gpu: Tweak Android WebGL test expectations
[chromium-blink-merge.git] / ui / compositor / layer_animation_sequence_unittest.cc
blob3b4591762b09b5be4acf8001fa31a6b8156c40af
1 // Copyright (c) 2012 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.
5 #include "ui/compositor/layer_animation_sequence.h"
7 #include "base/basictypes.h"
8 #include "base/compiler_specific.h"
9 #include "base/memory/scoped_ptr.h"
10 #include "base/time/time.h"
11 #include "testing/gtest/include/gtest/gtest.h"
12 #include "ui/compositor/layer_animation_delegate.h"
13 #include "ui/compositor/layer_animation_element.h"
14 #include "ui/compositor/test/test_layer_animation_delegate.h"
15 #include "ui/compositor/test/test_layer_animation_observer.h"
16 #include "ui/compositor/test/test_utils.h"
17 #include "ui/gfx/rect.h"
18 #include "ui/gfx/transform.h"
20 namespace ui {
22 namespace {
24 // Check that the sequence behaves sanely when it contains no elements.
25 TEST(LayerAnimationSequenceTest, NoElement) {
26 LayerAnimationSequence sequence;
27 base::TimeTicks start_time;
28 start_time += base::TimeDelta::FromSeconds(1);
29 sequence.set_start_time(start_time);
30 EXPECT_TRUE(sequence.IsFinished(start_time));
31 EXPECT_TRUE(sequence.properties().size() == 0);
32 LayerAnimationElement::AnimatableProperties properties;
33 EXPECT_FALSE(sequence.HasConflictingProperty(properties));
36 // Check that the sequences progresses the delegate as expected when it contains
37 // a single non-threaded element.
38 TEST(LayerAnimationSequenceTest, SingleElement) {
39 LayerAnimationSequence sequence;
40 TestLayerAnimationDelegate delegate;
41 float start = 0.0f;
42 float middle = 0.5f;
43 float target = 1.0f;
44 base::TimeTicks start_time;
45 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
46 sequence.AddElement(
47 LayerAnimationElement::CreateBrightnessElement(target, delta));
49 for (int i = 0; i < 2; ++i) {
50 start_time += delta;
51 sequence.set_start_time(start_time);
52 delegate.SetBrightnessFromAnimation(start);
53 sequence.Start(&delegate);
54 sequence.Progress(start_time, &delegate);
55 EXPECT_FLOAT_EQ(start, delegate.GetBrightnessForAnimation());
56 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(500),
57 &delegate);
58 EXPECT_FLOAT_EQ(middle, delegate.GetBrightnessForAnimation());
59 EXPECT_TRUE(sequence.IsFinished(start_time + delta));
60 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1000),
61 &delegate);
62 EXPECT_FLOAT_EQ(target, delegate.GetBrightnessForAnimation());
65 EXPECT_TRUE(sequence.properties().size() == 1);
66 EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BRIGHTNESS) !=
67 sequence.properties().end());
70 // Check that the sequences progresses the delegate as expected when it contains
71 // a single threaded element.
72 TEST(LayerAnimationSequenceTest, SingleThreadedElement) {
73 LayerAnimationSequence sequence;
74 TestLayerAnimationDelegate delegate;
75 float start = 0.0f;
76 float middle = 0.5f;
77 float target = 1.0f;
78 base::TimeTicks start_time;
79 base::TimeTicks effective_start;
80 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
81 sequence.AddElement(
82 LayerAnimationElement::CreateOpacityElement(target, delta));
84 for (int i = 0; i < 2; ++i) {
85 int starting_group_id = 1;
86 sequence.set_animation_group_id(starting_group_id);
87 start_time = effective_start + delta;
88 sequence.set_start_time(start_time);
89 delegate.SetOpacityFromAnimation(start);
90 sequence.Start(&delegate);
91 sequence.Progress(start_time, &delegate);
92 EXPECT_FLOAT_EQ(start, sequence.last_progressed_fraction());
93 effective_start = start_time + delta;
94 sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
95 cc::AnimationEvent::Started,
97 sequence.animation_group_id(),
98 cc::Animation::Opacity,
99 (effective_start - base::TimeTicks()).InSecondsF()));
100 sequence.Progress(effective_start + delta/2, &delegate);
101 EXPECT_FLOAT_EQ(middle, sequence.last_progressed_fraction());
102 EXPECT_TRUE(sequence.IsFinished(effective_start + delta));
103 sequence.Progress(effective_start + delta, &delegate);
104 EXPECT_FLOAT_EQ(target, sequence.last_progressed_fraction());
105 EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
108 EXPECT_TRUE(sequence.properties().size() == 1);
109 EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
110 sequence.properties().end());
113 // Check that the sequences progresses the delegate as expected when it contains
114 // multiple elements. Note, see the layer animator tests for cyclic sequences.
115 TEST(LayerAnimationSequenceTest, MultipleElement) {
116 LayerAnimationSequence sequence;
117 TestLayerAnimationDelegate delegate;
118 float start_opacity = 0.0f;
119 float target_opacity = 1.0f;
120 base::TimeTicks start_time;
121 base::TimeTicks opacity_effective_start;
122 base::TimeTicks transform_effective_start;
123 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
124 sequence.AddElement(
125 LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
127 // Pause bounds for a second.
128 LayerAnimationElement::AnimatableProperties properties;
129 properties.insert(LayerAnimationElement::BOUNDS);
131 sequence.AddElement(
132 LayerAnimationElement::CreatePauseElement(properties, delta));
134 gfx::Transform start_transform, target_transform, middle_transform;
135 start_transform.Rotate(-30.0);
136 target_transform.Rotate(30.0);
138 sequence.AddElement(
139 LayerAnimationElement::CreateTransformElement(target_transform, delta));
141 for (int i = 0; i < 2; ++i) {
142 int starting_group_id = 1;
143 sequence.set_animation_group_id(starting_group_id);
144 start_time = opacity_effective_start + 4 * delta;
145 sequence.set_start_time(start_time);
146 delegate.SetOpacityFromAnimation(start_opacity);
147 delegate.SetTransformFromAnimation(start_transform);
149 sequence.Start(&delegate);
150 sequence.Progress(start_time, &delegate);
151 EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
152 opacity_effective_start = start_time + delta;
153 EXPECT_EQ(starting_group_id, sequence.animation_group_id());
154 sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
155 cc::AnimationEvent::Started,
157 sequence.animation_group_id(),
158 cc::Animation::Opacity,
159 (opacity_effective_start - base::TimeTicks()).InSecondsF()));
160 sequence.Progress(opacity_effective_start + delta/2, &delegate);
161 EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
162 sequence.Progress(opacity_effective_start + delta, &delegate);
163 EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());
165 // Now at the start of the pause.
166 EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
167 TestLayerAnimationDelegate copy = delegate;
169 // In the middle of the pause -- nothing should have changed.
170 sequence.Progress(opacity_effective_start + delta + delta/2,
171 &delegate);
172 CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
173 copy.GetBoundsForAnimation());
174 CheckApproximatelyEqual(delegate.GetTransformForAnimation(),
175 copy.GetTransformForAnimation());
176 EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(),
177 copy.GetOpacityForAnimation());
179 sequence.Progress(opacity_effective_start + 2 * delta, &delegate);
180 CheckApproximatelyEqual(start_transform,
181 delegate.GetTransformForAnimation());
182 EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
183 transform_effective_start = opacity_effective_start + 3 * delta;
184 EXPECT_NE(starting_group_id, sequence.animation_group_id());
185 sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
186 cc::AnimationEvent::Started,
188 sequence.animation_group_id(),
189 cc::Animation::Transform,
190 (transform_effective_start - base::TimeTicks()).InSecondsF()));
191 sequence.Progress(transform_effective_start + delta/2, &delegate);
192 EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
193 EXPECT_TRUE(sequence.IsFinished(transform_effective_start + delta));
194 sequence.Progress(transform_effective_start + delta, &delegate);
195 CheckApproximatelyEqual(target_transform,
196 delegate.GetTransformForAnimation());
199 EXPECT_TRUE(sequence.properties().size() == 3);
200 EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::OPACITY) !=
201 sequence.properties().end());
202 EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::TRANSFORM) !=
203 sequence.properties().end());
204 EXPECT_TRUE(sequence.properties().find(LayerAnimationElement::BOUNDS) !=
205 sequence.properties().end());
208 // Check that a sequence can still be aborted if it has cycled many times.
209 TEST(LayerAnimationSequenceTest, AbortingCyclicSequence) {
210 LayerAnimationSequence sequence;
211 TestLayerAnimationDelegate delegate;
212 float start_brightness = 0.0f;
213 float target_brightness = 1.0f;
214 base::TimeTicks start_time;
215 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
216 sequence.AddElement(
217 LayerAnimationElement::CreateBrightnessElement(target_brightness, delta));
219 sequence.AddElement(
220 LayerAnimationElement::CreateBrightnessElement(start_brightness, delta));
222 sequence.set_is_cyclic(true);
224 delegate.SetBrightnessFromAnimation(start_brightness);
226 start_time += delta;
227 sequence.set_start_time(start_time);
228 sequence.Start(&delegate);
229 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(101000),
230 &delegate);
231 EXPECT_FLOAT_EQ(target_brightness, delegate.GetBrightnessForAnimation());
232 sequence.Abort(&delegate);
234 // Should be able to reuse the sequence after aborting.
235 delegate.SetBrightnessFromAnimation(start_brightness);
236 start_time += base::TimeDelta::FromMilliseconds(101000);
237 sequence.set_start_time(start_time);
238 sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(100000),
239 &delegate);
240 EXPECT_FLOAT_EQ(start_brightness, delegate.GetBrightnessForAnimation());
243 // Check that a sequence can be 'fast-forwarded' to the end and the target set.
244 // Also check that this has no effect if the sequence is cyclic.
245 TEST(LayerAnimationSequenceTest, SetTarget) {
246 LayerAnimationSequence sequence;
247 TestLayerAnimationDelegate delegate;
248 float start_opacity = 0.0f;
249 float target_opacity = 1.0f;
250 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
251 sequence.AddElement(
252 LayerAnimationElement::CreateOpacityElement(target_opacity, delta));
254 LayerAnimationElement::TargetValue target_value(&delegate);
255 target_value.opacity = start_opacity;
256 sequence.GetTargetValue(&target_value);
257 EXPECT_FLOAT_EQ(target_opacity, target_value.opacity);
259 sequence.set_is_cyclic(true);
260 target_value.opacity = start_opacity;
261 sequence.GetTargetValue(&target_value);
262 EXPECT_FLOAT_EQ(start_opacity, target_value.opacity);
265 TEST(LayerAnimationSequenceTest, AddObserver) {
266 base::TimeTicks start_time;
267 base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
268 LayerAnimationSequence sequence;
269 sequence.AddElement(
270 LayerAnimationElement::CreateBrightnessElement(1.0f, delta));
271 for (int i = 0; i < 2; ++i) {
272 start_time += delta;
273 sequence.set_start_time(start_time);
274 TestLayerAnimationObserver observer;
275 TestLayerAnimationDelegate delegate;
276 sequence.AddObserver(&observer);
277 EXPECT_TRUE(!observer.last_ended_sequence());
278 sequence.Progress(start_time + delta, &delegate);
279 EXPECT_EQ(observer.last_ended_sequence(), &sequence);
280 sequence.RemoveObserver(&observer);
284 } // namespace
286 } // namespace ui