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This caused us to lose our gn check certification. :( Turns out gn check was just ignoring all the header paths it didn't understand and so gn check passing for sky wasn't meaning much. I tried to straighten out some of the mess in this CL, but its going to take several more rounds of massaging before gn check passes again. On the bright side (almost) all of our headers are absolute now. Turns out my script (attached to the bug) didn't notice ../ includes but I'll fix that in the next patch. R=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/746023002
241 lines
8.1 KiB
C++
241 lines
8.1 KiB
C++
/*
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* Copyright (c) 2013, Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "sky/engine/config.h"
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#include "sky/engine/core/animation/AnimationTimeline.h"
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#include "sky/engine/core/animation/Animation.h"
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#include "sky/engine/core/animation/AnimationClock.h"
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#include "sky/engine/core/animation/AnimationNode.h"
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#include "sky/engine/core/animation/KeyframeEffectModel.h"
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#include "sky/engine/core/dom/Document.h"
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#include "sky/engine/core/dom/Element.h"
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#include "sky/engine/core/dom/QualifiedName.h"
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#include "sky/engine/platform/weborigin/KURL.h"
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#include <gmock/gmock.h>
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#include <gtest/gtest.h>
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namespace blink {
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class MockPlatformTiming : public AnimationTimeline::PlatformTiming {
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public:
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MOCK_METHOD1(wakeAfter, void(double));
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MOCK_METHOD0(cancelWake, void());
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MOCK_METHOD0(serviceOnNextFrame, void());
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/**
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* AnimationTimelines should do one of the following things after servicing animations:
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* - cancel the timer and not request to be woken again (expectNoMoreActions)
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* - cancel the timer and request to be woken on the next frame (expectNextFrameAction)
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* - cancel the timer and request to be woken at some point in the future (expectDelayedAction)
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*/
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void expectNoMoreActions()
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{
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EXPECT_CALL(*this, cancelWake());
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}
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void expectNextFrameAction()
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{
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::testing::Sequence sequence;
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EXPECT_CALL(*this, cancelWake()).InSequence(sequence);
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EXPECT_CALL(*this, serviceOnNextFrame()).InSequence(sequence);
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}
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void expectDelayedAction(double when)
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{
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::testing::Sequence sequence;
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EXPECT_CALL(*this, cancelWake()).InSequence(sequence);
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EXPECT_CALL(*this, wakeAfter(when)).InSequence(sequence);
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}
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};
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class AnimationAnimationTimelineTest : public ::testing::Test {
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protected:
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virtual void SetUp()
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{
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document = Document::create();
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document->animationClock().resetTimeForTesting();
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element = Element::create(nullName, document.get());
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platformTiming = new MockPlatformTiming;
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timeline = AnimationTimeline::create(document.get(), adoptPtr(platformTiming));
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ASSERT_EQ(0, timeline->currentTimeInternal());
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}
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virtual void TearDown()
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{
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document.release();
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element.release();
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timeline.release();
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}
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void updateClockAndService(double time)
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{
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document->animationClock().updateTime(time);
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document->compositorPendingAnimations().update(false);
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timeline->serviceAnimations(TimingUpdateForAnimationFrame);
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}
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RefPtr<Document> document;
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RefPtr<Element> element;
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RefPtr<AnimationTimeline> timeline;
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Timing timing;
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MockPlatformTiming* platformTiming;
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void wake()
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{
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timeline->wake();
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}
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double minimumDelay()
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{
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return AnimationTimeline::s_minimumDelay;
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}
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};
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TEST_F(AnimationAnimationTimelineTest, HasStarted)
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{
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timeline = AnimationTimeline::create(document.get());
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}
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TEST_F(AnimationAnimationTimelineTest, EmptyKeyframeAnimation)
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{
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RefPtr<AnimatableValueKeyframeEffectModel> effect = AnimatableValueKeyframeEffectModel::create(AnimatableValueKeyframeVector());
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RefPtr<Animation> anim = Animation::create(element.get(), effect, timing);
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timeline->play(anim.get());
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platformTiming->expectNoMoreActions();
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updateClockAndService(0);
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EXPECT_FLOAT_EQ(0, timeline->currentTimeInternal());
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EXPECT_FALSE(anim->isInEffect());
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platformTiming->expectNoMoreActions();
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updateClockAndService(100);
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EXPECT_FLOAT_EQ(100, timeline->currentTimeInternal());
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}
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TEST_F(AnimationAnimationTimelineTest, EmptyForwardsKeyframeAnimation)
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{
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RefPtr<AnimatableValueKeyframeEffectModel> effect = AnimatableValueKeyframeEffectModel::create(AnimatableValueKeyframeVector());
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timing.fillMode = Timing::FillModeForwards;
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RefPtr<Animation> anim = Animation::create(element.get(), effect, timing);
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timeline->play(anim.get());
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platformTiming->expectNoMoreActions();
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updateClockAndService(0);
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EXPECT_FLOAT_EQ(0, timeline->currentTimeInternal());
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EXPECT_TRUE(anim->isInEffect());
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platformTiming->expectNoMoreActions();
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updateClockAndService(100);
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EXPECT_FLOAT_EQ(100, timeline->currentTimeInternal());
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}
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TEST_F(AnimationAnimationTimelineTest, ZeroTime)
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{
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timeline = AnimationTimeline::create(document.get());
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bool isNull;
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document->animationClock().updateTime(100);
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EXPECT_EQ(100, timeline->currentTimeInternal());
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EXPECT_EQ(100, timeline->currentTimeInternal(isNull));
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EXPECT_FALSE(isNull);
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document->animationClock().updateTime(200);
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EXPECT_EQ(200, timeline->currentTimeInternal());
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EXPECT_EQ(200, timeline->currentTimeInternal(isNull));
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EXPECT_FALSE(isNull);
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}
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TEST_F(AnimationAnimationTimelineTest, PauseForTesting)
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{
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float seekTime = 1;
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timing.fillMode = Timing::FillModeForwards;
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RefPtr<Animation> anim1 = Animation::create(element.get(), AnimatableValueKeyframeEffectModel::create(AnimatableValueKeyframeVector()), timing);
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RefPtr<Animation> anim2 = Animation::create(element.get(), AnimatableValueKeyframeEffectModel::create(AnimatableValueKeyframeVector()), timing);
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AnimationPlayer* player1 = timeline->play(anim1.get());
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AnimationPlayer* player2 = timeline->play(anim2.get());
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timeline->pauseAnimationsForTesting(seekTime);
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EXPECT_FLOAT_EQ(seekTime, player1->currentTimeInternal());
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EXPECT_FLOAT_EQ(seekTime, player2->currentTimeInternal());
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}
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TEST_F(AnimationAnimationTimelineTest, DelayBeforeAnimationStart)
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{
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timing.iterationDuration = 2;
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timing.startDelay = 5;
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RefPtr<Animation> anim = Animation::create(element.get(), nullptr, timing);
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timeline->play(anim.get());
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// TODO: Put the player startTime in the future when we add the capability to change player startTime
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platformTiming->expectDelayedAction(timing.startDelay - minimumDelay());
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updateClockAndService(0);
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platformTiming->expectDelayedAction(timing.startDelay - minimumDelay() - 1.5);
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updateClockAndService(1.5);
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EXPECT_CALL(*platformTiming, serviceOnNextFrame());
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wake();
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platformTiming->expectNextFrameAction();
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updateClockAndService(4.98);
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}
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TEST_F(AnimationAnimationTimelineTest, PlayAfterDocumentDeref)
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{
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timing.iterationDuration = 2;
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timing.startDelay = 5;
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timeline = &document->timeline();
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element = nullptr;
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document = nullptr;
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RefPtr<Animation> anim = Animation::create(0, nullptr, timing);
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// Test passes if this does not crash.
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timeline->play(anim.get());
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}
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TEST_F(AnimationAnimationTimelineTest, UseAnimationPlayerAfterTimelineDeref)
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{
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RefPtr<AnimationPlayer> player = timeline->createAnimationPlayer(0);
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timeline.clear();
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// Test passes if this does not crash.
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player->setStartTime(0);
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}
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}
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