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| 1 // Copyright (c) 2011 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 "ui/aura_shell/shadow_controller.h" | |
| 6 | |
| 7 #include <algorithm> | |
| 8 #include <vector> | |
| 9 | |
| 10 #include "base/memory/scoped_ptr.h" | |
| 11 #include "ui/aura/root_window.h" | |
| 12 #include "ui/aura/window.h" | |
| 13 #include "ui/aura_shell/shadow.h" | |
| 14 #include "ui/aura_shell/shadow_types.h" | |
| 15 #include "ui/aura_shell/shell.h" | |
| 16 #include "ui/aura_shell/test/aura_shell_test_base.h" | |
| 17 #include "ui/aura_shell/window_properties.h" | |
| 18 #include "ui/gfx/compositor/layer.h" | |
| 19 | |
| 20 namespace aura_shell { | |
| 21 namespace test { | |
| 22 | |
| 23 typedef aura_shell::test::AuraShellTestBase ShadowControllerTest; | |
| 24 | |
| 25 // Tests that various methods in Window update the Shadow object as expected. | |
| 26 TEST_F(ShadowControllerTest, Shadow) { | |
| 27 scoped_ptr<aura::Window> window(new aura::Window(NULL)); | |
| 28 window->SetType(aura::client::WINDOW_TYPE_NORMAL); | |
| 29 window->Init(ui::Layer::LAYER_HAS_TEXTURE); | |
| 30 window->SetParent(NULL); | |
| 31 | |
| 32 // We should create the shadow before the window is visible (the shadow's | |
| 33 // layer won't get drawn yet since it's a child of the window's layer). | |
| 34 internal::ShadowController::TestApi api( | |
| 35 aura_shell::Shell::GetInstance()->shadow_controller()); | |
| 36 const internal::Shadow* shadow = api.GetShadowForWindow(window.get()); | |
| 37 ASSERT_TRUE(shadow != NULL); | |
| 38 EXPECT_TRUE(shadow->layer()->visible()); | |
| 39 | |
| 40 // The shadow should remain visible after window visibility changes. | |
| 41 window->Show(); | |
| 42 EXPECT_TRUE(shadow->layer()->visible()); | |
| 43 window->Hide(); | |
| 44 EXPECT_TRUE(shadow->layer()->visible()); | |
| 45 | |
| 46 // If the shadow is disabled, it should be hidden. | |
| 47 internal::SetShadowType(window.get(), internal::SHADOW_TYPE_NONE); | |
| 48 window->Show(); | |
| 49 EXPECT_FALSE(shadow->layer()->visible()); | |
| 50 internal::SetShadowType(window.get(), internal::SHADOW_TYPE_RECTANGULAR); | |
| 51 EXPECT_TRUE(shadow->layer()->visible()); | |
| 52 | |
| 53 // The shadow's layer should be a child of the window's layer. | |
| 54 EXPECT_EQ(window->layer(), shadow->layer()->parent()); | |
| 55 | |
| 56 window->parent()->RemoveChild(window.get()); | |
| 57 aura::Window* window_ptr = window.get(); | |
| 58 window.reset(); | |
| 59 EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL); | |
| 60 } | |
| 61 | |
| 62 // Tests that the window's shadow's bounds are updated correctly. | |
| 63 TEST_F(ShadowControllerTest, ShadowBounds) { | |
| 64 scoped_ptr<aura::Window> window(new aura::Window(NULL)); | |
| 65 window->SetType(aura::client::WINDOW_TYPE_NORMAL); | |
| 66 window->Init(ui::Layer::LAYER_HAS_TEXTURE); | |
| 67 window->SetParent(NULL); | |
| 68 window->Show(); | |
| 69 | |
| 70 const gfx::Rect kOldBounds(20, 30, 400, 300); | |
| 71 window->SetBounds(kOldBounds); | |
| 72 | |
| 73 // When the shadow is first created, it should use the window's size (but | |
| 74 // remain at the origin, since it's a child of the window's layer). | |
| 75 internal::SetShadowType(window.get(), internal::SHADOW_TYPE_RECTANGULAR); | |
| 76 internal::ShadowController::TestApi api( | |
| 77 aura_shell::Shell::GetInstance()->shadow_controller()); | |
| 78 const internal::Shadow* shadow = api.GetShadowForWindow(window.get()); | |
| 79 ASSERT_TRUE(shadow != NULL); | |
| 80 EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(), | |
| 81 shadow->content_bounds().ToString()); | |
| 82 | |
| 83 // When we change the window's bounds, the shadow's should be updated too. | |
| 84 gfx::Rect kNewBounds(50, 60, 500, 400); | |
| 85 window->SetBounds(kNewBounds); | |
| 86 EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(), | |
| 87 shadow->content_bounds().ToString()); | |
| 88 } | |
| 89 | |
| 90 } // namespace test | |
| 91 } // namespace aura_shell | |
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