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Unified Diff: chrome/browser/ui/views/frame/immersive_mode_controller_ash_unittest.cc

Issue 48963002: [Refactor] Move the non-browser specific logic of ImmersiveModeControllerAsh into ash part 2 (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 1 month ago
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Index: chrome/browser/ui/views/frame/immersive_mode_controller_ash_unittest.cc
diff --git a/chrome/browser/ui/views/frame/immersive_mode_controller_ash_unittest.cc b/chrome/browser/ui/views/frame/immersive_mode_controller_ash_unittest.cc
index ce917169d388a5bfcfab5d06dfb260ebc8c13775..b9658d18bce71079baccab19191a08ab9dfcac18 100644
--- a/chrome/browser/ui/views/frame/immersive_mode_controller_ash_unittest.cc
+++ b/chrome/browser/ui/views/frame/immersive_mode_controller_ash_unittest.cc
@@ -4,7 +4,6 @@
#include "chrome/browser/ui/views/frame/immersive_mode_controller_ash.h"
-#include "ash/display/display_manager.h"
#include "ash/root_window_controller.h"
#include "ash/shelf/shelf_layout_manager.h"
#include "ash/shelf/shelf_types.h"
@@ -19,880 +18,17 @@
#include "chrome/browser/ui/views/frame/top_container_view.h"
#include "chrome/browser/ui/views/tabs/tab_strip.h"
#include "chrome/browser/ui/views/toolbar_view.h"
-#include "ui/aura/client/cursor_client.h"
-#include "ui/aura/env.h"
-#include "ui/aura/root_window.h"
-#include "ui/aura/test/event_generator.h"
#include "ui/aura/window.h"
-#include "ui/gfx/animation/slide_animation.h"
-#include "ui/views/bubble/bubble_delegate.h"
#include "ui/views/controls/webview/webview.h"
// For now, immersive fullscreen is Chrome OS only.
#if defined(OS_CHROMEOS)
-/////////////////////////////////////////////////////////////////////////////
-
-class MockImmersiveModeControllerDelegate
- : public ImmersiveModeController::Delegate {
+class ImmersiveModeControllerAshTest : public TestWithBrowserView {
public:
- MockImmersiveModeControllerDelegate() : immersive_style_(false) {}
- virtual ~MockImmersiveModeControllerDelegate() {}
-
- bool immersive_style() const { return immersive_style_; }
-
- // ImmersiveModeController::Delegate overrides:
- virtual FullscreenController* GetFullscreenController() OVERRIDE {
- return NULL;
- }
- virtual void FullscreenStateChanged() OVERRIDE {}
- virtual void SetImmersiveStyle(bool immersive) OVERRIDE {
- immersive_style_ = immersive;
- }
- virtual content::WebContents* GetWebContents() OVERRIDE {
- return NULL;
- }
-
- private:
- bool immersive_style_;
-
- DISALLOW_COPY_AND_ASSIGN(MockImmersiveModeControllerDelegate);
-};
-
-/////////////////////////////////////////////////////////////////////////////
-
-class ImmersiveModeControllerAshTest : public ash::test::AshTestBase {
- public:
- enum Modality {
- MODALITY_MOUSE,
- MODALITY_TOUCH,
- MODALITY_GESTURE
- };
-
- ImmersiveModeControllerAshTest() : widget_(NULL), top_container_(NULL) {}
+ ImmersiveModeControllerAshTest() {}
virtual ~ImmersiveModeControllerAshTest() {}
- ImmersiveModeControllerAsh* controller() { return controller_.get(); }
- views::View* top_container() { return top_container_; }
- MockImmersiveModeControllerDelegate* delegate() { return delegate_.get(); }
-
- // Access to private data from the controller.
- bool top_edge_hover_timer_running() const {
- return controller_->top_edge_hover_timer_.IsRunning();
- }
- int mouse_x_when_hit_top() const {
- return controller_->mouse_x_when_hit_top_in_screen_;
- }
-
- // ash::test::AshTestBase overrides:
- virtual void SetUp() OVERRIDE {
- ash::test::AshTestBase::SetUp();
-
- controller_.reset(new ImmersiveModeControllerAsh);
- delegate_.reset(new MockImmersiveModeControllerDelegate);
-
- widget_ = new views::Widget();
- views::Widget::InitParams params;
- params.context = CurrentContext();
- params.bounds = gfx::Rect(0, 0, 500, 500);
- widget_->Init(params);
- widget_->Show();
-
- top_container_ = new views::View();
- top_container_->SetBounds(0, 0, 500, 100);
- top_container_->set_focusable(true);
-
- widget_->GetContentsView()->AddChildView(top_container_);
-
- controller_->Init(delegate_.get(), widget_, top_container_);
- SetAnimationsDisabled(true);
-
- // The mouse is moved so that it is not over |top_container_| by
- // AshTestBase.
- }
-
- // Enable or disable the immersive mode controller's animations. When the
- // immersive mode controller's animations are disabled, some behavior is
- // slightly different. In particular, the behavior is different when there
- // is a transfer in which lock keeps the top-of-window views revealed (eg
- // bubble keeps top-of-window views revealed -> mouse keeps top-of-window
- // views revealed). It is necessary to temparily enable the immersive
- // controller's animations to get the correct behavior in tests.
- void SetAnimationsDisabled(bool disabled) {
- controller_->animations_disabled_for_test_ = disabled;
- // Force any in progress animations to finish.
- if (disabled)
- controller_->animation_->End();
- }
-
- // Attempt to reveal the top-of-window views via |modality|.
- // The top-of-window views can only be revealed via mouse hover or a gesture.
- void AttemptReveal(Modality modality) {
- ASSERT_NE(modality, MODALITY_TOUCH);
- AttemptRevealStateChange(true, modality);
- }
-
- // Attempt to unreveal the top-of-window views via |modality|. The
- // top-of-window views can be unrevealed via any modality.
- void AttemptUnreveal(Modality modality) {
- AttemptRevealStateChange(false, modality);
- }
-
- // Sets whether the mouse is hovered above |top_container_|.
- // SetHovered(true) moves the mouse over the |top_container_| but does not
- // move it to the top of the screen so will not initiate a reveal.
- void SetHovered(bool is_mouse_hovered) {
- MoveMouse(0, is_mouse_hovered ? 10 : top_container_->height() + 100);
- }
-
- // Move the mouse to the given coordinates. The coordinates should be in
- // |top_container_| coordinates.
- void MoveMouse(int x, int y) {
- gfx::Point screen_position(x, y);
- views::View::ConvertPointToScreen(top_container_, &screen_position);
- GetEventGenerator().MoveMouseTo(screen_position.x(), screen_position.y());
-
- // If the top edge timer started running as a result of the mouse move, run
- // the task which occurs after the timer delay. This reveals the
- // top-of-window views synchronously if the mouse is hovered at the top of
- // the screen.
- if (controller()->top_edge_hover_timer_.IsRunning()) {
- controller()->top_edge_hover_timer_.user_task().Run();
- controller()->top_edge_hover_timer_.Stop();
- }
- }
-
- private:
- // Attempt to change the revealed state to |revealed| via |modality|.
- void AttemptRevealStateChange(bool revealed, Modality modality) {
- // Compute the event position in |top_container_| coordinates.
- gfx::Point event_position(0, revealed ? 0 : top_container_->height() + 100);
- switch (modality) {
- case MODALITY_MOUSE: {
- MoveMouse(event_position.x(), event_position.y());
- break;
- }
- case MODALITY_TOUCH: {
- gfx::Point screen_position = event_position;
- views::View::ConvertPointToScreen(top_container_, &screen_position);
-
- aura::test::EventGenerator& event_generator(GetEventGenerator());
- event_generator.MoveTouch(event_position);
- event_generator.PressTouch();
- event_generator.ReleaseTouch();
- break;
- }
- case MODALITY_GESTURE: {
- aura::client::GetCursorClient(CurrentContext())->DisableMouseEvents();
- ImmersiveModeControllerAsh::SwipeType swipe_type = revealed ?
- ImmersiveModeControllerAsh::SWIPE_OPEN :
- ImmersiveModeControllerAsh::SWIPE_CLOSE;
- controller_->UpdateRevealedLocksForSwipe(swipe_type);
- break;
- }
- }
- }
-
- scoped_ptr<ImmersiveModeControllerAsh> controller_;
- scoped_ptr<MockImmersiveModeControllerDelegate> delegate_;
- views::Widget* widget_; // Owned by the native widget.
- views::View* top_container_; // Owned by |root_view_|.
-
- DISALLOW_COPY_AND_ASSIGN(ImmersiveModeControllerAshTest);
-};
-
-// Test of initial state and basic functionality.
-TEST_F(ImmersiveModeControllerAshTest, ImmersiveModeControllerAsh) {
- // Initial state.
- EXPECT_FALSE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->ShouldHideTopViews());
- EXPECT_FALSE(controller()->IsRevealed());
- EXPECT_FALSE(delegate()->immersive_style());
-
- // Enabling hides the top views.
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
- EXPECT_TRUE(controller()->ShouldHideTopViews());
- EXPECT_FALSE(controller()->ShouldHideTabIndicators());
- EXPECT_TRUE(delegate()->immersive_style());
-
- // Revealing shows the top views.
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- EXPECT_FALSE(controller()->ShouldHideTopViews());
- // Tabs are painting in the normal style during a reveal.
- EXPECT_FALSE(delegate()->immersive_style());
-
- // Disabling immersive fullscreen keeps the top views shown.
- controller()->SetEnabled(false);
- EXPECT_FALSE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
- EXPECT_FALSE(controller()->ShouldHideTopViews());
- EXPECT_FALSE(delegate()->immersive_style());
-
- // Test disabling immersive fullscreen when the top views are hidden.
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
- EXPECT_TRUE(controller()->ShouldHideTopViews());
- EXPECT_TRUE(delegate()->immersive_style());
-
- controller()->SetEnabled(false);
- EXPECT_FALSE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
- EXPECT_FALSE(controller()->ShouldHideTopViews());
- EXPECT_FALSE(delegate()->immersive_style());
-}
-
-// GetRevealedLock() specific tests.
-TEST_F(ImmersiveModeControllerAshTest, RevealedLock) {
- scoped_ptr<ImmersiveRevealedLock> lock1;
- scoped_ptr<ImmersiveRevealedLock> lock2;
-
- // Immersive fullscreen is not on by default.
- EXPECT_FALSE(controller()->IsEnabled());
-
- // 1) Test acquiring and releasing a revealed state lock while immersive
- // fullscreen is disabled. Acquiring or releasing the lock should have no
- // effect till immersive fullscreen is enabled.
- lock1.reset(controller()->GetRevealedLock(
- ImmersiveModeControllerAsh::ANIMATE_REVEAL_NO));
- EXPECT_FALSE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Immersive fullscreen should start in the revealed state due to the lock.
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsEnabled());
- EXPECT_TRUE(controller()->IsRevealed());
-
- controller()->SetEnabled(false);
- EXPECT_FALSE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
-
- lock1.reset();
- EXPECT_FALSE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Immersive fullscreen should start in the closed state because the lock is
- // no longer held.
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 2) Test that acquiring a lock reveals the top-of-window views if they are
- // hidden.
- lock1.reset(controller()->GetRevealedLock(
- ImmersiveModeControllerAsh::ANIMATE_REVEAL_NO));
- EXPECT_TRUE(controller()->IsRevealed());
-
- // 3) Test that the top-of-window views are only hidden when all of the locks
- // are released.
- lock2.reset(controller()->GetRevealedLock(
- ImmersiveModeControllerAsh::ANIMATE_REVEAL_NO));
- lock1.reset();
- EXPECT_TRUE(controller()->IsRevealed());
-
- lock2.reset();
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test mouse event processing for top-of-screen reveal triggering.
-TEST_F(ImmersiveModeControllerAshTest, OnMouseEvent) {
- // Set up initial state.
- controller()->SetEnabled(true);
- ASSERT_TRUE(controller()->IsEnabled());
- ASSERT_FALSE(controller()->IsRevealed());
-
- aura::test::EventGenerator& event_generator(GetEventGenerator());
-
- gfx::Rect top_container_bounds_in_screen =
- top_container()->GetBoundsInScreen();
- // A position along the top edge of TopContainerView in screen coordinates.
- gfx::Point top_edge_pos(top_container_bounds_in_screen.x() + 100,
- top_container_bounds_in_screen.y());
-
- // Mouse wheel event does nothing.
- ui::MouseEvent wheel(
- ui::ET_MOUSEWHEEL, top_edge_pos, top_edge_pos, ui::EF_NONE);
- event_generator.Dispatch(&wheel);
- EXPECT_FALSE(top_edge_hover_timer_running());
-
- // Move to top edge of screen starts hover timer running. We cannot use
- // MoveMouse() because MoveMouse() stops the timer if it started running.
- event_generator.MoveMouseTo(top_edge_pos);
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
-
- // Moving |ImmersiveModeControllerAsh::kMouseRevealBoundsHeight| down from
- // the top edge stops it.
- event_generator.MoveMouseBy(0, 3);
- EXPECT_FALSE(top_edge_hover_timer_running());
-
- // Moving back to the top starts the timer again.
- event_generator.MoveMouseTo(top_edge_pos);
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
-
- // Slight move to the right keeps the timer running for the same hit point.
- event_generator.MoveMouseBy(1, 0);
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
-
- // Moving back to the left also keeps the timer running.
- event_generator.MoveMouseBy(-1, 0);
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_EQ(top_edge_pos.x(), mouse_x_when_hit_top());
-
- // Large move right restarts the timer (so it is still running) and considers
- // this a new hit at the top.
- event_generator.MoveMouseTo(top_edge_pos.x() + 100, top_edge_pos.y());
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_EQ(top_edge_pos.x() + 100, mouse_x_when_hit_top());
-
- // Moving off the top edge horizontally stops the timer.
- EXPECT_GT(CurrentContext()->bounds().width(), top_container()->width());
- event_generator.MoveMouseTo(top_container_bounds_in_screen.right(),
- top_container_bounds_in_screen.y());
- EXPECT_FALSE(top_edge_hover_timer_running());
-
- // Once revealed, a move just a little below the top container doesn't end a
- // reveal.
- AttemptReveal(MODALITY_MOUSE);
- event_generator.MoveMouseTo(top_container_bounds_in_screen.x(),
- top_container_bounds_in_screen.bottom() + 1);
- EXPECT_TRUE(controller()->IsRevealed());
-
- // Once revealed, clicking just below the top container ends the reveal.
- event_generator.ClickLeftButton();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Moving a lot below the top container ends a reveal.
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- event_generator.MoveMouseTo(top_container_bounds_in_screen.x(),
- top_container_bounds_in_screen.bottom() + 50);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // The mouse position cannot cause a reveal when TopContainerView's widget
- // has capture.
- views::Widget* widget = top_container()->GetWidget();
- widget->SetCapture(top_container());
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_FALSE(controller()->IsRevealed());
- widget->ReleaseCapture();
-
- // The mouse position cannot end the reveal while TopContainerView's widget
- // has capture.
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- widget->SetCapture(top_container());
- event_generator.MoveMouseTo(top_container_bounds_in_screen.x(),
- top_container_bounds_in_screen.bottom() + 51);
- EXPECT_TRUE(controller()->IsRevealed());
-
- // Releasing capture should end the reveal.
- widget->ReleaseCapture();
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test mouse event processing for top-of-screen reveal triggering when the user
-// has a vertical display layout (primary display above/below secondary display)
-// and the immersive fullscreen window is on the bottom display.
-TEST_F(ImmersiveModeControllerAshTest, MouseEventsVerticalDisplayLayout) {
- if (!SupportsMultipleDisplays())
- return;
-
- // Set up initial state.
- UpdateDisplay("800x600,800x600");
- ash::DisplayLayout display_layout(ash::DisplayLayout::TOP, 0);
- ash::Shell::GetInstance()->display_manager()->SetLayoutForCurrentDisplays(
- display_layout);
-
- controller()->SetEnabled(true);
- ASSERT_TRUE(controller()->IsEnabled());
- ASSERT_FALSE(controller()->IsRevealed());
-
- ash::Shell::RootWindowList root_windows = ash::Shell::GetAllRootWindows();
- ASSERT_EQ(root_windows[0],
- top_container()->GetWidget()->GetNativeWindow()->GetRootWindow());
-
- gfx::Rect primary_root_window_bounds_in_screen =
- root_windows[0]->GetBoundsInScreen();
- // Do not set |x| to the root window's x position because the display's
- // corners have special behavior.
- int x = primary_root_window_bounds_in_screen.x() + 10;
- // The y position of the top edge of the primary display.
- int y_top_edge = primary_root_window_bounds_in_screen.y();
-
- aura::test::EventGenerator& event_generator(GetEventGenerator());
-
- // Moving right below the top edge starts the hover timer running. We
- // cannot use MoveMouse() because MoveMouse() stops the timer if it started
- // running.
- event_generator.MoveMouseTo(x, y_top_edge + 1);
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_EQ(y_top_edge + 1,
- aura::Env::GetInstance()->last_mouse_location().y());
-
- // The timer should continue running if the user moves the mouse to the top
- // edge even though the mouse is warped to the secondary display.
- event_generator.MoveMouseTo(x, y_top_edge);
- EXPECT_TRUE(top_edge_hover_timer_running());
- EXPECT_NE(y_top_edge,
- aura::Env::GetInstance()->last_mouse_location().y());
-
- // The timer should continue running if the user overshoots the top edge
- // a bit.
- event_generator.MoveMouseTo(x, y_top_edge - 2);
- EXPECT_TRUE(top_edge_hover_timer_running());
-
- // The timer should stop running if the user overshoots the top edge by
- // a lot.
- event_generator.MoveMouseTo(x, y_top_edge - 20);
- EXPECT_FALSE(top_edge_hover_timer_running());
-
- // The timer should not start if the user moves the mouse to the bottom of the
- // secondary display without crossing the top edge first.
- event_generator.MoveMouseTo(x, y_top_edge - 2);
-
- // Reveal the top-of-window views by overshooting the top edge slightly.
- event_generator.MoveMouseTo(x, y_top_edge + 1);
- // MoveMouse() runs the timer task.
- MoveMouse(x, y_top_edge - 2);
- EXPECT_TRUE(controller()->IsRevealed());
-
- // The top-of-window views should stay revealed if the user moves the mouse
- // around in the bottom region of the secondary display.
- event_generator.MoveMouseTo(x + 10, y_top_edge - 3);
- EXPECT_TRUE(controller()->IsRevealed());
-
- // The top-of-window views should hide if the user moves the mouse away from
- // the bottom region of the secondary display.
- event_generator.MoveMouseTo(x, y_top_edge - 20);
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test that hovering the mouse over the find bar does not end a reveal.
-TEST_F(ImmersiveModeControllerAshTest, FindBar) {
- // Set up initial state.
- controller()->SetEnabled(true);
- ASSERT_TRUE(controller()->IsEnabled());
- ASSERT_FALSE(controller()->IsRevealed());
-
- // Compute the find bar bounds relative to TopContainerView. The find
- // bar is aligned with the bottom right of the TopContainerView.
- gfx::Rect find_bar_bounds(top_container()->bounds().right() - 100,
- top_container()->bounds().bottom(),
- 100,
- 50);
-
- gfx::Point find_bar_position_in_screen = find_bar_bounds.origin();
- views::View::ConvertPointToScreen(top_container(),
- &find_bar_position_in_screen);
- gfx::Rect find_bar_bounds_in_screen(find_bar_position_in_screen,
- find_bar_bounds.size());
- controller()->OnFindBarVisibleBoundsChanged(find_bar_bounds_in_screen);
-
- // Moving the mouse over the find bar does not end the reveal.
- gfx::Point over_find_bar(find_bar_bounds.x() + 25, find_bar_bounds.y() + 25);
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- MoveMouse(over_find_bar.x(), over_find_bar.y());
- EXPECT_TRUE(controller()->IsRevealed());
-
- // Moving the mouse off of the find bar horizontally ends the reveal.
- MoveMouse(find_bar_bounds.x() - 25, find_bar_bounds.y() + 25);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Moving the mouse off of the find bar vertically ends the reveal.
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- MoveMouse(find_bar_bounds.x() + 25, find_bar_bounds.bottom() + 25);
-
- // Similar to the TopContainerView, moving the mouse slightly off vertically
- // of the find bar does not end the reveal.
- AttemptReveal(MODALITY_MOUSE);
- MoveMouse(find_bar_bounds.x() + 25, find_bar_bounds.bottom() + 1);
- EXPECT_TRUE(controller()->IsRevealed());
-
- // Similar to the TopContainerView, clicking the mouse even slightly off of
- // the find bar ends the reveal.
- GetEventGenerator().ClickLeftButton();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Set the find bar bounds to empty. Hovering over the position previously
- // occupied by the find bar, |over_find_bar|, should end the reveal.
- controller()->OnFindBarVisibleBoundsChanged(gfx::Rect());
- AttemptReveal(MODALITY_MOUSE);
- MoveMouse(over_find_bar.x(), over_find_bar.y());
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test behavior when the mouse becomes hovered without moving.
-TEST_F(ImmersiveModeControllerAshTest, MouseHoveredWithoutMoving) {
- controller()->SetEnabled(true);
- scoped_ptr<ImmersiveRevealedLock> lock;
-
- // 1) Test that if the mouse becomes hovered without the mouse moving due to a
- // lock causing the top-of-window views to be revealed (and the mouse
- // happening to be near the top of the screen), the top-of-window views do not
- // hide till the mouse moves off of the top-of-window views.
- SetHovered(true);
- EXPECT_FALSE(controller()->IsRevealed());
- lock.reset(controller()->GetRevealedLock(
- ImmersiveModeControllerAsh::ANIMATE_REVEAL_NO));
- EXPECT_TRUE(controller()->IsRevealed());
- lock.reset();
- EXPECT_TRUE(controller()->IsRevealed());
- SetHovered(false);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 2) Test that if the mouse becomes hovered without moving because of a
- // reveal in ImmersiveModeControllerAshTest::controller()->SetEnabled(true)
- // and there are no locks keeping the top-of-window views revealed, that mouse
- // hover does not prevent the top-of-window views from closing.
- controller()->SetEnabled(false);
- SetHovered(true);
- EXPECT_FALSE(controller()->IsRevealed());
- controller()->SetEnabled(true);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 3) Test that if the mouse becomes hovered without moving because of a
- // reveal in ImmersiveModeControllerAshTest::controller()->SetEnabled(true)
- // and there is a lock keeping the top-of-window views revealed, that the
- // top-of-window views do not hide till the mouse moves off of the
- // top-of-window views.
- controller()->SetEnabled(false);
- SetHovered(true);
- lock.reset(controller()->GetRevealedLock(
- ImmersiveModeControllerAsh::ANIMATE_REVEAL_NO));
- EXPECT_FALSE(controller()->IsRevealed());
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsRevealed());
- lock.reset();
- EXPECT_TRUE(controller()->IsRevealed());
- SetHovered(false);
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test revealing the top-of-window views using one modality and ending
-// the reveal via another. For instance, initiating the reveal via a SWIPE_OPEN
-// edge gesture, switching to using the mouse and ending the reveal by moving
-// the mouse off of the top-of-window views.
-TEST_F(ImmersiveModeControllerAshTest, DifferentModalityEnterExit) {
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Initiate reveal via gesture, end reveal via mouse.
- AttemptReveal(MODALITY_GESTURE);
- EXPECT_TRUE(controller()->IsRevealed());
- MoveMouse(1, 1);
- EXPECT_TRUE(controller()->IsRevealed());
- AttemptUnreveal(MODALITY_MOUSE);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Initiate reveal via gesture, end reveal via touch.
- AttemptReveal(MODALITY_GESTURE);
- EXPECT_TRUE(controller()->IsRevealed());
- AttemptUnreveal(MODALITY_TOUCH);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Initiate reveal via mouse, end reveal via gesture.
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- AttemptUnreveal(MODALITY_GESTURE);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Initiate reveal via mouse, end reveal via touch.
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- AttemptUnreveal(MODALITY_TOUCH);
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test when the SWIPE_CLOSE edge gesture closes the top-of-window views.
-TEST_F(ImmersiveModeControllerAshTest, EndRevealViaGesture) {
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsEnabled());
- EXPECT_FALSE(controller()->IsRevealed());
-
- // A gesture should be able to close the top-of-window views when
- // top-of-window views have focus.
- AttemptReveal(MODALITY_MOUSE);
- top_container()->RequestFocus();
- EXPECT_TRUE(controller()->IsRevealed());
- AttemptUnreveal(MODALITY_GESTURE);
- EXPECT_FALSE(controller()->IsRevealed());
- top_container()->GetFocusManager()->ClearFocus();
-
- // If some other code is holding onto a lock, a gesture should not be able to
- // end the reveal.
- AttemptReveal(MODALITY_MOUSE);
- scoped_ptr<ImmersiveRevealedLock> lock(controller()->GetRevealedLock(
- ImmersiveModeController::ANIMATE_REVEAL_NO));
- EXPECT_TRUE(controller()->IsRevealed());
- AttemptUnreveal(MODALITY_GESTURE);
- EXPECT_TRUE(controller()->IsRevealed());
- lock.reset();
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Do not test under windows because focus testing is not reliable on
-// Windows. (crbug.com/79493)
-#if !defined(OS_WIN)
-
-// Test how focus and activation affects whether the top-of-window views are
-// revealed.
-TEST_F(ImmersiveModeControllerAshTest, Focus) {
- // Add views to the view hierarchy which we will focus and unfocus during the
- // test.
- views::View* child_view = new views::View();
- child_view->SetBounds(0, 0, 10, 10);
- child_view->set_focusable(true);
- top_container()->AddChildView(child_view);
- views::View* unrelated_view = new views::View();
- unrelated_view->SetBounds(0, 100, 10, 10);
- unrelated_view->set_focusable(true);
- top_container()->parent()->AddChildView(unrelated_view);
- views::FocusManager* focus_manager =
- top_container()->GetWidget()->GetFocusManager();
-
- controller()->SetEnabled(true);
-
- // 1) Test that the top-of-window views stay revealed as long as either a
- // |child_view| has focus or the mouse is hovered above the top-of-window
- // views.
- AttemptReveal(MODALITY_MOUSE);
- child_view->RequestFocus();
- focus_manager->ClearFocus();
- EXPECT_TRUE(controller()->IsRevealed());
- child_view->RequestFocus();
- SetHovered(false);
- EXPECT_TRUE(controller()->IsRevealed());
- focus_manager->ClearFocus();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 2) Test that focusing |unrelated_view| hides the top-of-window views.
- // Note: In this test we can cheat and trigger a reveal via focus because
- // the top container does not hide when the top-of-window views are not
- // revealed.
- child_view->RequestFocus();
- EXPECT_TRUE(controller()->IsRevealed());
- unrelated_view->RequestFocus();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 3) Test that a loss of focus of |child_view| to |unrelated_view|
- // while immersive mode is disabled is properly registered.
- child_view->RequestFocus();
- EXPECT_TRUE(controller()->IsRevealed());
- controller()->SetEnabled(false);
- EXPECT_FALSE(controller()->IsRevealed());
- unrelated_view->RequestFocus();
- controller()->SetEnabled(true);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Repeat test but with a revealed lock acquired when immersive mode is
- // disabled because the code path is different.
- child_view->RequestFocus();
- EXPECT_TRUE(controller()->IsRevealed());
- controller()->SetEnabled(false);
- scoped_ptr<ImmersiveRevealedLock> lock(controller()->GetRevealedLock(
- ImmersiveModeController::ANIMATE_REVEAL_NO));
- EXPECT_FALSE(controller()->IsRevealed());
- unrelated_view->RequestFocus();
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsRevealed());
- lock.reset();
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test how activation affects whether the top-of-window views are revealed.
-// The behavior when a bubble is activated is tested in
-// ImmersiveModeControllerAshTest.Bubbles.
-TEST_F(ImmersiveModeControllerAshTest, Activation) {
- views::Widget* top_container_widget = top_container()->GetWidget();
-
- controller()->SetEnabled(true);
- ASSERT_FALSE(controller()->IsRevealed());
-
- // 1) Test that a transient window which is not a bubble does not trigger a
- // reveal but does keep the top-of-window views revealed if they are already
- // revealed.
- views::Widget::InitParams transient_params;
- transient_params.ownership =
- views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET;
- transient_params.parent = top_container_widget->GetNativeView();
- transient_params.bounds = gfx::Rect(0, 0, 100, 100);
- scoped_ptr<views::Widget> transient_widget(new views::Widget());
- transient_widget->Init(transient_params);
- transient_widget->Show();
-
- EXPECT_FALSE(controller()->IsRevealed());
- top_container_widget->Activate();
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- transient_widget->Activate();
- SetHovered(false);
- EXPECT_TRUE(controller()->IsRevealed());
- transient_widget.reset();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 2) Test that activating a non-transient window ends the reveal if any.
- views::Widget::InitParams non_transient_params;
- non_transient_params.ownership =
- views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET;
- non_transient_params.context = top_container_widget->GetNativeView();
- non_transient_params.bounds = gfx::Rect(0, 0, 100, 100);
- scoped_ptr<views::Widget> non_transient_widget(new views::Widget());
- non_transient_widget->Init(non_transient_params);
- non_transient_widget->Show();
-
- EXPECT_FALSE(controller()->IsRevealed());
- top_container_widget->Activate();
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
- non_transient_widget->Activate();
- EXPECT_FALSE(controller()->IsRevealed());
-}
-
-// Test how bubbles affect whether the top-of-window views are revealed.
-TEST_F(ImmersiveModeControllerAshTest, Bubbles) {
- scoped_ptr<ImmersiveRevealedLock> revealed_lock;
- views::Widget* top_container_widget = top_container()->GetWidget();
-
- // Add views to the view hierarchy to which we will anchor bubbles.
- views::View* child_view = new views::View();
- child_view->SetBounds(0, 0, 10, 10);
- top_container()->AddChildView(child_view);
- views::View* unrelated_view = new views::View();
- unrelated_view->SetBounds(0, 100, 10, 10);
- top_container()->parent()->AddChildView(unrelated_view);
-
- controller()->SetEnabled(true);
- ASSERT_FALSE(controller()->IsRevealed());
-
- // 1) Test that a bubble anchored to a child of the top container triggers
- // a reveal and keeps the top-of-window views revealed for the duration of
- // its visibility.
- views::Widget* bubble_widget1(views::BubbleDelegateView::CreateBubble(
- new views::BubbleDelegateView(child_view, views::BubbleBorder::NONE)));
- bubble_widget1->Show();
- EXPECT_TRUE(controller()->IsRevealed());
-
- // Activating |top_container_widget| will close |bubble_widget1|.
- top_container_widget->Activate();
- AttemptReveal(MODALITY_MOUSE);
- revealed_lock.reset(controller()->GetRevealedLock(
- ImmersiveModeController::ANIMATE_REVEAL_NO));
- EXPECT_TRUE(controller()->IsRevealed());
-
- views::Widget* bubble_widget2 = views::BubbleDelegateView::CreateBubble(
- new views::BubbleDelegateView(child_view, views::BubbleBorder::NONE));
- bubble_widget2->Show();
- EXPECT_TRUE(controller()->IsRevealed());
- revealed_lock.reset();
- SetHovered(false);
- EXPECT_TRUE(controller()->IsRevealed());
- bubble_widget2->Close();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // 2) Test that transitioning from keeping the top-of-window views revealed
- // because of a bubble to keeping the top-of-window views revealed because of
- // mouse hover by activating |top_container_widget| works.
- views::Widget* bubble_widget3 = views::BubbleDelegateView::CreateBubble(
- new views::BubbleDelegateView(child_view, views::BubbleBorder::NONE));
- bubble_widget3->Show();
- SetHovered(true);
- EXPECT_TRUE(controller()->IsRevealed());
-
- SetAnimationsDisabled(false);
- // Activating |top_container_widget| will close |bubble_widget3|.
- top_container_widget->Activate();
- SetAnimationsDisabled(true);
- EXPECT_TRUE(controller()->IsRevealed());
-
- // 3) Test that the top-of-window views stay revealed as long as at least one
- // bubble anchored to a child of the top container is visible.
- SetHovered(false);
- EXPECT_FALSE(controller()->IsRevealed());
-
- views::BubbleDelegateView* bubble_delegate4(new views::BubbleDelegateView(
- child_view, views::BubbleBorder::NONE));
- bubble_delegate4->set_use_focusless(true);
- views::Widget* bubble_widget4(views::BubbleDelegateView::CreateBubble(
- bubble_delegate4));
- bubble_widget4->Show();
-
- views::BubbleDelegateView* bubble_delegate5(new views::BubbleDelegateView(
- child_view, views::BubbleBorder::NONE));
- bubble_delegate5->set_use_focusless(true);
- views::Widget* bubble_widget5(views::BubbleDelegateView::CreateBubble(
- bubble_delegate5));
- bubble_widget5->Show();
-
- EXPECT_TRUE(controller()->IsRevealed());
- bubble_widget4->Hide();
- EXPECT_TRUE(controller()->IsRevealed());
- bubble_widget5->Hide();
- EXPECT_FALSE(controller()->IsRevealed());
- bubble_widget5->Show();
- EXPECT_TRUE(controller()->IsRevealed());
-
- // 4) Test that visibility changes which occur while immersive fullscreen is
- // disabled are handled upon reenabling immersive fullscreen.
- controller()->SetEnabled(false);
- bubble_widget5->Hide();
- controller()->SetEnabled(true);
- EXPECT_FALSE(controller()->IsRevealed());
-
- // We do not need |bubble_widget4| or |bubble_widget5| anymore, close them.
- bubble_widget4->Close();
- bubble_widget5->Close();
-
- // 5) Test that a bubble added while immersive fullscreen is disabled is
- // handled upon reenabling immersive fullscreen.
- controller()->SetEnabled(false);
-
- views::Widget* bubble_widget6 = views::BubbleDelegateView::CreateBubble(
- new views::BubbleDelegateView(child_view, views::BubbleBorder::NONE));
- bubble_widget6->Show();
-
- controller()->SetEnabled(true);
- EXPECT_TRUE(controller()->IsRevealed());
-
- bubble_widget6->Close();
-
- // 6) Test that a bubble which is not anchored to a child of the
- // TopContainerView does not trigger a reveal or keep the
- // top-of-window views revealed if they are already revealed.
- views::Widget* bubble_widget7 = views::BubbleDelegateView::CreateBubble(
- new views::BubbleDelegateView(unrelated_view, views::BubbleBorder::NONE));
- bubble_widget7->Show();
- EXPECT_FALSE(controller()->IsRevealed());
-
- // Activating |top_container_widget| will close |bubble_widget6|.
- top_container_widget->Activate();
- AttemptReveal(MODALITY_MOUSE);
- EXPECT_TRUE(controller()->IsRevealed());
-
- views::Widget* bubble_widget8 = views::BubbleDelegateView::CreateBubble(
- new views::BubbleDelegateView(unrelated_view, views::BubbleBorder::NONE));
- bubble_widget8->Show();
- SetHovered(false);
- EXPECT_FALSE(controller()->IsRevealed());
- bubble_widget8->Close();
-}
-
-#endif // defined(OS_WIN)
-
-class ImmersiveModeControllerAshTestWithBrowserView
- : public TestWithBrowserView {
- public:
- ImmersiveModeControllerAshTestWithBrowserView() {}
- virtual ~ImmersiveModeControllerAshTestWithBrowserView() {}
-
// TestWithBrowserView override:
virtual void SetUp() OVERRIDE {
TestWithBrowserView::SetUp();
@@ -952,12 +88,12 @@ class ImmersiveModeControllerAshTestWithBrowserView
scoped_ptr<ImmersiveRevealedLock> revealed_lock_;
- DISALLOW_COPY_AND_ASSIGN(ImmersiveModeControllerAshTestWithBrowserView);
+ DISALLOW_COPY_AND_ASSIGN(ImmersiveModeControllerAshTest);
};
// Test the layout and visibility of the tabstrip, toolbar and TopContainerView
// in immersive fullscreen.
-TEST_F(ImmersiveModeControllerAshTestWithBrowserView, Layout) {
+TEST_F(ImmersiveModeControllerAshTest, Layout) {
AddTab(browser(), GURL("about:blank"));
TabStrip* tabstrip = browser_view()->tabstrip();
@@ -1050,7 +186,7 @@ TEST_F(ImmersiveModeControllerAshTestWithBrowserView, Layout) {
// Test that the browser commands which are usually disabled in fullscreen are
// are enabled in immersive fullscreen.
-TEST_F(ImmersiveModeControllerAshTestWithBrowserView, EnabledCommands) {
+TEST_F(ImmersiveModeControllerAshTest, EnabledCommands) {
ASSERT_FALSE(controller()->IsEnabled());
EXPECT_TRUE(chrome::IsCommandEnabled(browser(), IDC_OPEN_CURRENT_URL));
EXPECT_TRUE(chrome::IsCommandEnabled(browser(), IDC_ABOUT));
@@ -1064,7 +200,7 @@ TEST_F(ImmersiveModeControllerAshTestWithBrowserView, EnabledCommands) {
}
// Test that restoring a window properly exits immersive fullscreen.
-TEST_F(ImmersiveModeControllerAshTestWithBrowserView, ExitUponRestore) {
+TEST_F(ImmersiveModeControllerAshTest, ExitUponRestore) {
ASSERT_FALSE(controller()->IsEnabled());
ToggleFullscreen();
AttemptReveal();
@@ -1076,47 +212,9 @@ TEST_F(ImmersiveModeControllerAshTestWithBrowserView, ExitUponRestore) {
EXPECT_FALSE(controller()->IsEnabled());
}
-// Test that the shelf is set to auto hide as long as the window is in
-// immersive fullscreen and that the shelf's state before entering immersive
-// fullscreen is restored upon exiting immersive fullscreen.
-TEST_F(ImmersiveModeControllerAshTestWithBrowserView, Shelf) {
- // Shelf is visible when the test starts.
- ash::internal::ShelfLayoutManager* shelf =
- ash::Shell::GetPrimaryRootWindowController()->GetShelfLayoutManager();
- ASSERT_EQ(ash::SHELF_VISIBLE, shelf->visibility_state());
-
- // Entering immersive fullscreen sets the shelf to auto hide.
- ToggleFullscreen();
- ASSERT_TRUE(browser_view()->IsFullscreen());
- ASSERT_TRUE(controller()->IsEnabled());
- EXPECT_EQ(ash::SHELF_AUTO_HIDE, shelf->visibility_state());
-
- // Disabling immersive fullscreen puts it back.
- ToggleFullscreen();
- ASSERT_FALSE(browser_view()->IsFullscreen());
- ASSERT_FALSE(controller()->IsEnabled());
- EXPECT_EQ(ash::SHELF_VISIBLE, shelf->visibility_state());
-
- // The user could toggle the shelf auto-hide behavior.
- shelf->SetAutoHideBehavior(ash::SHELF_AUTO_HIDE_BEHAVIOR_ALWAYS);
- EXPECT_EQ(ash::SHELF_AUTO_HIDE, shelf->visibility_state());
-
- // Entering immersive fullscreen keeps auto-hide.
- ToggleFullscreen();
- ASSERT_TRUE(browser_view()->IsFullscreen());
- ASSERT_TRUE(controller()->IsEnabled());
- EXPECT_EQ(ash::SHELF_AUTO_HIDE, shelf->visibility_state());
-
- // Disabling immersive fullscreen maintains the user's auto-hide selection.
- ToggleFullscreen();
- ASSERT_FALSE(browser_view()->IsFullscreen());
- ASSERT_FALSE(controller()->IsEnabled());
- EXPECT_EQ(ash::SHELF_AUTO_HIDE, shelf->visibility_state());
-}
-
// Test how being simultaneously in tab fullscreen and immersive fullscreen
// affects the shelf visibility and whether the tab indicators are hidden.
-TEST_F(ImmersiveModeControllerAshTestWithBrowserView, TabAndBrowserFullscreen) {
+TEST_F(ImmersiveModeControllerAshTest, TabAndBrowserFullscreen) {
AddTab(browser(), GURL("about:blank"));
// The shelf should start out as visible.

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