156 tooltip_window->SetType(aura::client::WINDOW_TYPE_TOOLTIP);
156 tooltip_window->Init(ui::LAYER_TEXTURED); 157 tooltip_window->Init(ui::LAYER_TEXTURED);
157 SetDefaultParentByPrimaryRootWindow(tooltip_window.get()); 158 ParentWindow(tooltip_window.get());
158 tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400)); 159 tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400));
159 tooltip_window->Show(); 160 tooltip_window->Show();
160 161
161 Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get()); 162 Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get());
162 ASSERT_TRUE(tooltip_shadow != NULL); 163 ASSERT_TRUE(tooltip_shadow != NULL);
163 EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style()); 164 EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style());
164 165
165 scoped_ptr<aura::Window> menu_window(new aura::Window(NULL)); 166 scoped_ptr<aura::Window> menu_window(new aura::Window(NULL));
166 menu_window->SetType(aura::client::WINDOW_TYPE_MENU); 167 menu_window->SetType(aura::client::WINDOW_TYPE_MENU);
167 menu_window->Init(ui::LAYER_TEXTURED); 168 menu_window->Init(ui::LAYER_TEXTURED);
168 SetDefaultParentByPrimaryRootWindow(menu_window.get()); 169 ParentWindow(menu_window.get());
169 menu_window->SetBounds(gfx::Rect(10, 20, 300, 400)); 170 menu_window->SetBounds(gfx::Rect(10, 20, 300, 400));
170 menu_window->Show(); 171 menu_window->Show();
171 172
172 Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get()); 173 Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get());
173 ASSERT_TRUE(menu_shadow != NULL); 174 ASSERT_TRUE(menu_shadow != NULL);
174 EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style()); 175 EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style());
175 } 176 }
176 177
177 // http://crbug.com/120210 - transient parents of certain types of transients 178 // http://crbug.com/120210 - transient parents of certain types of transients
178 // should not lose their shadow when they lose activation to the transient. 179 // should not lose their shadow when they lose activation to the transient.
179 TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) { 180 TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) {
180 ShadowController::TestApi api(shadow_controller()); 181 ShadowController::TestApi api(shadow_controller());
181 182
182 scoped_ptr<aura::Window> window1(new aura::Window(NULL)); 183 scoped_ptr<aura::Window> window1(new aura::Window(NULL));
183 window1->SetType(aura::client::WINDOW_TYPE_NORMAL); 184 window1->SetType(aura::client::WINDOW_TYPE_NORMAL);
184 window1->Init(ui::LAYER_TEXTURED); 185 window1->Init(ui::LAYER_TEXTURED);
185 SetDefaultParentByPrimaryRootWindow(window1.get()); 186 ParentWindow(window1.get());
186 window1->SetBounds(gfx::Rect(10, 20, 300, 400)); 187 window1->SetBounds(gfx::Rect(10, 20, 300, 400));
187 window1->Show(); 188 window1->Show();
188 ActivateWindow(window1.get()); 189 ActivateWindow(window1.get());
189 190
190 // window1 is active, so style should have active appearance. 191 // window1 is active, so style should have active appearance.
191 Shadow* shadow1 = api.GetShadowForWindow(window1.get()); 192 Shadow* shadow1 = api.GetShadowForWindow(window1.get());
192 ASSERT_TRUE(shadow1 != NULL); 193 ASSERT_TRUE(shadow1 != NULL);
193 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); 194 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
194 195
195 // Create a window that is transient to window1, and that has the 'hide on 196 // Create a window that is transient to window1, and that has the 'hide on
196 // deactivate' property set. Upon activation, window1 should still have an 197 // deactivate' property set. Upon activation, window1 should still have an
197 // active shadow. 198 // active shadow.
198 scoped_ptr<aura::Window> window2(new aura::Window(NULL)); 199 scoped_ptr<aura::Window> window2(new aura::Window(NULL));
199 window2->SetType(aura::client::WINDOW_TYPE_NORMAL); 200 window2->SetType(aura::client::WINDOW_TYPE_NORMAL);
200 window2->Init(ui::LAYER_TEXTURED); 201 window2->Init(ui::LAYER_TEXTURED);
201 SetDefaultParentByPrimaryRootWindow(window2.get()); 202 ParentWindow(window2.get());
202 window2->SetBounds(gfx::Rect(11, 21, 301, 401)); 203 window2->SetBounds(gfx::Rect(11, 21, 301, 401));
203 window1->AddTransientChild(window2.get()); 204 window1->AddTransientChild(window2.get());
204 aura::client::SetHideOnDeactivate(window2.get(), true); 205 aura::client::SetHideOnDeactivate(window2.get(), true);
205 window2->Show(); 206 window2->Show();
206 ActivateWindow(window2.get()); 207 ActivateWindow(window2.get());
207 208
208 // window1 is now inactive, but its shadow should still appear active. 209 // window1 is now inactive, but its shadow should still appear active.
209 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style()); 210 EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
210 } 211 }
211 212
212 } // namespace corewm 213 } // namespace corewm
213 } // namespace views 214 } // namespace views
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