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Unified Diff: ui/chromeos/touch_exploration_controller_unittest.cc

Issue 367263005: Revert of Added touch event permutations test to touch_exploration_controller. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@new_passthrough
Patch Set: 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 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
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