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-rw-r--r--chromium/ui/wm/core/shadow_controller_unittest.cc219
1 files changed, 219 insertions, 0 deletions
diff --git a/chromium/ui/wm/core/shadow_controller_unittest.cc b/chromium/ui/wm/core/shadow_controller_unittest.cc
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+++ b/chromium/ui/wm/core/shadow_controller_unittest.cc
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+// Copyright (c) 2012 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 "ui/wm/core/shadow_controller.h"
+
+#include <algorithm>
+#include <vector>
+
+#include "base/memory/scoped_ptr.h"
+#include "ui/aura/client/window_tree_client.h"
+#include "ui/aura/test/aura_test_base.h"
+#include "ui/aura/window.h"
+#include "ui/aura/window_event_dispatcher.h"
+#include "ui/compositor/layer.h"
+#include "ui/wm/core/default_activation_client.h"
+#include "ui/wm/core/shadow.h"
+#include "ui/wm/core/shadow_types.h"
+#include "ui/wm/core/window_util.h"
+#include "ui/wm/core/wm_state.h"
+#include "ui/wm/public/activation_client.h"
+
+namespace wm {
+
+class ShadowControllerTest : public aura::test::AuraTestBase {
+ public:
+ ShadowControllerTest() {}
+ virtual ~ShadowControllerTest() {}
+
+ virtual void SetUp() OVERRIDE {
+ wm_state_.reset(new wm::WMState);
+ AuraTestBase::SetUp();
+ new wm::DefaultActivationClient(root_window());
+ aura::client::ActivationClient* activation_client =
+ aura::client::GetActivationClient(root_window());
+ shadow_controller_.reset(new ShadowController(activation_client));
+ }
+ virtual void TearDown() OVERRIDE {
+ shadow_controller_.reset();
+ AuraTestBase::TearDown();
+ wm_state_.reset();
+ }
+
+ protected:
+ ShadowController* shadow_controller() { return shadow_controller_.get(); }
+
+ void ActivateWindow(aura::Window* window) {
+ DCHECK(window);
+ DCHECK(window->GetRootWindow());
+ aura::client::GetActivationClient(window->GetRootWindow())->ActivateWindow(
+ window);
+ }
+
+ private:
+ scoped_ptr<ShadowController> shadow_controller_;
+ scoped_ptr<wm::WMState> wm_state_;
+
+ DISALLOW_COPY_AND_ASSIGN(ShadowControllerTest);
+};
+
+// Tests that various methods in Window update the Shadow object as expected.
+TEST_F(ShadowControllerTest, Shadow) {
+ scoped_ptr<aura::Window> window(new aura::Window(NULL));
+ window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
+ window->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(window.get());
+
+ // We should create the shadow before the window is visible (the shadow's
+ // layer won't get drawn yet since it's a child of the window's layer).
+ ShadowController::TestApi api(shadow_controller());
+ const Shadow* shadow = api.GetShadowForWindow(window.get());
+ ASSERT_TRUE(shadow != NULL);
+ EXPECT_TRUE(shadow->layer()->visible());
+
+ // The shadow should remain visible after window visibility changes.
+ window->Show();
+ EXPECT_TRUE(shadow->layer()->visible());
+ window->Hide();
+ EXPECT_TRUE(shadow->layer()->visible());
+
+ // If the shadow is disabled, it should be hidden.
+ SetShadowType(window.get(), SHADOW_TYPE_NONE);
+ window->Show();
+ EXPECT_FALSE(shadow->layer()->visible());
+ SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR);
+ EXPECT_TRUE(shadow->layer()->visible());
+
+ // The shadow's layer should be a child of the window's layer.
+ EXPECT_EQ(window->layer(), shadow->layer()->parent());
+
+ window->parent()->RemoveChild(window.get());
+ aura::Window* window_ptr = window.get();
+ window.reset();
+ EXPECT_TRUE(api.GetShadowForWindow(window_ptr) == NULL);
+}
+
+// Tests that the window's shadow's bounds are updated correctly.
+TEST_F(ShadowControllerTest, ShadowBounds) {
+ scoped_ptr<aura::Window> window(new aura::Window(NULL));
+ window->SetType(ui::wm::WINDOW_TYPE_NORMAL);
+ window->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(window.get());
+ window->Show();
+
+ const gfx::Rect kOldBounds(20, 30, 400, 300);
+ window->SetBounds(kOldBounds);
+
+ // When the shadow is first created, it should use the window's size (but
+ // remain at the origin, since it's a child of the window's layer).
+ SetShadowType(window.get(), SHADOW_TYPE_RECTANGULAR);
+ ShadowController::TestApi api(shadow_controller());
+ const Shadow* shadow = api.GetShadowForWindow(window.get());
+ ASSERT_TRUE(shadow != NULL);
+ EXPECT_EQ(gfx::Rect(kOldBounds.size()).ToString(),
+ shadow->content_bounds().ToString());
+
+ // When we change the window's bounds, the shadow's should be updated too.
+ gfx::Rect kNewBounds(50, 60, 500, 400);
+ window->SetBounds(kNewBounds);
+ EXPECT_EQ(gfx::Rect(kNewBounds.size()).ToString(),
+ shadow->content_bounds().ToString());
+}
+
+// Tests that activating a window changes the shadow style.
+TEST_F(ShadowControllerTest, ShadowStyle) {
+ ShadowController::TestApi api(shadow_controller());
+
+ scoped_ptr<aura::Window> window1(new aura::Window(NULL));
+ window1->SetType(ui::wm::WINDOW_TYPE_NORMAL);
+ window1->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(window1.get());
+ window1->SetBounds(gfx::Rect(10, 20, 300, 400));
+ window1->Show();
+ ActivateWindow(window1.get());
+
+ // window1 is active, so style should have active appearance.
+ Shadow* shadow1 = api.GetShadowForWindow(window1.get());
+ ASSERT_TRUE(shadow1 != NULL);
+ EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
+
+ // Create another window and activate it.
+ scoped_ptr<aura::Window> window2(new aura::Window(NULL));
+ window2->SetType(ui::wm::WINDOW_TYPE_NORMAL);
+ window2->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(window2.get());
+ window2->SetBounds(gfx::Rect(11, 21, 301, 401));
+ window2->Show();
+ ActivateWindow(window2.get());
+
+ // window1 is now inactive, so shadow should go inactive.
+ Shadow* shadow2 = api.GetShadowForWindow(window2.get());
+ ASSERT_TRUE(shadow2 != NULL);
+ EXPECT_EQ(Shadow::STYLE_INACTIVE, shadow1->style());
+ EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow2->style());
+}
+
+// Tests that we use smaller shadows for tooltips and menus.
+TEST_F(ShadowControllerTest, SmallShadowsForTooltipsAndMenus) {
+ ShadowController::TestApi api(shadow_controller());
+
+ scoped_ptr<aura::Window> tooltip_window(new aura::Window(NULL));
+ tooltip_window->SetType(ui::wm::WINDOW_TYPE_TOOLTIP);
+ tooltip_window->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(tooltip_window.get());
+ tooltip_window->SetBounds(gfx::Rect(10, 20, 300, 400));
+ tooltip_window->Show();
+
+ Shadow* tooltip_shadow = api.GetShadowForWindow(tooltip_window.get());
+ ASSERT_TRUE(tooltip_shadow != NULL);
+ EXPECT_EQ(Shadow::STYLE_SMALL, tooltip_shadow->style());
+
+ scoped_ptr<aura::Window> menu_window(new aura::Window(NULL));
+ menu_window->SetType(ui::wm::WINDOW_TYPE_MENU);
+ menu_window->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(menu_window.get());
+ menu_window->SetBounds(gfx::Rect(10, 20, 300, 400));
+ menu_window->Show();
+
+ Shadow* menu_shadow = api.GetShadowForWindow(tooltip_window.get());
+ ASSERT_TRUE(menu_shadow != NULL);
+ EXPECT_EQ(Shadow::STYLE_SMALL, menu_shadow->style());
+}
+
+// http://crbug.com/120210 - transient parents of certain types of transients
+// should not lose their shadow when they lose activation to the transient.
+TEST_F(ShadowControllerTest, TransientParentKeepsActiveShadow) {
+ ShadowController::TestApi api(shadow_controller());
+
+ scoped_ptr<aura::Window> window1(new aura::Window(NULL));
+ window1->SetType(ui::wm::WINDOW_TYPE_NORMAL);
+ window1->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(window1.get());
+ window1->SetBounds(gfx::Rect(10, 20, 300, 400));
+ window1->Show();
+ ActivateWindow(window1.get());
+
+ // window1 is active, so style should have active appearance.
+ Shadow* shadow1 = api.GetShadowForWindow(window1.get());
+ ASSERT_TRUE(shadow1 != NULL);
+ EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
+
+ // Create a window that is transient to window1, and that has the 'hide on
+ // deactivate' property set. Upon activation, window1 should still have an
+ // active shadow.
+ scoped_ptr<aura::Window> window2(new aura::Window(NULL));
+ window2->SetType(ui::wm::WINDOW_TYPE_NORMAL);
+ window2->Init(aura::WINDOW_LAYER_TEXTURED);
+ ParentWindow(window2.get());
+ window2->SetBounds(gfx::Rect(11, 21, 301, 401));
+ AddTransientChild(window1.get(), window2.get());
+ aura::client::SetHideOnDeactivate(window2.get(), true);
+ window2->Show();
+ ActivateWindow(window2.get());
+
+ // window1 is now inactive, but its shadow should still appear active.
+ EXPECT_EQ(Shadow::STYLE_ACTIVE, shadow1->style());
+}
+
+} // namespace wm