Chromium Code Reviews| Index: content/browser/renderer_host/input/input_router_impl_unittest.cc |
| diff --git a/content/browser/renderer_host/input/input_router_impl_unittest.cc b/content/browser/renderer_host/input/input_router_impl_unittest.cc |
| index b3a535ffe819b1fd4aadae28ed62a023574f5166..1bed763a41e76bb4b972fdc6faf9fa512f4349dc 100644 |
| --- a/content/browser/renderer_host/input/input_router_impl_unittest.cc |
| +++ b/content/browser/renderer_host/input/input_router_impl_unittest.cc |
| @@ -284,7 +284,7 @@ class InputRouterImplTest : public testing::Test { |
| } |
| bool TouchEventTimeoutEnabled() const { |
| - return input_router()->touch_event_queue_.ack_timeout_enabled(); |
| + return input_router()->touch_event_queue_.IsAckTimeoutEnabled(); |
| } |
| void Flush() const { |
| @@ -1105,53 +1105,40 @@ TEST_F(InputRouterImplTest, |
| // Start a touch sequence. |
| PressTouchPoint(1, 1); |
| SendTouchEvent(); |
| + EXPECT_EQ(1U, GetSentMessageCountAndResetSink()); |
| // TOUCH_ACTION_NONE should disable the timeout. |
| OnSetTouchAction(TOUCH_ACTION_NONE); |
| SendInputEventACK(WebInputEvent::TouchStart, INPUT_EVENT_ACK_STATE_CONSUMED); |
| + EXPECT_EQ(1U, ack_handler_->GetAndResetAckCount()); |
| EXPECT_FALSE(TouchEventTimeoutEnabled()); |
| - // End the touch sequence. |
| - ReleaseTouchPoint(0); |
| + MoveTouchPoint(0, 1, 1); |
| SendTouchEvent(); |
| - SendInputEventACK(WebInputEvent::TouchEnd, INPUT_EVENT_ACK_STATE_CONSUMED); |
| EXPECT_FALSE(TouchEventTimeoutEnabled()); |
| - ack_handler_->GetAndResetAckCount(); |
| - GetSentMessageCountAndResetSink(); |
| - |
| - // Start another touch sequence. While this does restore the touch timeout |
| - // the timeout will not apply until the *next* touch sequence. This affords a |
|
Rick Byers
2014/09/19 17:54:06
I'm sad to see this go - it means touch-action: no
jdduke (slow)
2014/09/22 16:30:14
Yup, agreed.
|
| - // touch-action response from the renderer without racing against the timeout. |
| - PressTouchPoint(1, 1); |
| - SendTouchEvent(); |
| - EXPECT_TRUE(TouchEventTimeoutEnabled()); |
| EXPECT_EQ(1U, GetSentMessageCountAndResetSink()); |
| - // Delay the ack. The timeout should *not* fire. |
| + // Delay the move ack. The timeout should not fire. |
| RunTasksAndWait(base::TimeDelta::FromMilliseconds(timeout_ms + 1)); |
| EXPECT_EQ(0U, ack_handler_->GetAndResetAckCount()); |
| EXPECT_EQ(0U, GetSentMessageCountAndResetSink()); |
| - |
| - // Finally send the ack. The touch sequence should not have been cancelled. |
| - SendInputEventACK(WebInputEvent::TouchStart, |
| - INPUT_EVENT_ACK_STATE_NOT_CONSUMED); |
| - EXPECT_TRUE(TouchEventTimeoutEnabled()); |
| + SendInputEventACK(WebInputEvent::TouchEnd, INPUT_EVENT_ACK_STATE_CONSUMED); |
| EXPECT_EQ(1U, ack_handler_->GetAndResetAckCount()); |
| - EXPECT_EQ(0U, GetSentMessageCountAndResetSink()); |
| - // End the sequence. |
| + // End the touch sequence. |
| ReleaseTouchPoint(0); |
| SendTouchEvent(); |
| SendInputEventACK(WebInputEvent::TouchEnd, INPUT_EVENT_ACK_STATE_CONSUMED); |
| - EXPECT_EQ(1U, ack_handler_->GetAndResetAckCount()); |
| - EXPECT_EQ(1U, GetSentMessageCountAndResetSink()); |
| + EXPECT_FALSE(TouchEventTimeoutEnabled()); |
| + ack_handler_->GetAndResetAckCount(); |
| + GetSentMessageCountAndResetSink(); |
| - // A new touch sequence should (finally) be subject to the timeout. |
| + // Start another touch sequence. This should restore the touch timeout. |
| PressTouchPoint(1, 1); |
| SendTouchEvent(); |
| EXPECT_TRUE(TouchEventTimeoutEnabled()); |
| - EXPECT_EQ(0U, ack_handler_->GetAndResetAckCount()); |
| EXPECT_EQ(1U, GetSentMessageCountAndResetSink()); |
| + EXPECT_EQ(0U, ack_handler_->GetAndResetAckCount()); |
| // Wait for the touch ack timeout to fire. |
| RunTasksAndWait(base::TimeDelta::FromMilliseconds(timeout_ms + 1)); |