| 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 e98ebac00d6258eb2eca92aa02fdc6f048b0836e..10da4b1f3a7f5a272d86d88d1a10daae2f1d1e22 100644
|
| --- a/ui/chromeos/touch_exploration_controller_unittest.cc
|
| +++ b/ui/chromeos/touch_exploration_controller_unittest.cc
|
| @@ -13,7 +13,6 @@
|
| #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"
|
| @@ -58,14 +57,6 @@
|
| DISALLOW_COPY_AND_ASSIGN(EventCapturer);
|
| };
|
|
|
| -int Factorial(int n) {
|
| - if (n <= 0)
|
| - return 0;
|
| - if (n == 1)
|
| - return 1;
|
| - return n * Factorial(n - 1);
|
| -}
|
| -
|
| } // namespace
|
|
|
| class TouchExplorationTest : public aura::test::AuraTestBase {
|
| @@ -118,15 +109,6 @@
|
| void AdvanceSimulatedTimePastTapDelay() {
|
| simulated_clock_->Advance(base::TimeDelta::FromMilliseconds(1000));
|
| touch_exploration_controller_->CallTapTimerNowForTesting();
|
| - }
|
| -
|
| - void AdvanceSimulatedTimePastPotentialTapDelay() {
|
| - simulated_clock_->Advance(base::TimeDelta::FromMilliseconds(1000));
|
| - touch_exploration_controller_->CallTapTimerNowIfRunningForTesting();
|
| - }
|
| -
|
| - void SuppressVLOGs(bool suppress) {
|
| - touch_exploration_controller_->SuppressVLOGsForTesting(suppress);
|
| }
|
|
|
| void SwitchTouchExplorationMode(bool on) {
|
| @@ -859,6 +841,7 @@
|
| ClearCapturedEvents();
|
|
|
| // Actions before release have already been tested in the previous test.
|
| +
|
| // A release of the first finger should send an event, as the state
|
| // changes to the wait state.
|
| ui::TouchEvent first_touch_release(
|
| @@ -965,113 +948,4 @@
|
| EXPECT_TRUE(IsInNoFingersDownState());
|
| }
|
|
|
| -TEST_F(TouchExplorationTest, AllFingerPermutations) {
|
| - SwitchTouchExplorationMode(true);
|
| - SuppressVLOGs(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++){
|
| - int x = 10*touch_id + 1;
|
| - int y = 10*touch_id + 2;
|
| - all_events.push_back(new TouchEvent(
|
| - ui::ET_TOUCH_PRESSED, gfx::Point(x++, y++), touch_id, Now()));
|
| - all_events.push_back(new TouchEvent(
|
| - ui::ET_TOUCH_MOVED, gfx::Point(x++, y++), touch_id, Now()));
|
| - all_events.push_back(new TouchEvent(
|
| - ui::ET_TOUCH_RELEASED, gfx::Point(x, y), touch_id, Now()));
|
| - }
|
| -
|
| - // I'm going to explain this algorithm, and use an example in parentheses.
|
| - // The example will be all permutations of a b c d.
|
| - // There are four letters and 4! = 24 permutations.
|
| - 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);
|
| -
|
| - int current_num_permutations = num_permutations;
|
| - for (int events_left = num_events; events_left > 0; events_left--) {
|
| - // |p| indexes to each permutation when there are num_permutations
|
| - // permutations. (e.g. 0 is abcd, 1 is abdc, 2 is acbd, 3 is acdb...)
|
| - // But how do we find the index for the current number of permutations?
|
| - // To find the permutation within the part of the sequence we're
|
| - // currently looking at, we need a number between 0 and
|
| - // |current_num_permutations| - 1.
|
| - // (e.g. if we already chose the first letter, there are 3! = 6
|
| - // options left, so we do p % 6. So |current_permutation| would go
|
| - // from 0 to 5 and then reset to 0 again, for all combinations of
|
| - // whichever three letters are remaining, as we loop through the
|
| - // permutations)
|
| - int current_permutation = p % current_num_permutations;
|
| -
|
| - // Since this is is the total number of permutations starting with
|
| - // this event and including future events, there could be multiple
|
| - // values of current_permutation that will generate the same event
|
| - // in this iteration.
|
| - // (e.g. If we chose 'a' but have b c d to choose from, we choose b when
|
| - // |current_permutation| = 0, 1 and c when |current_permutation| = 2, 3.
|
| - // Note that each letter gets two numbers, which is the next
|
| - // current_num_permutations, 2! for the two letters left.)
|
| -
|
| - // Branching out from the first event, there are num_permutations
|
| - // permutations, and each value of |p| is associated with one of these
|
| - // permutations. However, once the first event is chosen, there
|
| - // are now |num_events| - 1 events left, so the number of permutations
|
| - // for the rest of the events changes, and will always be equal to
|
| - // the factorial of the events_left.
|
| - // (e.g. There are 3! = 6 permutations that start with 'a', so if we
|
| - // start with 'a' there will be 6 ways to then choose from b c d.)
|
| - // So we now set-up for the next iteration by setting
|
| - // current_num_permutations to the factorial of the next number of
|
| - // events left.
|
| - current_num_permutations /= events_left;
|
| -
|
| - // To figure out what current event we want to choose, we integer
|
| - // divide the current permutation by the next current_num_permutations.
|
| - // (e.g. If there are 4 letters a b c d and 24 permutations, we divide
|
| - // by 24/4 = 6. Values 0 to 5 when divided by 6 equals 0, so the first
|
| - // 6 permutations start with 'a', and the last 6 will start with 'd'.
|
| - // Note that there are 6 that start with 'a' because there are 6
|
| - // permutations for the next three letters that follow 'a'.)
|
| - int index = current_permutation / current_num_permutations;
|
| -
|
| - ui::TouchEvent* next_dispatch = queued_events[index];
|
| - ASSERT_TRUE(next_dispatch != NULL);
|
| -
|
| - // |next_dispatch| has to be put in this container so that its time
|
| - // stamp can be changed to this point in the test, when it is being
|
| - // dispatched..
|
| - EventTestApi test_dispatch(next_dispatch);
|
| - test_dispatch.set_time_stamp(Now());
|
| - generator_->Dispatch(next_dispatch);
|
| - queued_events.erase(queued_events.begin() + index);
|
| -
|
| - // 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;
|
| - }
|
| - }
|
| - AdvanceSimulatedTimePastPotentialTapDelay();
|
| - EXPECT_TRUE(IsInNoFingersDownState());
|
| - ClearCapturedEvents();
|
| - }
|
| -}
|
| -
|
| } // namespace ui
|
|
|