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// Copyright 2023 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "chrome/browser/ash/arc/input_overlay/ui/target_view.h"
#include "ash/shell.h"
#include "chrome/browser/ash/arc/input_overlay/actions/action.h"
#include "chrome/browser/ash/arc/input_overlay/constants.h"
#include "chrome/browser/ash/arc/input_overlay/test/overlay_view_test_base.h"
#include "chrome/browser/ash/arc/input_overlay/touch_injector.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/events/keycodes/keyboard_codes_posix.h"
#include "ui/events/test/event_generator.h"
#include "ui/gfx/geometry/point_f.h"
#include "ui/views/view_utils.h"
#include "ui/views/widget/widget.h"
namespace arc::input_overlay {
class TargetViewTest : public OverlayViewTestBase {
public:
TargetViewTest() = default;
~TargetViewTest() override = default;
gfx::Point GetTargetCenter(TargetView* target) {
DCHECK(target);
return target->center_;
}
int GetTargetPadding(TargetView* target) {
DCHECK(target);
return target->GetPadding();
}
// Convert the point in `TargetView` coordinates to screen coordinates.
gfx::Point GetPointInScreenFromTargetView(const gfx::Point& point) const {
DCHECK(touch_injector_);
gfx::Rect bounds = touch_injector_->content_bounds();
gfx::Point point_in_screen = point;
point_in_screen.Offset(bounds.origin().x(), bounds.origin().y());
return point_in_screen;
}
// Verifies whether `touch_injector` has `expect_size` actions and the last
// action has `expect_position`.
void VerifyLastActionPosition(size_t expect_size,
const gfx::Point& expect_position) {
DCHECK(touch_injector_);
// Verify action view size.
EXPECT_GE(expect_size, 1u);
EXPECT_EQ(expect_size, GetActionViewSize());
// Verify action size.
const auto& actions = touch_injector_->actions();
EXPECT_EQ(expect_size, actions.size());
// Verify last action position.
const auto* new_action = actions[expect_size - 1].get();
const auto& positions = new_action->touch_down_positions();
EXPECT_EQ(1u, positions.size());
EXPECT_EQ(gfx::PointF(expect_position), positions[0]);
}
};
TEST_F(TargetViewTest, TestInitialCursorLocation) {
PressAddButton();
auto* target_view = GetTargetView();
EXPECT_TRUE(target_view);
EXPECT_EQ(target_view->GetBoundsInScreen().CenterPoint(),
aura::Env::GetInstance()->last_mouse_location());
}
TEST_F(TargetViewTest, TestMouseSupport) {
// Enter into the button placement mode and check mouse hover move and click.
PressAddButton();
auto* target_view = GetTargetView();
EXPECT_TRUE(target_view);
auto* event_generator = GetEventGenerator();
auto global_center = target_view->GetBoundsInScreen().CenterPoint();
event_generator->MoveMouseTo(global_center);
auto local_center = GetTargetCenter(target_view);
EXPECT_EQ(global_center, GetPointInScreenFromTargetView(local_center));
// Move mouse by `dx` and `dy`.
const int dx = 5;
const int dy = 10;
event_generator->MoveMouseBy(/*x=*/dx, /*y=*/dy);
global_center.Offset(/*delta_x=*/dx, /*delta_y=*/dy);
local_center.Offset(/*delta_x=*/dx, /*delta_y=*/dy);
EXPECT_EQ(local_center, GetTargetCenter(target_view));
EXPECT_EQ(global_center, GetPointInScreenFromTargetView(local_center));
const size_t action_view_size = GetActionViewSize();
// Mouse click to drop down the action.
event_generator->ClickLeftButton();
// Check if the action is dropped on the expected position.
VerifyLastActionPosition(action_view_size + 1,
GetPointInScreenFromTargetView(local_center));
}
TEST_F(TargetViewTest, TestCenterClamp) {
// Enter into the button placement mode and check when mouse hover moved
// to outside of the window.
PressAddButton();
auto* target_view = GetTargetView();
EXPECT_TRUE(target_view);
auto* event_generator = GetEventGenerator();
event_generator->MoveMouseTo(target_view->GetBoundsInScreen().CenterPoint());
// Simulate moving mouse to the outside of the window on the left.
for (int i = 0; i < target_view->size().width(); i++) {
event_generator->MoveMouseBy(/*x=*/-1, /*y=*/0);
}
// Stay in the button placement mode and the target center should still stay
// inside and show the complete circle.
target_view = GetTargetView();
EXPECT_TRUE(target_view);
EXPECT_EQ(GetTargetCenter(target_view).x(), GetTargetPadding(target_view));
}
TEST_F(TargetViewTest, TestKeyboardSupport) {
// Enter into the button placement mode.
PressAddButton();
EXPECT_TRUE(GetTargetView());
// Press a random key and it is still in the button placement mode.
auto* event_generator = GetEventGenerator();
event_generator->PressAndReleaseKey(ui::VKEY_A, ui::EF_NONE);
auto* target_view = GetTargetView();
EXPECT_TRUE(target_view);
// Press the key `left` twice to update the target center.
auto local_center = GetTargetCenter(target_view);
local_center.Offset(-2 * kArrowKeyMoveDistance, 0);
event_generator->PressKey(ui::VKEY_LEFT, ui::EF_NONE);
event_generator->PressKey(ui::VKEY_LEFT, ui::EF_NONE);
event_generator->ReleaseKey(ui::VKEY_LEFT, ui::EF_NONE);
target_view = GetTargetView();
EXPECT_TRUE(target_view);
EXPECT_EQ(local_center, GetTargetCenter(target_view));
// Press the key `enter` to place down the action.
size_t action_view_size = GetActionViewSize();
event_generator->PressAndReleaseKey(ui::VKEY_RETURN, ui::EF_NONE);
EXPECT_FALSE(GetTargetView());
VerifyLastActionPosition(action_view_size + 1,
GetPointInScreenFromTargetView(local_center));
PressDoneButtonOnButtonOptionsMenu();
// Enter into the button placement mode again and check whether the key `esc`
// exits the button placement mode without adding anything.
PressAddButton();
EXPECT_TRUE(GetTargetView());
event_generator->PressAndReleaseKey(ui::VKEY_ESCAPE, ui::EF_NONE);
EXPECT_FALSE(GetTargetView());
EXPECT_EQ(action_view_size + 1, GetActionViewSize());
}
TEST_F(TargetViewTest, TestGestureSupport) {
// Enter into the button placement mode and test the gesture tap on the
// center.
PressAddButton();
auto* target_view = GetTargetView();
EXPECT_TRUE(target_view);
const size_t action_view_size = GetActionViewSize();
auto global_center = target_view->GetBoundsInScreen().CenterPoint();
GestureTapOn(target_view);
EXPECT_FALSE(GetTargetView());
// Check if the action is dropped on the expect position.
VerifyLastActionPosition(action_view_size + 1, global_center);
PressDoneButtonOnButtonOptionsMenu();
// Enter into the button placement mode and test the gesture scroll.
PressAddButton();
target_view = GetTargetView();
EXPECT_TRUE(target_view);
auto* event_generator = GetEventGenerator();
event_generator->PressTouch(global_center);
auto local_center = GetTargetCenter(target_view);
EXPECT_EQ(global_center, GetPointInScreenFromTargetView(local_center));
const int dx = 3;
const int dy = 4;
global_center.Offset(/*delta_x=*/dx, /*delta_y=*/dy);
local_center.Offset(/*delta_x=*/dx, /*delta_y=*/dy);
event_generator->MoveTouch(global_center);
global_center.Offset(/*delta_x=*/dx, /*delta_y=*/dy);
local_center.Offset(/*delta_x=*/dx, /*delta_y=*/dy);
// Touch move more than once to trigger scroll gesture.
event_generator->MoveTouch(global_center);
EXPECT_TRUE(GetTargetView());
EXPECT_EQ(local_center, GetTargetCenter(target_view));
EXPECT_EQ(global_center, GetPointInScreenFromTargetView(local_center));
event_generator->ReleaseTouch();
// Check if the action is dropped on the expected position.
VerifyLastActionPosition(action_view_size + 2,
GetPointInScreenFromTargetView(local_center));
}
TEST_F(TargetViewTest, TestMultiDisplay) {
UpdateDisplay("1000x900,1000x900");
aura::Window::Windows root_windows = ash::Shell::GetAllRootWindows();
display::Display display1 = display::Screen::GetScreen()->GetDisplayMatching(
root_windows[1]->GetBoundsInScreen());
// Move the window from the primary display to `display1`.
auto* arc_window = widget_->GetNativeWindow();
ASSERT_TRUE(arc_window);
auto screen_bounds = arc_window->bounds();
const auto& display_bounds = display1.bounds();
screen_bounds.Offset(display_bounds.x(), display_bounds.y());
arc_window->SetBoundsInScreen(screen_bounds, display1);
// Update `controller_` since it is updated from switching display.
controller_ = GetDisplayOverlayController();
// Show `target_view` and it should show inside of the window bounds.
EnableEditMode();
PressAddButton();
auto* target_view = GetTargetView();
EXPECT_TRUE(target_view);
EXPECT_TRUE(screen_bounds.Contains(target_view->GetBoundsInScreen()));
}
} // namespace arc::input_overlay
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