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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include "cc/layers/layer.h" |
| 6 #include "content/browser/android/overscroll_refresh.h" |
| 7 #include "testing/gtest/include/gtest/gtest.h" |
| 8 #include "ui/base/android/system_ui_resource_manager.h" |
| 9 |
| 10 namespace content { |
| 11 |
| 12 gfx::SizeF DefaultViewportSize() { |
| 13 return gfx::SizeF(512, 512); |
| 14 } |
| 15 |
| 16 class OverscrollRefreshTest : public OverscrollRefreshClient, |
| 17 public ui::SystemUIResourceManager, |
| 18 public testing::Test { |
| 19 public: |
| 20 OverscrollRefreshTest() : refresh_triggered_(false) {} |
| 21 |
| 22 // OverscrollRefreshClient implementation. |
| 23 void TriggerRefresh() override { |
| 24 refresh_triggered_ = true; |
| 25 still_refreshing_ = true; |
| 26 } |
| 27 |
| 28 bool IsStillRefreshing() const override { return still_refreshing_; } |
| 29 |
| 30 // SystemUIResoruceManager implementation. |
| 31 void PreloadResource(ui::SystemUIResourceType) override {} |
| 32 |
| 33 bool GetAndResetRefreshTriggered() { |
| 34 bool triggered = refresh_triggered_; |
| 35 refresh_triggered_ = false; |
| 36 return triggered; |
| 37 } |
| 38 |
| 39 protected: |
| 40 void SignalRefreshCompleted() { still_refreshing_ = false; } |
| 41 |
| 42 cc::UIResourceId GetUIResourceId(ui::SystemUIResourceType) override { |
| 43 return 0; |
| 44 } |
| 45 |
| 46 private: |
| 47 bool refresh_triggered_; |
| 48 bool still_refreshing_; |
| 49 }; |
| 50 |
| 51 TEST_F(OverscrollRefreshTest, Basic) { |
| 52 OverscrollRefresh effect(this, this); |
| 53 |
| 54 gfx::Vector2dF origin_scroll_offset; |
| 55 effect.UpdateDisplay(DefaultViewportSize(), origin_scroll_offset); |
| 56 EXPECT_FALSE(effect.IsActive()); |
| 57 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 58 |
| 59 effect.OnScrollBegin(); |
| 60 EXPECT_FALSE(effect.IsActive()); |
| 61 EXPECT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 62 |
| 63 // The initial scroll should not be consumed, as it should first be offered |
| 64 // to content. |
| 65 gfx::Vector2dF scroll_up(0, 10); |
| 66 EXPECT_FALSE(effect.WillHandleScrollUpdate(scroll_up)); |
| 67 EXPECT_FALSE(effect.IsActive()); |
| 68 EXPECT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 69 |
| 70 // The unconsumed, overscrolling scroll will trigger the effect. |
| 71 effect.OnScrollUpdateAck(false); |
| 72 EXPECT_TRUE(effect.IsActive()); |
| 73 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 74 |
| 75 // Further scrolls will be consumed. |
| 76 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 77 EXPECT_TRUE(effect.IsActive()); |
| 78 |
| 79 // Even scrolls in the down direction should be consumed. |
| 80 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, -50))); |
| 81 EXPECT_TRUE(effect.IsActive()); |
| 82 |
| 83 // Feed enough scrolls to the effect to exceeds tht threshold. |
| 84 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100))); |
| 85 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100))); |
| 86 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100))); |
| 87 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100))); |
| 88 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 100))); |
| 89 EXPECT_TRUE(effect.IsActive()); |
| 90 |
| 91 // Ending the scroll while beyond the threshold should trigger a refresh. |
| 92 gfx::Vector2dF zero_velocity; |
| 93 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 94 effect.OnScrollEnd(zero_velocity); |
| 95 EXPECT_TRUE(effect.IsActive()); |
| 96 EXPECT_TRUE(GetAndResetRefreshTriggered()); |
| 97 SignalRefreshCompleted(); |
| 98 |
| 99 // Ensure animation doesn't explode. |
| 100 base::TimeTicks initial_time = base::TimeTicks::Now(); |
| 101 base::TimeTicks current_time = initial_time; |
| 102 scoped_refptr<cc::Layer> layer = cc::Layer::Create(); |
| 103 while (effect.Animate(current_time, layer.get())) |
| 104 current_time += base::TimeDelta::FromMilliseconds(16); |
| 105 |
| 106 // The effect should terminate in a timely fashion. |
| 107 EXPECT_GT(current_time.ToInternalValue(), initial_time.ToInternalValue()); |
| 108 EXPECT_LE( |
| 109 current_time.ToInternalValue(), |
| 110 (initial_time + base::TimeDelta::FromSeconds(10)).ToInternalValue()); |
| 111 EXPECT_FALSE(effect.IsActive()); |
| 112 } |
| 113 |
| 114 TEST_F(OverscrollRefreshTest, AnimationTerminatesEvenIfRefreshNeverTerminates) { |
| 115 OverscrollRefresh effect(this, this); |
| 116 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 117 effect.OnScrollBegin(); |
| 118 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 119 ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 120 effect.OnScrollUpdateAck(false); |
| 121 ASSERT_TRUE(effect.IsActive()); |
| 122 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 123 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 124 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 125 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 126 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 127 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 128 effect.OnScrollEnd(gfx::Vector2dF(0, 0)); |
| 129 ASSERT_TRUE(GetAndResetRefreshTriggered()); |
| 130 |
| 131 // Verify that the animation terminates even if the triggered refresh |
| 132 // action never terminates (i.e., |still_refreshing_| is always true). |
| 133 base::TimeTicks initial_time = base::TimeTicks::Now(); |
| 134 base::TimeTicks current_time = initial_time; |
| 135 scoped_refptr<cc::Layer> layer = cc::Layer::Create(); |
| 136 while (effect.Animate(current_time, layer.get())) |
| 137 current_time += base::TimeDelta::FromMilliseconds(16); |
| 138 |
| 139 EXPECT_GT(current_time.ToInternalValue(), initial_time.ToInternalValue()); |
| 140 EXPECT_LE( |
| 141 current_time.ToInternalValue(), |
| 142 (initial_time + base::TimeDelta::FromSeconds(10)).ToInternalValue()); |
| 143 EXPECT_FALSE(effect.IsActive()); |
| 144 } |
| 145 |
| 146 TEST_F(OverscrollRefreshTest, NotTriggeredIfBelowThreshold) { |
| 147 OverscrollRefresh effect(this, this); |
| 148 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 149 effect.OnScrollBegin(); |
| 150 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 151 ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 152 effect.OnScrollUpdateAck(false); |
| 153 ASSERT_TRUE(effect.IsActive()); |
| 154 |
| 155 // Terminating the pull before it exceeds the threshold will prevent refresh. |
| 156 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 157 effect.OnScrollEnd(gfx::Vector2dF()); |
| 158 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 159 } |
| 160 |
| 161 TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialYOffsetIsNotZero) { |
| 162 OverscrollRefresh effect(this, this); |
| 163 |
| 164 // A positive y scroll offset at the start of scroll will prevent activation, |
| 165 // even if the subsequent scroll overscrolls upward. |
| 166 gfx::Vector2dF nonzero_offset(0, 10); |
| 167 effect.UpdateDisplay(DefaultViewportSize(), nonzero_offset); |
| 168 effect.OnScrollBegin(); |
| 169 |
| 170 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 171 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 172 EXPECT_FALSE(effect.IsActive()); |
| 173 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 174 effect.OnScrollUpdateAck(false); |
| 175 EXPECT_FALSE(effect.IsActive()); |
| 176 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 177 EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500))); |
| 178 effect.OnScrollEnd(gfx::Vector2dF()); |
| 179 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 180 } |
| 181 |
| 182 TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialScrollDownward) { |
| 183 OverscrollRefresh effect(this, this); |
| 184 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 185 effect.OnScrollBegin(); |
| 186 |
| 187 // A downward initial scroll will prevent activation, even if the subsequent |
| 188 // scroll overscrolls upward. |
| 189 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, -10))); |
| 190 EXPECT_FALSE(effect.IsActive()); |
| 191 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 192 |
| 193 effect.OnScrollUpdateAck(false); |
| 194 EXPECT_FALSE(effect.IsActive()); |
| 195 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 196 EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500))); |
| 197 effect.OnScrollEnd(gfx::Vector2dF()); |
| 198 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 199 } |
| 200 |
| 201 TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialScrollOrTouchConsumed) { |
| 202 OverscrollRefresh effect(this, this); |
| 203 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 204 effect.OnScrollBegin(); |
| 205 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 206 ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 207 |
| 208 // Consumption of the initial touchmove or scroll should prevent future |
| 209 // activation. |
| 210 effect.OnScrollUpdateAck(true); |
| 211 EXPECT_FALSE(effect.IsActive()); |
| 212 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 213 EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500))); |
| 214 effect.OnScrollUpdateAck(false); |
| 215 EXPECT_FALSE(effect.IsActive()); |
| 216 EXPECT_FALSE(effect.IsAwaitingScrollUpdateAck()); |
| 217 EXPECT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500))); |
| 218 effect.OnScrollEnd(gfx::Vector2dF()); |
| 219 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 220 } |
| 221 |
| 222 TEST_F(OverscrollRefreshTest, NotTriggeredIfInitialScrollsJanked) { |
| 223 OverscrollRefresh effect(this, this); |
| 224 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 225 effect.OnScrollBegin(); |
| 226 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 227 ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 228 effect.OnScrollUpdateAck(false); |
| 229 ASSERT_TRUE(effect.IsActive()); |
| 230 |
| 231 // It should take more than just one or two large scrolls to trigger, |
| 232 // mitigating likelihood of jank triggering the effect. |
| 233 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500))); |
| 234 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 500))); |
| 235 effect.OnScrollEnd(gfx::Vector2dF()); |
| 236 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 237 } |
| 238 |
| 239 TEST_F(OverscrollRefreshTest, NotTriggeredIfFlungDownward) { |
| 240 OverscrollRefresh effect(this, this); |
| 241 effect.UpdateDisplay(DefaultViewportSize(), gfx::Vector2dF()); |
| 242 effect.OnScrollBegin(); |
| 243 ASSERT_FALSE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 10))); |
| 244 ASSERT_TRUE(effect.IsAwaitingScrollUpdateAck()); |
| 245 effect.OnScrollUpdateAck(false); |
| 246 ASSERT_TRUE(effect.IsActive()); |
| 247 |
| 248 // Ensure the pull exceeds the necessary threshold. |
| 249 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 250 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 251 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 252 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 253 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 254 EXPECT_TRUE(effect.WillHandleScrollUpdate(gfx::Vector2dF(0, 50))); |
| 255 |
| 256 // Terminating the pull with a down-directed fling should prevent triggering. |
| 257 effect.OnScrollEnd(gfx::Vector2dF(0, -1000)); |
| 258 EXPECT_FALSE(GetAndResetRefreshTriggered()); |
| 259 } |
| 260 |
| 261 } // namespace content |
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