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 |