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-rw-r--r--chromium/ui/events/gesture_detection/velocity_tracker_unittest.cc193
1 files changed, 193 insertions, 0 deletions
diff --git a/chromium/ui/events/gesture_detection/velocity_tracker_unittest.cc b/chromium/ui/events/gesture_detection/velocity_tracker_unittest.cc
new file mode 100644
index 00000000000..eda1606d141
--- /dev/null
+++ b/chromium/ui/events/gesture_detection/velocity_tracker_unittest.cc
@@ -0,0 +1,193 @@
+// Copyright 2014 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "base/basictypes.h"
+#include "base/logging.h"
+#include "base/memory/scoped_ptr.h"
+#include "base/time/time.h"
+#include "testing/gtest/include/gtest/gtest.h"
+#include "ui/events/gesture_detection/mock_motion_event.h"
+#include "ui/events/gesture_detection/velocity_tracker_state.h"
+#include "ui/gfx/geometry/point_f.h"
+#include "ui/gfx/geometry/vector2d_f.h"
+
+using base::TimeDelta;
+using base::TimeTicks;
+
+namespace ui {
+namespace {
+
+const TimeDelta kTenMillis = TimeDelta::FromMilliseconds(10);
+const TimeDelta kOneSecond = TimeDelta::FromSeconds(1);
+const float kEpsilson = .01f;
+
+const char* GetStrategyName(VelocityTracker::Strategy strategy) {
+ switch (strategy) {
+ case VelocityTracker::LSQ1: return "LSQ1";
+ case VelocityTracker::LSQ2: return "LSQ2";
+ case VelocityTracker::LSQ3: return "LSQ3";
+ case VelocityTracker::WLSQ2_DELTA: return "WLSQ2_DELTA";
+ case VelocityTracker::WLSQ2_CENTRAL: return "WLSQ2_CENTRAL";
+ case VelocityTracker::WLSQ2_RECENT: return "WLSQ2_RECENT";
+ case VelocityTracker::INT1: return "INT1";
+ case VelocityTracker::INT2: return "INT2";
+ };
+ NOTREACHED() << "Invalid strategy";
+ return "";
+}
+
+} // namespace
+
+class VelocityTrackerTest : public testing::Test {
+ public:
+ VelocityTrackerTest() {}
+ virtual ~VelocityTrackerTest() {}
+
+ protected:
+ static MockMotionEvent Sample(MotionEvent::Action action,
+ gfx::PointF p0,
+ TimeTicks t0,
+ gfx::Vector2dF v,
+ TimeDelta dt) {
+ const gfx::PointF p = p0 + ScaleVector2d(v, dt.InSecondsF());
+ return MockMotionEvent(action, t0 + dt, p.x(), p.y());
+ }
+
+ static void ApplyMovementSequence(VelocityTrackerState* state,
+ gfx::PointF p0,
+ gfx::Vector2dF v,
+ TimeTicks t0,
+ TimeDelta t,
+ size_t samples) {
+ EXPECT_TRUE(!!samples);
+ if (!samples)
+ return;
+ const base::TimeDelta dt = t / samples;
+ state->AddMovement(Sample(MotionEvent::ACTION_DOWN, p0, t0, v, dt * 0));
+ ApplyMovement(state, p0, v, t0, t, samples);
+ state->AddMovement(Sample(MotionEvent::ACTION_UP, p0, t0, v, t));
+ }
+
+ static void ApplyMovement(VelocityTrackerState* state,
+ gfx::PointF p0,
+ gfx::Vector2dF v,
+ TimeTicks t0,
+ TimeDelta t,
+ size_t samples) {
+ EXPECT_TRUE(!!samples);
+ if (!samples)
+ return;
+ const base::TimeDelta dt = t / samples;
+ for (size_t i = 0; i < samples; ++i)
+ state->AddMovement(Sample(MotionEvent::ACTION_MOVE, p0, t0, v, dt * i));
+ }
+};
+
+TEST_F(VelocityTrackerTest, Basic) {
+ const gfx::PointF p0(0, 0);
+ const gfx::Vector2dF v(0, 500);
+ const size_t samples = 60;
+
+ for (int i = 0; i <= VelocityTracker::STRATEGY_MAX; ++i) {
+ VelocityTracker::Strategy strategy =
+ static_cast<VelocityTracker::Strategy>(i);
+
+ SCOPED_TRACE(GetStrategyName(strategy));
+ VelocityTrackerState state(strategy);
+
+ // Default state should report zero velocity.
+ EXPECT_EQ(0, state.GetXVelocity(0));
+ EXPECT_EQ(0, state.GetYVelocity(0));
+
+ // Sample a constant velocity sequence.
+ ApplyMovementSequence(&state, p0, v, TimeTicks::Now(), kOneSecond, samples);
+
+ // The computed velocity should match that of the input.
+ state.ComputeCurrentVelocity(1000, 20000);
+ EXPECT_NEAR(v.x(), state.GetXVelocity(0), kEpsilson * v.x());
+ EXPECT_NEAR(v.y(), state.GetYVelocity(0), kEpsilson * v.y());
+
+ // A pointer ID of -1 should report the velocity of the active pointer.
+ EXPECT_NEAR(v.x(), state.GetXVelocity(-1), kEpsilson * v.x());
+ EXPECT_NEAR(v.y(), state.GetYVelocity(-1), kEpsilson * v.y());
+
+ // Invalid pointer ID's should report zero velocity.
+ EXPECT_EQ(0, state.GetXVelocity(1));
+ EXPECT_EQ(0, state.GetYVelocity(1));
+ EXPECT_EQ(0, state.GetXVelocity(7));
+ EXPECT_EQ(0, state.GetYVelocity(7));
+ }
+}
+
+TEST_F(VelocityTrackerTest, MaxVelocity) {
+ const gfx::PointF p0(0, 0);
+ const gfx::Vector2dF v(-50000, 50000);
+ const size_t samples = 3;
+ const base::TimeDelta dt = kTenMillis * 2;
+
+ VelocityTrackerState state;
+ ApplyMovementSequence(&state, p0, v, TimeTicks::Now(), dt, samples);
+
+ // The computed velocity should be restricted to the provided maximum.
+ state.ComputeCurrentVelocity(1000, 100);
+ EXPECT_NEAR(-100, state.GetXVelocity(0), kEpsilson);
+ EXPECT_NEAR(100, state.GetYVelocity(0), kEpsilson);
+
+ state.ComputeCurrentVelocity(1000, 1000);
+ EXPECT_NEAR(-1000, state.GetXVelocity(0), kEpsilson);
+ EXPECT_NEAR(1000, state.GetYVelocity(0), kEpsilson);
+}
+
+TEST_F(VelocityTrackerTest, VaryingVelocity) {
+ const gfx::PointF p0(0, 0);
+ const gfx::Vector2dF vFast(0, 500);
+ const gfx::Vector2dF vSlow = ScaleVector2d(vFast, 0.5f);
+ const size_t samples = 12;
+
+ for (int i = 0; i <= VelocityTracker::STRATEGY_MAX; ++i) {
+ VelocityTracker::Strategy strategy =
+ static_cast<VelocityTracker::Strategy>(i);
+
+ SCOPED_TRACE(GetStrategyName(strategy));
+ VelocityTrackerState state(strategy);
+
+ base::TimeTicks t0 = base::TimeTicks::Now();
+ base::TimeDelta dt = kTenMillis * 10;
+ state.AddMovement(
+ Sample(MotionEvent::ACTION_DOWN, p0, t0, vFast, base::TimeDelta()));
+
+ // Apply some fast movement and compute the velocity.
+ gfx::PointF pCurr = p0;
+ base::TimeTicks tCurr = t0;
+ ApplyMovement(&state, pCurr, vFast, tCurr, dt, samples);
+ state.ComputeCurrentVelocity(1000, 20000);
+ float vOldY = state.GetYVelocity(0);
+
+ // Apply some slow movement.
+ pCurr += ScaleVector2d(vFast, dt.InSecondsF());
+ tCurr += dt;
+ ApplyMovement(&state, pCurr, vSlow, tCurr, dt, samples);
+
+ // The computed velocity should have decreased.
+ state.ComputeCurrentVelocity(1000, 20000);
+ float vCurrentY = state.GetYVelocity(0);
+ EXPECT_GT(vFast.y(), vCurrentY);
+ EXPECT_GT(vOldY, vCurrentY);
+ vOldY = vCurrentY;
+
+ // Apply some additional fast movement.
+ pCurr += ScaleVector2d(vSlow, dt.InSecondsF());
+ tCurr += dt;
+ ApplyMovement(&state, pCurr, vFast, tCurr, dt, samples);
+
+ // The computed velocity should have increased.
+ state.ComputeCurrentVelocity(1000, 20000);
+ vCurrentY = state.GetYVelocity(0);
+ EXPECT_LT(vSlow.y(), vCurrentY);
+ EXPECT_LT(vOldY, vCurrentY);
+ }
+}
+
+
+} // namespace ui