// Copyright 2015 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 "cc/animation/element_animations.h" #include "base/memory/ptr_util.h" #include "cc/animation/animation_delegate.h" #include "cc/animation/animation_events.h" #include "cc/animation/animation_host.h" #include "cc/animation/animation_id_provider.h" #include "cc/animation/animation_player.h" #include "cc/animation/animation_timeline.h" #include "cc/animation/keyframed_animation_curve.h" #include "cc/animation/scroll_offset_animation_curve.h" #include "cc/animation/transform_operations.h" #include "cc/test/animation_test_common.h" #include "cc/test/animation_timelines_test_common.h" #include "ui/gfx/geometry/box_f.h" namespace cc { namespace { using base::TimeDelta; using base::TimeTicks; static base::TimeTicks TicksFromSecondsF(double seconds) { return base::TimeTicks::FromInternalValue(seconds * base::Time::kMicrosecondsPerSecond); } // An ElementAnimations cannot be ticked at 0.0, since an animation // with start time 0.0 is treated as an animation whose start time has // not yet been set. const TimeTicks kInitialTickTime = TicksFromSecondsF(1.0); class ElementAnimationsTest : public AnimationTimelinesTest { public: ElementAnimationsTest() {} ~ElementAnimationsTest() override {} std::unique_ptr CreateEventsForTesting() { auto mutator_events = host_impl_->CreateEvents(); return base::WrapUnique( static_cast(mutator_events.release())); } }; // See animation_player_unittest.cc for integration with AnimationPlayer. TEST_F(ElementAnimationsTest, AttachToLayerInActiveTree) { // Set up the layer which is in active tree for main thread and not // yet passed onto the impl thread. client_.RegisterElement(element_id_, ElementListType::ACTIVE); client_impl_.RegisterElement(element_id_, ElementListType::PENDING); EXPECT_TRUE(client_.IsElementInList(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.IsElementInList(element_id_, ElementListType::PENDING)); AttachTimelinePlayerLayer(); EXPECT_TRUE(element_animations_->has_element_in_active_list()); EXPECT_FALSE(element_animations_->has_element_in_pending_list()); PushProperties(); GetImplTimelineAndPlayerByID(); EXPECT_FALSE(element_animations_impl_->has_element_in_active_list()); EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list()); // Create the layer in the impl active tree. client_impl_.RegisterElement(element_id_, ElementListType::ACTIVE); EXPECT_TRUE(element_animations_impl_->has_element_in_active_list()); EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list()); EXPECT_TRUE( client_impl_.IsElementInList(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE( client_impl_.IsElementInList(element_id_, ElementListType::PENDING)); // kill layer on main thread. client_.UnregisterElement(element_id_, ElementListType::ACTIVE); EXPECT_EQ(element_animations_, player_->element_animations()); EXPECT_FALSE(element_animations_->has_element_in_active_list()); EXPECT_FALSE(element_animations_->has_element_in_pending_list()); // Sync doesn't detach LayerImpl. PushProperties(); EXPECT_EQ(element_animations_impl_, player_impl_->element_animations()); EXPECT_TRUE(element_animations_impl_->has_element_in_active_list()); EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list()); // Kill layer on impl thread in pending tree. client_impl_.UnregisterElement(element_id_, ElementListType::PENDING); EXPECT_EQ(element_animations_impl_, player_impl_->element_animations()); EXPECT_TRUE(element_animations_impl_->has_element_in_active_list()); EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list()); // Kill layer on impl thread in active tree. client_impl_.UnregisterElement(element_id_, ElementListType::ACTIVE); EXPECT_EQ(element_animations_impl_, player_impl_->element_animations()); EXPECT_FALSE(element_animations_impl_->has_element_in_active_list()); EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list()); // Sync doesn't change anything. PushProperties(); EXPECT_EQ(element_animations_impl_, player_impl_->element_animations()); EXPECT_FALSE(element_animations_impl_->has_element_in_active_list()); EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list()); player_->DetachElement(); EXPECT_FALSE(player_->element_animations()); // Release ptrs now to test the order of destruction. ReleaseRefPtrs(); } TEST_F(ElementAnimationsTest, AttachToNotYetCreatedLayer) { host_->AddAnimationTimeline(timeline_); timeline_->AttachPlayer(player_); PushProperties(); GetImplTimelineAndPlayerByID(); // Perform attachment separately. player_->AttachElement(element_id_); element_animations_ = player_->element_animations(); EXPECT_FALSE(element_animations_->has_element_in_active_list()); EXPECT_FALSE(element_animations_->has_element_in_pending_list()); PushProperties(); element_animations_impl_ = player_impl_->element_animations(); EXPECT_FALSE(element_animations_impl_->has_element_in_active_list()); EXPECT_FALSE(element_animations_impl_->has_element_in_pending_list()); // Create layer. client_.RegisterElement(element_id_, ElementListType::ACTIVE); EXPECT_TRUE(element_animations_->has_element_in_active_list()); EXPECT_FALSE(element_animations_->has_element_in_pending_list()); client_impl_.RegisterElement(element_id_, ElementListType::PENDING); EXPECT_FALSE(element_animations_impl_->has_element_in_active_list()); EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list()); client_impl_.RegisterElement(element_id_, ElementListType::ACTIVE); EXPECT_TRUE(element_animations_impl_->has_element_in_active_list()); EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list()); } TEST_F(ElementAnimationsTest, AddRemovePlayers) { host_->AddAnimationTimeline(timeline_); timeline_->AttachPlayer(player_); player_->AttachElement(element_id_); scoped_refptr element_animations = player_->element_animations(); EXPECT_TRUE(element_animations); scoped_refptr player1 = AnimationPlayer::Create(AnimationIdProvider::NextPlayerId()); scoped_refptr player2 = AnimationPlayer::Create(AnimationIdProvider::NextPlayerId()); timeline_->AttachPlayer(player1); timeline_->AttachPlayer(player2); // Attach players to the same layer. player1->AttachElement(element_id_); player2->AttachElement(element_id_); EXPECT_EQ(element_animations, player1->element_animations()); EXPECT_EQ(element_animations, player2->element_animations()); PushProperties(); GetImplTimelineAndPlayerByID(); scoped_refptr element_animations_impl = player_impl_->element_animations(); EXPECT_TRUE(element_animations_impl); int list_size_before = 0; for (auto& player : element_animations_impl_->players_list()) { EXPECT_TRUE(timeline_->GetPlayerById(player.id())); ++list_size_before; } EXPECT_EQ(3, list_size_before); player2->DetachElement(); EXPECT_FALSE(player2->element_animations()); EXPECT_EQ(element_animations, player_->element_animations()); EXPECT_EQ(element_animations, player1->element_animations()); PushProperties(); EXPECT_EQ(element_animations_impl, player_impl_->element_animations()); int list_size_after = 0; for (auto& player : element_animations_impl_->players_list()) { EXPECT_TRUE(timeline_->GetPlayerById(player.id())); ++list_size_after; } EXPECT_EQ(2, list_size_after); } TEST_F(ElementAnimationsTest, SyncNewAnimation) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY)); EXPECT_FALSE(player_->needs_to_start_animations()); EXPECT_FALSE(player_impl_->needs_to_start_animations()); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false); EXPECT_TRUE(player_->needs_to_start_animations()); PushProperties(); EXPECT_TRUE(player_impl_->needs_to_start_animations()); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); } TEST_F(ElementAnimationsTest, SyncScrollOffsetAnimationRespectsHasSetInitialValue) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)); EXPECT_FALSE(player_->needs_to_start_animations()); EXPECT_FALSE(player_impl_->needs_to_start_animations()); gfx::ScrollOffset initial_value(100.f, 300.f); gfx::ScrollOffset provider_initial_value(150.f, 300.f); gfx::ScrollOffset target_value(300.f, 200.f); client_impl_.SetScrollOffsetForAnimation(provider_initial_value); // Animation with initial value set. std::unique_ptr curve_fixed( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); curve_fixed->SetInitialValue(initial_value); const int animation1_id = 1; std::unique_ptr animation_fixed(Animation::Create( std::move(curve_fixed), animation1_id, 0, TargetProperty::SCROLL_OFFSET)); player_->AddAnimation(std::move(animation_fixed)); PushProperties(); EXPECT_VECTOR2DF_EQ(initial_value, player_impl_->GetAnimationById(animation1_id) ->curve() ->ToScrollOffsetAnimationCurve() ->GetValue(base::TimeDelta())); // Animation without initial value set. std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); const int animation2_id = 2; std::unique_ptr animation(Animation::Create( std::move(curve), animation2_id, 0, TargetProperty::SCROLL_OFFSET)); player_->AddAnimation(std::move(animation)); PushProperties(); EXPECT_VECTOR2DF_EQ(provider_initial_value, player_impl_->GetAnimationById(animation2_id) ->curve() ->ToScrollOffsetAnimationCurve() ->GetValue(base::TimeDelta())); } class TestAnimationDelegateThatDestroysPlayer : public TestAnimationDelegate { public: TestAnimationDelegateThatDestroysPlayer() {} void NotifyAnimationStarted(base::TimeTicks monotonic_time, TargetProperty::Type target_property, int group) override { TestAnimationDelegate::NotifyAnimationStarted(monotonic_time, target_property, group); // Detaching player from the timeline ensures that the timeline doesn't hold // a reference to the player and the player is destroyed. timeline_->DetachPlayer(player_); }; void setTimelineAndPlayer(scoped_refptr timeline, scoped_refptr player) { timeline_ = timeline; player_ = player; } private: scoped_refptr timeline_; scoped_refptr player_; }; // Test that we don't crash if a player is deleted while ElementAnimations is // iterating through the list of players (see crbug.com/631052). This test // passes if it doesn't crash. TEST_F(ElementAnimationsTest, AddedPlayerIsDestroyed) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); TestAnimationDelegateThatDestroysPlayer delegate; const int player2_id = AnimationIdProvider::NextPlayerId(); scoped_refptr player2 = AnimationPlayer::Create(player2_id); delegate.setTimelineAndPlayer(timeline_, player2); timeline_->AttachPlayer(player2); player2->AttachElement(element_id_); player2->set_animation_delegate(&delegate); int animation_id = AddOpacityTransitionToPlayer(player2.get(), 1.0, 0.f, 1.f, false); PushProperties(); scoped_refptr player2_impl = timeline_impl_->GetPlayerById(player2_id); DCHECK(player2_impl); player2_impl->ActivateAnimations(); EXPECT_TRUE(player2_impl->GetAnimationById(animation_id)); player2_impl->Tick(kInitialTickTime); auto events = CreateEventsForTesting(); player2_impl->UpdateState(true, events.get()); EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type); // The actual detachment happens here, inside the callback player2->NotifyAnimationStarted(events->events_[0]); EXPECT_TRUE(delegate.started()); } // If an animation is started on the impl thread before it is ticked on the main // thread, we must be sure to respect the synchronized start time. TEST_F(ElementAnimationsTest, DoNotClobberStartTimes) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY)); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); auto events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); // Synchronize the start times. EXPECT_EQ(1u, events->events_.size()); player_->NotifyAnimationStarted(events->events_[0]); EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(), player_impl_->GetAnimationById(animation_id)->start_time()); // Start the animation on the main thread. Should not affect the start time. player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_impl_->UpdateState(true, nullptr); EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(), player_impl_->GetAnimationById(animation_id)->start_time()); } TEST_F(ElementAnimationsTest, UseSpecifiedStartTimes) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false); const TimeTicks start_time = TicksFromSecondsF(123); player_->GetAnimation(TargetProperty::OPACITY)->set_start_time(start_time); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); auto events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); // Synchronize the start times. EXPECT_EQ(1u, events->events_.size()); player_->NotifyAnimationStarted(events->events_[0]); EXPECT_EQ(start_time, player_->GetAnimationById(animation_id)->start_time()); EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(), player_impl_->GetAnimationById(animation_id)->start_time()); // Start the animation on the main thread. Should not affect the start time. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->UpdateState(true, nullptr); EXPECT_EQ(start_time, player_->GetAnimationById(animation_id)->start_time()); EXPECT_EQ(player_->GetAnimationById(animation_id)->start_time(), player_impl_->GetAnimationById(animation_id)->start_time()); } // Tests that animationss activate and deactivate as expected. TEST_F(ElementAnimationsTest, Activation) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); AnimationHost* host = client_.host(); AnimationHost* host_impl = client_impl_.host(); auto events = CreateEventsForTesting(); EXPECT_EQ(1u, host->element_animations_for_testing().size()); EXPECT_EQ(1u, host_impl->element_animations_for_testing().size()); // Initially, both animationss should be inactive. EXPECT_EQ(0u, host->ticking_players_for_testing().size()); EXPECT_EQ(0u, host_impl->ticking_players_for_testing().size()); AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false); // The main thread animations should now be active. EXPECT_EQ(1u, host->ticking_players_for_testing().size()); PushProperties(); player_impl_->ActivateAnimations(); // Both animationss should now be active. EXPECT_EQ(1u, host->ticking_players_for_testing().size()); EXPECT_EQ(1u, host_impl->ticking_players_for_testing().size()); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(1u, events->events_.size()); player_->NotifyAnimationStarted(events->events_[0]); EXPECT_EQ(1u, host->ticking_players_for_testing().size()); EXPECT_EQ(1u, host_impl->ticking_players_for_testing().size()); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->UpdateState(true, nullptr); EXPECT_EQ(1u, host->ticking_players_for_testing().size()); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, nullptr); EXPECT_EQ(Animation::FINISHED, player_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_EQ(1u, host->ticking_players_for_testing().size()); events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1500)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(Animation::WAITING_FOR_DELETION, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); // The impl thread animations should have de-activated. EXPECT_EQ(0u, host_impl->ticking_players_for_testing().size()); EXPECT_EQ(1u, events->events_.size()); player_->NotifyAnimationFinished(events->events_[0]); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1500)); player_->UpdateState(true, nullptr); EXPECT_EQ(Animation::WAITING_FOR_DELETION, player_->GetAnimation(TargetProperty::OPACITY)->run_state()); // The main thread animations should have de-activated. EXPECT_EQ(0u, host->ticking_players_for_testing().size()); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->has_any_animation()); EXPECT_FALSE(player_impl_->has_any_animation()); EXPECT_EQ(0u, host->ticking_players_for_testing().size()); EXPECT_EQ(0u, host_impl->ticking_players_for_testing().size()); } TEST_F(ElementAnimationsTest, SyncPause) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY)); // Two steps, three ranges: [0-1) -> 0.2, [1-2) -> 0.3, [2-3] -> 0.4. const double duration = 3.0; const int animation_id = AddOpacityStepsToPlayer(player_.get(), duration, 0.2f, 0.4f, 2); // Set start offset to be at the beginning of the second range. player_->GetAnimationById(animation_id) ->set_time_offset(TimeDelta::FromSecondsD(1.01)); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); TimeTicks time = kInitialTickTime; // Start the animations on each animations. auto events = CreateEventsForTesting(); player_impl_->Tick(time); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(1u, events->events_.size()); player_->Tick(time); player_->UpdateState(true, nullptr); player_->NotifyAnimationStarted(events->events_[0]); EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(animation_id)->run_state()); EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(animation_id)->run_state()); EXPECT_EQ(0.3f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_EQ(0.3f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_EQ(kInitialTickTime, player_->GetAnimationById(animation_id)->start_time()); EXPECT_EQ(kInitialTickTime, player_impl_->GetAnimationById(animation_id)->start_time()); // Pause the animation at the middle of the second range so the offset // delays animation until the middle of the third range. player_->PauseAnimation(animation_id, 1.5); EXPECT_EQ(Animation::PAUSED, player_->GetAnimationById(animation_id)->run_state()); // The pause run state change should make it to the impl thread animations. PushProperties(); player_impl_->ActivateAnimations(); // Advance time so it stays within the first range. time += TimeDelta::FromMilliseconds(10); player_->Tick(time); player_impl_->Tick(time); EXPECT_EQ(Animation::PAUSED, player_impl_->GetAnimationById(animation_id)->run_state()); // Opacity value doesn't depend on time if paused at specified time offset. EXPECT_EQ(0.4f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_EQ(0.4f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, DoNotSyncFinishedAnimation) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); EXPECT_FALSE(player_impl_->GetAnimation(TargetProperty::OPACITY)); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type); // Notify main thread animations that the animation has started. player_->NotifyAnimationStarted(events->events_[0]); // Complete animation on impl thread. events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime + TimeDelta::FromSeconds(1)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::FINISHED, events->events_[0].type); player_->NotifyAnimationFinished(events->events_[0]); player_->Tick(kInitialTickTime + TimeDelta::FromSeconds(2)); player_->UpdateState(true, nullptr); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->GetAnimationById(animation_id)); EXPECT_FALSE(player_impl_->GetAnimationById(animation_id)); } // Ensure that a finished animation is eventually deleted by both the // main-thread and the impl-thread animationss. TEST_F(ElementAnimationsTest, AnimationsAreDeleted) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.0f, 1.0f, false); player_->Tick(kInitialTickTime); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->needs_push_properties()); PushProperties(); EXPECT_FALSE(player_->needs_push_properties()); EXPECT_FALSE(host_->needs_push_properties()); EXPECT_FALSE(host_impl_->needs_push_properties()); player_impl_->ActivateAnimations(); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_impl_->UpdateState(true, events.get()); // There should be a STARTED event for the animation. EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type); player_->NotifyAnimationStarted(events->events_[0]); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, nullptr); EXPECT_FALSE(host_->needs_push_properties()); EXPECT_FALSE(host_impl_->needs_push_properties()); events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(host_impl_->needs_push_properties()); // There should be a FINISHED event for the animation. EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::FINISHED, events->events_[0].type); // Neither animations should have deleted the animation yet. EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY)); EXPECT_TRUE(player_impl_->GetAnimation(TargetProperty::OPACITY)); player_->NotifyAnimationFinished(events->events_[0]); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(3000)); player_->UpdateState(true, nullptr); EXPECT_TRUE(host_->needs_push_properties()); PushProperties(); // Both animationss should now have deleted the animation. The impl animations // should have deleted the animation even though activation has not occurred, // since the animation was already waiting for deletion when // PushPropertiesTo was called. EXPECT_FALSE(player_->has_any_animation()); EXPECT_FALSE(player_impl_->has_any_animation()); } // Tests that transitioning opacity from 0 to 1 works as expected. static std::unique_ptr CreateAnimation( std::unique_ptr curve, int group_id, TargetProperty::Type property) { return Animation::Create(std::move(curve), 0, group_id, property); } static const AnimationEvent* GetMostRecentPropertyUpdateEvent( const AnimationEvents* events) { const AnimationEvent* event = 0; for (size_t i = 0; i < events->events_.size(); ++i) if (events->events_[i].type == AnimationEvent::PROPERTY_UPDATE) event = &events->events_[i]; return event; } TEST_F(ElementAnimationsTest, TrivialTransition) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); std::unique_ptr to_add(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); EXPECT_FALSE(player_->needs_to_start_animations()); player_->AddAnimation(std::move(to_add)); EXPECT_TRUE(player_->needs_to_start_animations()); player_->Tick(kInitialTickTime); EXPECT_FALSE(player_->needs_to_start_animations()); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // A non-impl-only animation should not generate property updates. const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, events.get()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); } TEST_F(ElementAnimationsTest, FilterTransition) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); std::unique_ptr curve( KeyframedFilterAnimationCurve::Create()); FilterOperations start_filters; start_filters.Append(FilterOperation::CreateBrightnessFilter(1.f)); curve->AddKeyframe( FilterKeyframe::Create(base::TimeDelta(), start_filters, nullptr)); FilterOperations end_filters; end_filters.Append(FilterOperation::CreateBrightnessFilter(2.f)); curve->AddKeyframe(FilterKeyframe::Create(base::TimeDelta::FromSecondsD(1.0), end_filters, nullptr)); std::unique_ptr animation( Animation::Create(std::move(curve), 1, 0, TargetProperty::FILTER)); player_->AddAnimation(std::move(animation)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(start_filters, client_.GetFilters(element_id_, ElementListType::ACTIVE)); // A non-impl-only animation should not generate property updates. const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->UpdateState(true, events.get()); EXPECT_EQ(1u, client_.GetFilters(element_id_, ElementListType::ACTIVE).size()); EXPECT_EQ(FilterOperation::CreateBrightnessFilter(1.5f), client_.GetFilters(element_id_, ElementListType::ACTIVE).at(0)); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, events.get()); EXPECT_EQ(end_filters, client_.GetFilters(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); } TEST_F(ElementAnimationsTest, ScrollOffsetTransition) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); gfx::ScrollOffset initial_value(100.f, 300.f); gfx::ScrollOffset target_value(300.f, 200.f); std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); std::unique_ptr animation( Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET)); animation->set_needs_synchronized_start_time(true); player_->AddAnimation(std::move(animation)); client_impl_.SetScrollOffsetForAnimation(initial_value); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)); TimeDelta duration = player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET) ->curve() ->Duration(); EXPECT_EQ(duration, player_->GetAnimation(TargetProperty::SCROLL_OFFSET) ->curve() ->Duration()); player_->Tick(kInitialTickTime); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(initial_value, client_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(player_impl_->HasTickingAnimation()); EXPECT_EQ(initial_value, client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); // Scroll offset animations should not generate property updates. const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->NotifyAnimationStarted(events->events_[0]); player_->Tick(kInitialTickTime + duration / 2); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_VECTOR2DF_EQ( gfx::Vector2dF(200.f, 250.f), client_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + duration / 2); player_impl_->UpdateState(true, events.get()); EXPECT_VECTOR2DF_EQ( gfx::Vector2dF(200.f, 250.f), client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_impl_->Tick(kInitialTickTime + duration); player_impl_->UpdateState(true, events.get()); EXPECT_VECTOR2DF_EQ(target_value, client_impl_.GetScrollOffset( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_impl_->HasTickingAnimation()); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->Tick(kInitialTickTime + duration); player_->UpdateState(true, nullptr); EXPECT_VECTOR2DF_EQ(target_value, client_.GetScrollOffset( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } TEST_F(ElementAnimationsTest, ScrollOffsetTransitionOnImplOnly) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); gfx::ScrollOffset initial_value(100.f, 300.f); gfx::ScrollOffset target_value(300.f, 200.f); std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); curve->SetInitialValue(initial_value); double duration_in_seconds = curve->Duration().InSecondsF(); std::unique_ptr animation( Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET)); animation->set_is_impl_only(true); player_impl_->AddAnimation(std::move(animation)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(player_impl_->HasTickingAnimation()); EXPECT_EQ(initial_value, client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); // Scroll offset animations should not generate property updates. const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); TimeDelta duration = TimeDelta::FromMicroseconds( duration_in_seconds * base::Time::kMicrosecondsPerSecond); player_impl_->Tick(kInitialTickTime + duration / 2); player_impl_->UpdateState(true, events.get()); EXPECT_VECTOR2DF_EQ( gfx::Vector2dF(200.f, 250.f), client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_impl_->Tick(kInitialTickTime + duration); player_impl_->UpdateState(true, events.get()); EXPECT_VECTOR2DF_EQ(target_value, client_impl_.GetScrollOffset( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_impl_->HasTickingAnimation()); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); } // This test verifies that if an animation is added after a layer is animated, // it doesn't get promoted to be in the RUNNING state. This prevents cases where // a start time gets set on an animation using the stale value of // last_tick_time_. TEST_F(ElementAnimationsTest, UpdateStateWithoutAnimate) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); // Add first scroll offset animation. AddScrollOffsetAnimationToPlayer(player_impl_.get(), gfx::ScrollOffset(100.f, 300.f), gfx::ScrollOffset(100.f, 200.f), true); // Calling UpdateState after Animate should promote the animation to running // state. player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_EQ( Animation::RUNNING, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1500)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(nullptr, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)); // Add second scroll offset animation. AddScrollOffsetAnimationToPlayer(player_impl_.get(), gfx::ScrollOffset(100.f, 200.f), gfx::ScrollOffset(100.f, 100.f), true); // Calling UpdateState without Animate should NOT promote the animation to // running state. player_impl_->UpdateState(true, events.get()); EXPECT_EQ( Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ( Animation::RUNNING, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state()); EXPECT_VECTOR2DF_EQ( gfx::ScrollOffset(100.f, 200.f), client_impl_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); } // Ensure that when the impl animations doesn't have a value provider, // the main-thread animations's value provider is used to obtain the intial // scroll offset. TEST_F(ElementAnimationsTest, ScrollOffsetTransitionNoImplProvider) { CreateTestLayer(false, false); CreateTestImplLayer(ElementListType::PENDING); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); EXPECT_TRUE(element_animations_impl_->has_element_in_pending_list()); EXPECT_FALSE(element_animations_impl_->has_element_in_active_list()); auto events = CreateEventsForTesting(); gfx::ScrollOffset initial_value(500.f, 100.f); gfx::ScrollOffset target_value(300.f, 200.f); std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); std::unique_ptr animation( Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET)); animation->set_needs_synchronized_start_time(true); player_->AddAnimation(std::move(animation)); client_.SetScrollOffsetForAnimation(initial_value); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)); TimeDelta duration = player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET) ->curve() ->Duration(); EXPECT_EQ(duration, player_->GetAnimation(TargetProperty::SCROLL_OFFSET) ->curve() ->Duration()); player_->Tick(kInitialTickTime); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(initial_value, client_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); EXPECT_EQ(gfx::ScrollOffset(), client_impl_.GetScrollOffset( element_id_, ElementListType::PENDING)); player_impl_->Tick(kInitialTickTime); EXPECT_TRUE(player_impl_->HasTickingAnimation()); EXPECT_EQ(initial_value, client_impl_.GetScrollOffset( element_id_, ElementListType::PENDING)); CreateTestImplLayer(ElementListType::ACTIVE); player_impl_->UpdateState(true, events.get()); DCHECK_EQ(1UL, events->events_.size()); // Scroll offset animations should not generate property updates. const AnimationEvent* event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->NotifyAnimationStarted(events->events_[0]); player_->Tick(kInitialTickTime + duration / 2); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_VECTOR2DF_EQ( gfx::Vector2dF(400.f, 150.f), client_.GetScrollOffset(element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + duration / 2); player_impl_->UpdateState(true, events.get()); EXPECT_VECTOR2DF_EQ( gfx::Vector2dF(400.f, 150.f), client_impl_.GetScrollOffset(element_id_, ElementListType::PENDING)); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_impl_->Tick(kInitialTickTime + duration); player_impl_->UpdateState(true, events.get()); EXPECT_VECTOR2DF_EQ(target_value, client_impl_.GetScrollOffset( element_id_, ElementListType::PENDING)); EXPECT_FALSE(player_impl_->HasTickingAnimation()); event = GetMostRecentPropertyUpdateEvent(events.get()); EXPECT_FALSE(event); player_->Tick(kInitialTickTime + duration); player_->UpdateState(true, nullptr); EXPECT_VECTOR2DF_EQ(target_value, client_.GetScrollOffset( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } TEST_F(ElementAnimationsTest, ScrollOffsetRemovalClearsScrollDelta) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); // First test the 1-argument version of RemoveAnimation. gfx::ScrollOffset target_value(300.f, 200.f); std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); int animation_id = 1; std::unique_ptr animation(Animation::Create( std::move(curve), animation_id, 0, TargetProperty::SCROLL_OFFSET)); animation->set_needs_synchronized_start_time(true); player_->AddAnimation(std::move(animation)); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); player_->RemoveAnimation(animation_id); EXPECT_TRUE(player_->scroll_offset_animation_was_interrupted()); PushProperties(); EXPECT_TRUE(player_impl_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); // Now, test the 2-argument version of RemoveAnimation. curve = ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT)); animation = Animation::Create(std::move(curve), animation_id, 0, TargetProperty::SCROLL_OFFSET); animation->set_needs_synchronized_start_time(true); player_->AddAnimation(std::move(animation)); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); player_->RemoveAnimation(animation_id); EXPECT_TRUE(player_->scroll_offset_animation_was_interrupted()); PushProperties(); EXPECT_TRUE(player_impl_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); // Check that removing non-scroll-offset animations does not cause // scroll_offset_animation_was_interrupted() to get set. animation_id = AddAnimatedTransformToPlayer(player_.get(), 1.0, 1, 2); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); player_->RemoveAnimation(animation_id); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); PushProperties(); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); animation_id = AddAnimatedFilterToPlayer(player_.get(), 1.0, 0.1f, 0.2f); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); player_->RemoveAnimation(animation_id); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); PushProperties(); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); EXPECT_FALSE(player_->scroll_offset_animation_was_interrupted()); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_impl_->scroll_offset_animation_was_interrupted()); } // Tests that impl-only animations lead to start and finished notifications // on the impl thread animations's animation delegate. TEST_F(ElementAnimationsTest, NotificationsForImplOnlyAnimationsAreSentToImplThreadDelegate) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); TestAnimationDelegate delegate; player_impl_->set_animation_delegate(&delegate); gfx::ScrollOffset initial_value(100.f, 300.f); gfx::ScrollOffset target_value(300.f, 200.f); std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); curve->SetInitialValue(initial_value); TimeDelta duration = curve->Duration(); std::unique_ptr to_add( Animation::Create(std::move(curve), 1, 0, TargetProperty::SCROLL_OFFSET)); to_add->set_is_impl_only(true); player_impl_->AddAnimation(std::move(to_add)); EXPECT_FALSE(delegate.started()); EXPECT_FALSE(delegate.finished()); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(delegate.started()); EXPECT_FALSE(delegate.finished()); events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime + duration); EXPECT_EQ(duration, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET) ->curve() ->Duration()); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(delegate.started()); EXPECT_TRUE(delegate.finished()); } // Tests that specified start times are sent to the main thread delegate TEST_F(ElementAnimationsTest, SpecifiedStartTimesAreSentToMainThreadDelegate) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); TestAnimationDelegate delegate; player_->set_animation_delegate(&delegate); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0, 1, false); const TimeTicks start_time = TicksFromSecondsF(123); player_->GetAnimation(TargetProperty::OPACITY)->set_start_time(start_time); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); auto events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); // Synchronize the start times. EXPECT_EQ(1u, events->events_.size()); player_->NotifyAnimationStarted(events->events_[0]); // Validate start time on the main thread delegate. EXPECT_EQ(start_time, delegate.start_time()); } // Tests animations that are waiting for a synchronized start time do not // finish. TEST_F(ElementAnimationsTest, AnimationsWaitingForStartTimeDoNotFinishIfTheyOutwaitTheirFinish) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); std::unique_ptr to_add(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); to_add->set_needs_synchronized_start_time(true); // We should pause at the first keyframe indefinitely waiting for that // animation to start. player_->AddAnimation(std::move(to_add)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // Send the synchronized start time. player_->NotifyAnimationStarted(AnimationEvent( AnimationEvent::STARTED, ElementId(), 1, TargetProperty::OPACITY, kInitialTickTime + TimeDelta::FromMilliseconds(2000))); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(5000)); player_->UpdateState(true, events.get()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } // Tests that two queued animations affecting the same property run in sequence. TEST_F(ElementAnimationsTest, TrivialQueuing) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); EXPECT_FALSE(player_->needs_to_start_animations()); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.5f)), 2, TargetProperty::OPACITY)); EXPECT_TRUE(player_->needs_to_start_animations()); player_->Tick(kInitialTickTime); // The second animation still needs to be started. EXPECT_TRUE(player_->needs_to_start_animations()); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); EXPECT_TRUE(player_->needs_to_start_animations()); player_->UpdateState(true, events.get()); EXPECT_FALSE(player_->needs_to_start_animations()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_->UpdateState(true, events.get()); EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } // Tests interrupting a transition with another transition. TEST_F(ElementAnimationsTest, Interrupt) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); std::unique_ptr to_add(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.5f)), 2, TargetProperty::OPACITY)); player_->AbortAnimations(TargetProperty::OPACITY, false); player_->AddAnimation(std::move(to_add)); // Since the previous animation was aborted, the new animation should start // right in this call to animate. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1500)); player_->UpdateState(true, events.get()); EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } // Tests scheduling two animations to run together when only one property is // free. TEST_F(ElementAnimationsTest, ScheduleTogetherWhenAPropertyIsBlocked) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeTransformTransition(1)), 1, TargetProperty::TRANSFORM)); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeTransformTransition(1)), 2, TargetProperty::TRANSFORM)); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 2, TargetProperty::OPACITY)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(player_->HasTickingAnimation()); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, events.get()); // Should not have started the float transition yet. EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // The float animation should have started at time 1 and should be done. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_->UpdateState(true, events.get()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } // Tests scheduling two animations to run together with different lengths and // another animation queued to start when the shorter animation finishes (should // wait for both to finish). TEST_F(ElementAnimationsTest, ScheduleTogetherWithAnAnimWaiting) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeTransformTransition(2)), 1, TargetProperty::TRANSFORM)); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.5f)), 2, TargetProperty::OPACITY)); // Animations with id 1 should both start now. player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // The opacity animation should have finished at time 1, but the group // of animations with id 1 don't finish until time 2 because of the length // of the transform animation. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_->UpdateState(true, events.get()); // Should not have started the float transition yet. EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // The second opacity animation should start at time 2 and should be done by // time 3. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(3000)); player_->UpdateState(true, events.get()); EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } // Test that a looping animation loops and for the correct number of iterations. TEST_F(ElementAnimationsTest, TrivialLooping) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); std::unique_ptr to_add(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); to_add->set_iterations(3); player_->AddAnimation(std::move(to_add)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1250)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1750)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2250)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2750)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(3000)); player_->UpdateState(true, events.get()); EXPECT_FALSE(player_->HasTickingAnimation()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // Just be extra sure. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(4000)); player_->UpdateState(true, events.get()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } // Test that an infinitely looping animation does indeed go until aborted. TEST_F(ElementAnimationsTest, InfiniteLooping) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); std::unique_ptr to_add(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); to_add->set_iterations(-1); player_->AddAnimation(std::move(to_add)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1250)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1750)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1073741824250)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.25f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1073741824750)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY)); player_->GetAnimation(TargetProperty::OPACITY) ->SetRunState(Animation::ABORTED, kInitialTickTime + TimeDelta::FromMilliseconds(750)); EXPECT_FALSE(player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } // Test that pausing and resuming work as expected. TEST_F(ElementAnimationsTest, PauseResume) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY)); player_->GetAnimation(TargetProperty::OPACITY) ->SetRunState(Animation::PAUSED, kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1024000)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(player_->GetAnimation(TargetProperty::OPACITY)); player_->GetAnimation(TargetProperty::OPACITY) ->SetRunState(Animation::RUNNING, kInitialTickTime + TimeDelta::FromMilliseconds(1024000)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1024250)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1024500)); player_->UpdateState(true, events.get()); EXPECT_FALSE(player_->HasTickingAnimation()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, AbortAGroupedAnimation) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); const int animation_id = 2; player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeTransformTransition(1)), 1, 1, TargetProperty::TRANSFORM)); player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeFloatTransition(2.0, 0.f, 1.f)), animation_id, 1, TargetProperty::OPACITY)); player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.75f)), 3, 2, TargetProperty::OPACITY)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.5f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(player_->GetAnimationById(animation_id)); player_->GetAnimationById(animation_id) ->SetRunState(Animation::ABORTED, kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_->UpdateState(true, events.get()); EXPECT_TRUE(!player_->HasTickingAnimation()); EXPECT_EQ(0.75f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, PushUpdatesWhenSynchronizedStartTimeNeeded) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); std::unique_ptr to_add(CreateAnimation( std::unique_ptr(new FakeFloatTransition(2.0, 0.f, 1.f)), 0, TargetProperty::OPACITY)); to_add->set_needs_synchronized_start_time(true); player_->AddAnimation(std::move(to_add)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); EXPECT_TRUE(player_->HasTickingAnimation()); Animation* active_animation = player_->GetAnimation(TargetProperty::OPACITY); EXPECT_TRUE(active_animation); EXPECT_TRUE(active_animation->needs_synchronized_start_time()); EXPECT_TRUE(player_->needs_push_properties()); PushProperties(); player_impl_->ActivateAnimations(); active_animation = player_impl_->GetAnimation(TargetProperty::OPACITY); EXPECT_TRUE(active_animation); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, active_animation->run_state()); } // Tests that skipping a call to UpdateState works as expected. TEST_F(ElementAnimationsTest, SkipUpdateState) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); auto events = CreateEventsForTesting(); std::unique_ptr first_animation(CreateAnimation( std::unique_ptr(new FakeTransformTransition(1)), 1, TargetProperty::TRANSFORM)); first_animation->set_is_controlling_instance_for_test(true); player_->AddAnimation(std::move(first_animation)); player_->Tick(kInitialTickTime); player_->UpdateState(true, events.get()); std::unique_ptr second_animation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 2, TargetProperty::OPACITY)); second_animation->set_is_controlling_instance_for_test(true); player_->AddAnimation(std::move(second_animation)); // Animate but don't UpdateState. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); events = CreateEventsForTesting(); player_->UpdateState(true, events.get()); // Should have one STARTED event and one FINISHED event. EXPECT_EQ(2u, events->events_.size()); EXPECT_NE(events->events_[0].type, events->events_[1].type); // The float transition should still be at its starting point. EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(3000)); player_->UpdateState(true, events.get()); // The float tranisition should now be done. EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(player_->HasTickingAnimation()); } // Tests that an animation animations with only a pending observer gets ticked // but doesn't progress animations past the STARTING state. TEST_F(ElementAnimationsTest, InactiveObserverGetsTicked) { AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); const int id = 1; player_impl_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.5f, 1.f)), id, TargetProperty::OPACITY)); // Without an observer, the animation shouldn't progress to the STARTING // state. player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(0u, events->events_.size()); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); CreateTestImplLayer(ElementListType::PENDING); // With only a pending observer, the animation should progress to the // STARTING state and get ticked at its starting point, but should not // progress to RUNNING. player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(0u, events->events_.size()); EXPECT_EQ(Animation::STARTING, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); // Even when already in the STARTING state, the animation should stay // there, and shouldn't be ticked past its starting point. player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(0u, events->events_.size()); EXPECT_EQ(Animation::STARTING, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); CreateTestImplLayer(ElementListType::ACTIVE); // Now that an active observer has been added, the animation should still // initially tick at its starting point, but should now progress to RUNNING. player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(3000)); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); // The animation should now tick past its starting point. player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(3500)); EXPECT_NE(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_NE(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, TransformAnimationBounds) { AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); std::unique_ptr curve1( KeyframedTransformAnimationCurve::Create()); TransformOperations operations1; curve1->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations1, nullptr)); operations1.AppendTranslate(10.0, 15.0, 0.0); curve1->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations1, nullptr)); std::unique_ptr animation( Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM)); player_impl_->AddAnimation(std::move(animation)); std::unique_ptr curve2( KeyframedTransformAnimationCurve::Create()); TransformOperations operations2; curve2->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations2, nullptr)); operations2.AppendScale(2.0, 3.0, 4.0); curve2->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations2, nullptr)); animation = Animation::Create(std::move(curve2), 2, 2, TargetProperty::TRANSFORM); player_impl_->AddAnimation(std::move(animation)); gfx::BoxF box(1.f, 2.f, -1.f, 3.f, 4.f, 5.f); gfx::BoxF bounds; EXPECT_TRUE(player_impl_->TransformAnimationBoundsForBox(box, &bounds)); EXPECT_EQ(gfx::BoxF(1.f, 2.f, -4.f, 13.f, 19.f, 20.f).ToString(), bounds.ToString()); player_impl_->GetAnimationById(1)->SetRunState(Animation::FINISHED, TicksFromSecondsF(0.0)); // Only the unfinished animation should affect the animated bounds. EXPECT_TRUE(player_impl_->TransformAnimationBoundsForBox(box, &bounds)); EXPECT_EQ(gfx::BoxF(1.f, 2.f, -4.f, 7.f, 16.f, 20.f).ToString(), bounds.ToString()); player_impl_->GetAnimationById(2)->SetRunState(Animation::FINISHED, TicksFromSecondsF(0.0)); // There are no longer any running animations. EXPECT_FALSE(player_impl_->HasTransformAnimationThatInflatesBounds()); // Add an animation whose bounds we don't yet support computing. std::unique_ptr curve3( KeyframedTransformAnimationCurve::Create()); TransformOperations operations3; gfx::Transform transform3; transform3.Scale3d(1.0, 2.0, 3.0); curve3->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations3, nullptr)); operations3.AppendMatrix(transform3); curve3->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations3, nullptr)); animation = Animation::Create(std::move(curve3), 3, 3, TargetProperty::TRANSFORM); player_impl_->AddAnimation(std::move(animation)); EXPECT_FALSE(player_impl_->TransformAnimationBoundsForBox(box, &bounds)); } TEST_F(ElementAnimationsTest, TransformAnimationBoundsTwoPlayers) { AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); scoped_refptr player2 = AnimationPlayer::Create(AnimationIdProvider::NextPlayerId()); timeline_->AttachPlayer(player2); player2->AttachElement(element_id_); std::unique_ptr curve( KeyframedTransformAnimationCurve::Create()); TransformOperations operations; curve->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations, nullptr)); operations.AppendScale(2.0, 3.0, 4.0); curve->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations, nullptr)); std::unique_ptr animation( Animation::Create(std::move(curve), 1, 1, TargetProperty::TRANSFORM)); player2->AddAnimation(std::move(animation)); gfx::BoxF box(1.f, 2.f, -1.f, 3.f, 4.f, 5.f); gfx::BoxF bounds; EXPECT_FALSE(player_impl_->HasTransformAnimationThatInflatesBounds()); EXPECT_TRUE(player2->TransformAnimationBoundsForBox(box, &bounds)); EXPECT_EQ(gfx::BoxF(1.f, 2.f, -4.f, 7.f, 16.f, 20.f).ToString(), bounds.ToString()); EXPECT_TRUE( element_animations_->TransformAnimationBoundsForBox(box, &bounds)); EXPECT_EQ(gfx::BoxF(1.f, 2.f, -4.f, 7.f, 16.f, 20.f).ToString(), bounds.ToString()); } // Tests that AbortAnimations aborts all animations targeting the specified // property. TEST_F(ElementAnimationsTest, AbortAnimations) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); // Start with several animations, and allow some of them to reach the finished // state. player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeTransformTransition(1.0)), 1, 1, TargetProperty::TRANSFORM)); player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 2, 2, TargetProperty::OPACITY)); player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeTransformTransition(1.0)), 3, 3, TargetProperty::TRANSFORM)); player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeTransformTransition(2.0)), 4, 4, TargetProperty::TRANSFORM)); player_->AddAnimation(Animation::Create( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 5, 5, TargetProperty::OPACITY)); player_->Tick(kInitialTickTime); player_->UpdateState(true, nullptr); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, nullptr); EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(1)->run_state()); EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(2)->run_state()); EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(3)->run_state()); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_->GetAnimationById(4)->run_state()); EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(5)->run_state()); player_->AbortAnimations(TargetProperty::TRANSFORM, false); // Only un-finished TRANSFORM animations should have been aborted. EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(1)->run_state()); EXPECT_EQ(Animation::FINISHED, player_->GetAnimationById(2)->run_state()); EXPECT_EQ(Animation::ABORTED, player_->GetAnimationById(3)->run_state()); EXPECT_EQ(Animation::ABORTED, player_->GetAnimationById(4)->run_state()); EXPECT_EQ(Animation::RUNNING, player_->GetAnimationById(5)->run_state()); } // An animation aborted on the main thread should get deleted on both threads. TEST_F(ElementAnimationsTest, MainThreadAbortedAnimationGetsDeleted) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 1.f, false); EXPECT_TRUE(host_->needs_push_properties()); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_FALSE(host_->needs_push_properties()); player_->AbortAnimations(TargetProperty::OPACITY, false); EXPECT_EQ(Animation::ABORTED, player_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_TRUE(host_->needs_push_properties()); player_->Tick(kInitialTickTime); player_->UpdateState(true, nullptr); EXPECT_EQ(Animation::ABORTED, player_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_TRUE(player_->needs_push_properties()); EXPECT_TRUE(player_->needs_push_properties()); EXPECT_TRUE(host_->needs_push_properties()); PushProperties(); EXPECT_FALSE(host_->needs_push_properties()); EXPECT_FALSE(player_->needs_push_properties()); EXPECT_FALSE(player_->GetAnimationById(animation_id)); EXPECT_FALSE(player_impl_->GetAnimationById(animation_id)); } // An animation aborted on the impl thread should get deleted on both threads. TEST_F(ElementAnimationsTest, ImplThreadAbortedAnimationGetsDeleted) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); TestAnimationDelegate delegate; player_->set_animation_delegate(&delegate); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 1.f, false); PushProperties(); EXPECT_FALSE(host_->needs_push_properties()); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); player_impl_->AbortAnimations(TargetProperty::OPACITY, false); EXPECT_EQ(Animation::ABORTED, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_TRUE(host_impl_->needs_push_properties()); EXPECT_TRUE(player_impl_->needs_push_properties()); auto events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(host_impl_->needs_push_properties()); EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::ABORTED, events->events_[0].type); EXPECT_EQ(Animation::WAITING_FOR_DELETION, player_impl_->GetAnimation(TargetProperty::OPACITY)->run_state()); player_->NotifyAnimationAborted(events->events_[0]); EXPECT_EQ(Animation::ABORTED, player_->GetAnimation(TargetProperty::OPACITY)->run_state()); EXPECT_TRUE(delegate.aborted()); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_->UpdateState(true, nullptr); EXPECT_TRUE(host_->needs_push_properties()); EXPECT_EQ(Animation::WAITING_FOR_DELETION, player_->GetAnimation(TargetProperty::OPACITY)->run_state()); PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->GetAnimationById(animation_id)); EXPECT_FALSE(player_impl_->GetAnimationById(animation_id)); } // Test that an impl-only scroll offset animation that needs to be completed on // the main thread gets deleted. TEST_F(ElementAnimationsTest, ImplThreadTakeoverAnimationGetsDeleted) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); TestAnimationDelegate delegate_impl; player_impl_->set_animation_delegate(&delegate_impl); TestAnimationDelegate delegate; player_->set_animation_delegate(&delegate); // Add impl-only scroll offset animation. const int animation_id = 1; gfx::ScrollOffset initial_value(100.f, 300.f); gfx::ScrollOffset target_value(300.f, 200.f); std::unique_ptr curve( ScrollOffsetAnimationCurve::Create( target_value, CubicBezierTimingFunction::CreatePreset( CubicBezierTimingFunction::EaseType::EASE_IN_OUT))); curve->SetInitialValue(initial_value); std::unique_ptr animation(Animation::Create( std::move(curve), animation_id, 0, TargetProperty::SCROLL_OFFSET)); animation->set_start_time(TicksFromSecondsF(123)); animation->set_is_impl_only(true); player_impl_->AddAnimation(std::move(animation)); PushProperties(); EXPECT_FALSE(host_->needs_push_properties()); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); player_impl_->AbortAnimations(TargetProperty::SCROLL_OFFSET, true); EXPECT_TRUE(host_impl_->needs_push_properties()); EXPECT_EQ( Animation::ABORTED_BUT_NEEDS_COMPLETION, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)->run_state()); auto events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_TRUE(delegate_impl.finished()); EXPECT_TRUE(host_impl_->needs_push_properties()); EXPECT_EQ(1u, events->events_.size()); EXPECT_EQ(AnimationEvent::TAKEOVER, events->events_[0].type); EXPECT_EQ(123, events->events_[0].animation_start_time); EXPECT_EQ( target_value, events->events_[0].curve->ToScrollOffsetAnimationCurve()->target_value()); EXPECT_EQ(nullptr, player_impl_->GetAnimation(TargetProperty::SCROLL_OFFSET)); // MT receives the event to take over. player_->NotifyAnimationTakeover(events->events_[0]); EXPECT_TRUE(delegate.takeover()); // AnimationPlayer::NotifyAnimationTakeover requests SetNeedsPushProperties // to purge CT animations marked for deletion. EXPECT_TRUE(player_->needs_push_properties()); // ElementAnimations::PurgeAnimationsMarkedForDeletion call happens only in // ElementAnimations::PushPropertiesTo. PushProperties(); player_impl_->ActivateAnimations(); EXPECT_FALSE(player_->GetAnimationById(animation_id)); EXPECT_FALSE(player_impl_->GetAnimationById(animation_id)); } // Ensure that we only generate FINISHED events for animations in a group // once all animations in that group are finished. TEST_F(ElementAnimationsTest, FinishedEventsForGroup) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); const int group_id = 1; // Add two animations with the same group id but different durations. std::unique_ptr first_animation(Animation::Create( std::unique_ptr(new FakeTransformTransition(2.0)), 1, group_id, TargetProperty::TRANSFORM)); first_animation->set_is_controlling_instance_for_test(true); player_impl_->AddAnimation(std::move(first_animation)); std::unique_ptr second_animation(Animation::Create( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 2, group_id, TargetProperty::OPACITY)); second_animation->set_is_controlling_instance_for_test(true); player_impl_->AddAnimation(std::move(second_animation)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); // Both animations should have started. EXPECT_EQ(2u, events->events_.size()); EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type); EXPECT_EQ(AnimationEvent::STARTED, events->events_[1].type); events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); // The opacity animation should be finished, but should not have generated // a FINISHED event yet. EXPECT_EQ(0u, events->events_.size()); EXPECT_EQ(Animation::FINISHED, player_impl_->GetAnimationById(2)->run_state()); EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(1)->run_state()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); // Both animations should have generated FINISHED events. EXPECT_EQ(2u, events->events_.size()); EXPECT_EQ(AnimationEvent::FINISHED, events->events_[0].type); EXPECT_EQ(AnimationEvent::FINISHED, events->events_[1].type); } // Ensure that when a group has a mix of aborted and finished animations, // we generate a FINISHED event for the finished animation and an ABORTED // event for the aborted animation. TEST_F(ElementAnimationsTest, FinishedAndAbortedEventsForGroup) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); // Add two animations with the same group id. std::unique_ptr first_animation(CreateAnimation( std::unique_ptr(new FakeTransformTransition(1.0)), 1, TargetProperty::TRANSFORM)); first_animation->set_is_controlling_instance_for_test(true); player_impl_->AddAnimation(std::move(first_animation)); std::unique_ptr second_animation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); second_animation->set_is_controlling_instance_for_test(true); player_impl_->AddAnimation(std::move(second_animation)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); // Both animations should have started. EXPECT_EQ(2u, events->events_.size()); EXPECT_EQ(AnimationEvent::STARTED, events->events_[0].type); EXPECT_EQ(AnimationEvent::STARTED, events->events_[1].type); player_impl_->AbortAnimations(TargetProperty::OPACITY, false); events = CreateEventsForTesting(); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); // We should have exactly 2 events: a FINISHED event for the tranform // animation, and an ABORTED event for the opacity animation. EXPECT_EQ(2u, events->events_.size()); EXPECT_EQ(AnimationEvent::FINISHED, events->events_[0].type); EXPECT_EQ(TargetProperty::TRANSFORM, events->events_[0].target_property); EXPECT_EQ(AnimationEvent::ABORTED, events->events_[1].type); EXPECT_EQ(TargetProperty::OPACITY, events->events_[1].target_property); } TEST_F(ElementAnimationsTest, HasOnlyTranslationTransforms) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); player_impl_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); // Opacity animations aren't non-translation transforms. EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); std::unique_ptr curve1( KeyframedTransformAnimationCurve::Create()); TransformOperations operations1; curve1->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations1, nullptr)); operations1.AppendTranslate(10.0, 15.0, 0.0); curve1->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations1, nullptr)); std::unique_ptr animation( Animation::Create(std::move(curve1), 2, 2, TargetProperty::TRANSFORM)); player_impl_->AddAnimation(std::move(animation)); // The only transform animation we've added is a translation. EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); std::unique_ptr curve2( KeyframedTransformAnimationCurve::Create()); TransformOperations operations2; curve2->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations2, nullptr)); operations2.AppendScale(2.0, 3.0, 4.0); curve2->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations2, nullptr)); animation = Animation::Create(std::move(curve2), 3, 3, TargetProperty::TRANSFORM); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); // A scale animation is not a translation. EXPECT_FALSE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_FALSE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); EXPECT_FALSE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); player_impl_->GetAnimationById(3)->set_affects_pending_elements(false); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); EXPECT_FALSE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); player_impl_->GetAnimationById(3)->SetRunState(Animation::FINISHED, TicksFromSecondsF(0.0)); // Only unfinished animations should be considered by // HasOnlyTranslationTransforms. EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::PENDING)); EXPECT_TRUE( player_impl_->HasOnlyTranslationTransforms(ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, AnimationStartScale) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); std::unique_ptr curve1( KeyframedTransformAnimationCurve::Create()); TransformOperations operations1; operations1.AppendScale(2.0, 3.0, 4.0); curve1->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations1, nullptr)); TransformOperations operations2; curve1->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations2, nullptr)); std::unique_ptr animation( Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM)); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); float start_scale = 0.f; EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING, &start_scale)); EXPECT_EQ(4.f, start_scale); EXPECT_TRUE( player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale)); EXPECT_EQ(0.f, start_scale); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING, &start_scale)); EXPECT_EQ(4.f, start_scale); EXPECT_TRUE( player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale)); EXPECT_EQ(4.f, start_scale); std::unique_ptr curve2( KeyframedTransformAnimationCurve::Create()); TransformOperations operations3; curve2->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations3, nullptr)); operations3.AppendScale(6.0, 5.0, 4.0); curve2->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations3, nullptr)); player_impl_->RemoveAnimation(1); animation = Animation::Create(std::move(curve2), 2, 2, TargetProperty::TRANSFORM); // Reverse Direction animation->set_direction(Animation::Direction::REVERSE); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); std::unique_ptr curve3( KeyframedTransformAnimationCurve::Create()); TransformOperations operations4; operations4.AppendScale(5.0, 3.0, 1.0); curve3->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations4, nullptr)); TransformOperations operations5; curve3->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations5, nullptr)); animation = Animation::Create(std::move(curve3), 3, 3, TargetProperty::TRANSFORM); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING, &start_scale)); EXPECT_EQ(6.f, start_scale); EXPECT_TRUE( player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale)); EXPECT_EQ(0.f, start_scale); player_impl_->ActivateAnimations(); EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING, &start_scale)); EXPECT_EQ(6.f, start_scale); EXPECT_TRUE( player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale)); EXPECT_EQ(6.f, start_scale); player_impl_->GetAnimationById(2)->SetRunState(Animation::FINISHED, TicksFromSecondsF(0.0)); // Only unfinished animations should be considered by // AnimationStartScale. EXPECT_TRUE(player_impl_->AnimationStartScale(ElementListType::PENDING, &start_scale)); EXPECT_EQ(5.f, start_scale); EXPECT_TRUE( player_impl_->AnimationStartScale(ElementListType::ACTIVE, &start_scale)); EXPECT_EQ(5.f, start_scale); } TEST_F(ElementAnimationsTest, MaximumTargetScale) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); float max_scale = 0.f; EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(0.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(0.f, max_scale); std::unique_ptr curve1( KeyframedTransformAnimationCurve::Create()); TransformOperations operations1; curve1->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations1, nullptr)); operations1.AppendScale(2.0, 3.0, 4.0); curve1->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations1, nullptr)); std::unique_ptr animation( Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM)); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(4.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(0.f, max_scale); player_impl_->ActivateAnimations(); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(4.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(4.f, max_scale); std::unique_ptr curve2( KeyframedTransformAnimationCurve::Create()); TransformOperations operations2; curve2->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations2, nullptr)); operations2.AppendScale(6.0, 5.0, 4.0); curve2->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations2, nullptr)); animation = Animation::Create(std::move(curve2), 2, 2, TargetProperty::TRANSFORM); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(6.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(4.f, max_scale); player_impl_->ActivateAnimations(); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(6.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(6.f, max_scale); std::unique_ptr curve3( KeyframedTransformAnimationCurve::Create()); TransformOperations operations3; curve3->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations3, nullptr)); operations3.AppendPerspective(6.0); curve3->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations3, nullptr)); animation = Animation::Create(std::move(curve3), 3, 3, TargetProperty::TRANSFORM); animation->set_affects_active_elements(false); player_impl_->AddAnimation(std::move(animation)); EXPECT_FALSE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(6.f, max_scale); player_impl_->ActivateAnimations(); EXPECT_FALSE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_FALSE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); player_impl_->GetAnimationById(3)->SetRunState(Animation::FINISHED, TicksFromSecondsF(0.0)); player_impl_->GetAnimationById(2)->SetRunState(Animation::FINISHED, TicksFromSecondsF(0.0)); // Only unfinished animations should be considered by // MaximumTargetScale. EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(4.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(4.f, max_scale); } TEST_F(ElementAnimationsTest, MaximumTargetScaleWithDirection) { CreateTestLayer(true, false); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); std::unique_ptr curve1( KeyframedTransformAnimationCurve::Create()); TransformOperations operations1; operations1.AppendScale(1.0, 2.0, 3.0); curve1->AddKeyframe( TransformKeyframe::Create(base::TimeDelta(), operations1, nullptr)); TransformOperations operations2; operations2.AppendScale(4.0, 5.0, 6.0); curve1->AddKeyframe(TransformKeyframe::Create( base::TimeDelta::FromSecondsD(1.0), operations2, nullptr)); std::unique_ptr animation_owned( Animation::Create(std::move(curve1), 1, 1, TargetProperty::TRANSFORM)); Animation* animation = animation_owned.get(); player_impl_->AddAnimation(std::move(animation_owned)); float max_scale = 0.f; EXPECT_GT(animation->playback_rate(), 0.0); // NORMAL direction with positive playback rate. animation->set_direction(Animation::Direction::NORMAL); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(6.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(6.f, max_scale); // ALTERNATE direction with positive playback rate. animation->set_direction(Animation::Direction::ALTERNATE_NORMAL); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(6.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(6.f, max_scale); // REVERSE direction with positive playback rate. animation->set_direction(Animation::Direction::REVERSE); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(3.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(3.f, max_scale); // ALTERNATE reverse direction. animation->set_direction(Animation::Direction::REVERSE); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(3.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(3.f, max_scale); animation->set_playback_rate(-1.0); // NORMAL direction with negative playback rate. animation->set_direction(Animation::Direction::NORMAL); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(3.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(3.f, max_scale); // ALTERNATE direction with negative playback rate. animation->set_direction(Animation::Direction::ALTERNATE_NORMAL); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(3.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(3.f, max_scale); // REVERSE direction with negative playback rate. animation->set_direction(Animation::Direction::REVERSE); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(6.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(6.f, max_scale); // ALTERNATE reverse direction with negative playback rate. animation->set_direction(Animation::Direction::REVERSE); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::PENDING, &max_scale)); EXPECT_EQ(6.f, max_scale); EXPECT_TRUE( player_impl_->MaximumTargetScale(ElementListType::ACTIVE, &max_scale)); EXPECT_EQ(6.f, max_scale); } TEST_F(ElementAnimationsTest, NewlyPushedAnimationWaitsForActivation) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); EXPECT_FALSE(player_->needs_to_start_animations()); int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0.5f, 1.f, false); EXPECT_TRUE(player_->needs_to_start_animations()); EXPECT_FALSE(player_impl_->needs_to_start_animations()); PushProperties(); EXPECT_TRUE(player_impl_->needs_to_start_animations()); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_pending_elements()); EXPECT_FALSE( player_impl_->GetAnimationById(animation_id)->affects_active_elements()); player_impl_->Tick(kInitialTickTime); EXPECT_FALSE(player_impl_->needs_to_start_animations()); player_impl_->UpdateState(true, events.get()); // Since the animation hasn't been activated, it should still be STARTING // rather than RUNNING. EXPECT_EQ(Animation::STARTING, player_impl_->GetAnimationById(animation_id)->run_state()); // Since the animation hasn't been activated, only the pending observer // should have been ticked. EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_pending_elements()); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_active_elements()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); // Since the animation has been activated, it should have reached the // RUNNING state and the active observer should start to get ticked. EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(animation_id)->run_state()); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, ActivationBetweenAnimateAndUpdateState) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); const int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0.5f, 1.f, true); PushProperties(); EXPECT_TRUE(player_impl_->GetAnimationById(animation_id)); EXPECT_EQ(Animation::WAITING_FOR_TARGET_AVAILABILITY, player_impl_->GetAnimationById(animation_id)->run_state()); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_pending_elements()); EXPECT_FALSE( player_impl_->GetAnimationById(animation_id)->affects_active_elements()); player_impl_->Tick(kInitialTickTime); // Since the animation hasn't been activated, only the pending observer // should have been ticked. EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_pending_elements()); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_active_elements()); player_impl_->UpdateState(true, events.get()); // Since the animation has been activated, it should have reached the // RUNNING state. EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(animation_id)->run_state()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); // Both elements should have been ticked. EXPECT_EQ(0.75f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.75f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, ObserverNotifiedWhenTransformAnimationChanges) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); EXPECT_FALSE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 1: An animation that's allowed to run until its finish point. AddAnimatedTransformToPlayer(player_.get(), 1.0, 1, 1); EXPECT_TRUE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); // Finish the animation. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, nullptr); EXPECT_FALSE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); PushProperties(); // Finished animations are pushed, but animations_impl hasn't yet ticked // at/past the end of the animation. EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 2: An animation that's removed before it finishes. int animation_id = AddAnimatedTransformToPlayer(player_.get(), 10.0, 2, 2); int animation2_id = AddAnimatedTransformToPlayer(player_.get(), 10.0, 2, 1); player_->GetAnimationById(animation2_id) ->set_time_offset(base::TimeDelta::FromMilliseconds(-10000)); player_->GetAnimationById(animation2_id) ->set_fill_mode(Animation::FillMode::NONE); EXPECT_TRUE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); // animation1 is in effect currently and animation2 isn't. As the element has // atleast one animation that's in effect currently, client should be notified // that the transform is currently animating. EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); player_->RemoveAnimation(animation_id); player_->RemoveAnimation(animation2_id); EXPECT_FALSE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 3: An animation that's aborted before it finishes. animation_id = AddAnimatedTransformToPlayer(player_.get(), 10.0, 3, 3); EXPECT_TRUE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); player_impl_->AbortAnimations(TargetProperty::TRANSFORM, false); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(4000)); player_impl_->UpdateState(true, events.get()); element_animations_->NotifyAnimationAborted(events->events_[0]); EXPECT_FALSE(client_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 4 : An animation that's not in effect. animation_id = AddAnimatedTransformToPlayer(player_.get(), 1.0, 1, 6); player_->GetAnimationById(animation_id) ->set_time_offset(base::TimeDelta::FromMilliseconds(-10000)); player_->GetAnimationById(animation_id) ->set_fill_mode(Animation::FillMode::NONE); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialTransformAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetTransformIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, ObserverNotifiedWhenOpacityAnimationChanges) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 1: An animation that's allowed to run until its finish point. AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 1.f, false /*use_timing_function*/); EXPECT_TRUE(client_.GetHasPotentialOpacityAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); // Finish the animation. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, nullptr); EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); // Finished animations are pushed, but animations_impl hasn't yet ticked // at/past the end of the animation. EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 2: An animation that's removed before it finishes. int animation_id = AddOpacityTransitionToPlayer( player_.get(), 10.0, 0.f, 1.f, false /*use_timing_function*/); EXPECT_TRUE(client_.GetHasPotentialOpacityAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); player_->RemoveAnimation(animation_id); EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 3: An animation that's aborted before it finishes. animation_id = AddOpacityTransitionToPlayer(player_.get(), 10.0, 0.f, 0.5f, false /*use_timing_function*/); EXPECT_TRUE(client_.GetHasPotentialOpacityAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); player_impl_->AbortAnimations(TargetProperty::OPACITY, false); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(4000)); player_impl_->UpdateState(true, events.get()); element_animations_->NotifyAnimationAborted(events->events_[0]); EXPECT_FALSE(client_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetOpacityIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); // Case 4 : An animation that's not in effect. animation_id = AddOpacityTransitionToPlayer(player_.get(), 1.0, 0.f, 0.5f, false /*use_timing_function*/); player_->GetAnimationById(animation_id) ->set_time_offset(base::TimeDelta::FromMilliseconds(-10000)); player_->GetAnimationById(animation_id) ->set_fill_mode(Animation::FillMode::NONE); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialOpacityAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetOpacityIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, ObserverNotifiedWhenFilterAnimationChanges) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 1: An animation that's allowed to run until its finish point. AddAnimatedFilterToPlayer(player_.get(), 1.0, 0.f, 1.f); EXPECT_TRUE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); // Finish the animation. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_->UpdateState(true, nullptr); EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); // Finished animations are pushed, but animations_impl hasn't yet ticked // at/past the end of the animation. EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 2: An animation that's removed before it finishes. int animation_id = AddAnimatedFilterToPlayer(player_.get(), 10.0, 0.f, 1.f); EXPECT_TRUE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); player_->RemoveAnimation(animation_id); EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); // Case 3: An animation that's aborted before it finishes. animation_id = AddAnimatedFilterToPlayer(player_.get(), 10.0, 0.f, 0.5f); EXPECT_TRUE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_TRUE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_impl_->UpdateState(true, events.get()); player_->NotifyAnimationStarted(events->events_[0]); events->events_.clear(); player_impl_->AbortAnimations(TargetProperty::FILTER, false); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(4000)); player_impl_->UpdateState(true, events.get()); element_animations_->NotifyAnimationAborted(events->events_[0]); EXPECT_FALSE(client_.GetHasPotentialFilterAnimation(element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_.GetFilterIsCurrentlyAnimating(element_id_, ElementListType::ACTIVE)); // Case 4 : An animation that's not in effect. animation_id = AddAnimatedFilterToPlayer(player_.get(), 1.0, 0.f, 0.5f); player_->GetAnimationById(animation_id) ->set_time_offset(base::TimeDelta::FromMilliseconds(-10000)); player_->GetAnimationById(animation_id) ->set_fill_mode(Animation::FillMode::NONE); PushProperties(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::PENDING)); EXPECT_FALSE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); EXPECT_TRUE(client_impl_.GetHasPotentialFilterAnimation( element_id_, ElementListType::ACTIVE)); EXPECT_FALSE(client_impl_.GetFilterIsCurrentlyAnimating( element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, ClippedOpacityValues) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); AddOpacityTransitionToPlayer(player_.get(), 1, 1.f, 2.f, true); player_->Tick(kInitialTickTime); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // Opacity values are clipped [0,1] player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, ClippedNegativeOpacityValues) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); AddOpacityTransitionToPlayer(player_.get(), 1, 0.f, -2.f, true); player_->Tick(kInitialTickTime); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // Opacity values are clipped [0,1] player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, PushedDeletedAnimationWaitsForActivation) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); const int animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0.5f, 1.f, true); PushProperties(); player_impl_->ActivateAnimations(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(animation_id)->run_state()); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_pending_elements()); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_active_elements()); // Delete the animation on the main-thread animations. player_->RemoveAnimation( player_->GetAnimation(TargetProperty::OPACITY)->id()); PushProperties(); // The animation should no longer affect pending elements. EXPECT_FALSE( player_impl_->GetAnimationById(animation_id)->affects_pending_elements()); EXPECT_TRUE( player_impl_->GetAnimationById(animation_id)->affects_active_elements()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_impl_->UpdateState(true, events.get()); // Only the active observer should have been ticked. EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.75f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); events = CreateEventsForTesting(); player_impl_->UpdateState(true, events.get()); // After Activation the animation doesn't affect neither active nor pending // thread. UpdateState for this animation would put the animation to wait for // deletion state. EXPECT_EQ(Animation::WAITING_FOR_DELETION, player_impl_->GetAnimationById(animation_id)->run_state()); EXPECT_EQ(1u, events->events_.size()); // The animation is finished on impl thread, and main thread will delete it // during commit. player_->animation_host()->SetAnimationEvents(std::move(events)); PushProperties(); EXPECT_FALSE(player_impl_->has_any_animation()); } // Tests that an animation that affects only active elements won't block // an animation that affects only pending elements from starting. TEST_F(ElementAnimationsTest, StartAnimationsAffectingDifferentObservers) { CreateTestLayer(true, true); AttachTimelinePlayerLayer(); CreateImplTimelineAndPlayer(); auto events = CreateEventsForTesting(); const int first_animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 0.f, 1.f, true); PushProperties(); player_impl_->ActivateAnimations(); player_impl_->Tick(kInitialTickTime); player_impl_->UpdateState(true, events.get()); // Remove the first animation from the main-thread animations, and add a // new animation affecting the same property. player_->RemoveAnimation( player_->GetAnimation(TargetProperty::OPACITY)->id()); const int second_animation_id = AddOpacityTransitionToPlayer(player_.get(), 1, 1.f, 0.5f, true); PushProperties(); // The original animation should only affect active elements, and the new // animation should only affect pending elements. EXPECT_FALSE(player_impl_->GetAnimationById(first_animation_id) ->affects_pending_elements()); EXPECT_TRUE(player_impl_->GetAnimationById(first_animation_id) ->affects_active_elements()); EXPECT_TRUE(player_impl_->GetAnimationById(second_animation_id) ->affects_pending_elements()); EXPECT_FALSE(player_impl_->GetAnimationById(second_animation_id) ->affects_active_elements()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(500)); player_impl_->UpdateState(true, events.get()); // The original animation should still be running, and the new animation // should be starting. EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(first_animation_id)->run_state()); EXPECT_EQ(Animation::STARTING, player_impl_->GetAnimationById(second_animation_id)->run_state()); // The active observer should have been ticked by the original animation, // and the pending observer should have been ticked by the new animation. EXPECT_EQ(1.f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(0.5f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); player_impl_->ActivateAnimations(); // The original animation no longer affect either elements, and the new // animation should now affect both elements. EXPECT_FALSE(player_impl_->GetAnimationById(first_animation_id) ->affects_pending_elements()); EXPECT_FALSE(player_impl_->GetAnimationById(first_animation_id) ->affects_active_elements()); EXPECT_TRUE(player_impl_->GetAnimationById(second_animation_id) ->affects_pending_elements()); EXPECT_TRUE(player_impl_->GetAnimationById(second_animation_id) ->affects_active_elements()); player_impl_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1000)); player_impl_->UpdateState(true, events.get()); // The original animation should be marked for waiting for deletion. EXPECT_EQ(Animation::WAITING_FOR_DELETION, player_impl_->GetAnimationById(first_animation_id)->run_state()); // The new animation should be running, and the active observer should have // been ticked at the new animation's starting point. EXPECT_EQ(Animation::RUNNING, player_impl_->GetAnimationById(second_animation_id)->run_state()); EXPECT_EQ(1.f, client_impl_.GetOpacity(element_id_, ElementListType::PENDING)); EXPECT_EQ(1.f, client_impl_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, TestIsCurrentlyAnimatingProperty) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); // Create an animation that initially affects only pending elements. std::unique_ptr animation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); animation->set_affects_active_elements(false); player_->AddAnimation(std::move(animation)); player_->Tick(kInitialTickTime); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::ACTIVE)); player_->ActivateAnimations(); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::ACTIVE)); player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(10)); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::ACTIVE)); EXPECT_EQ(0.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); // Tick past the end of the animation. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(1100)); player_->UpdateState(true, nullptr); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::FILTER, ElementListType::ACTIVE)); EXPECT_EQ(1.f, client_.GetOpacity(element_id_, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, TestIsAnimatingPropertyTimeOffsetFillMode) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); // Create an animation that initially affects only pending elements, and has // a start delay of 2 seconds. std::unique_ptr animation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 0.f, 1.f)), 1, TargetProperty::OPACITY)); animation->set_fill_mode(Animation::FillMode::NONE); animation->set_time_offset(TimeDelta::FromMilliseconds(-2000)); animation->set_affects_active_elements(false); player_->AddAnimation(std::move(animation)); player_->Tick(kInitialTickTime); // Since the animation has a start delay, the elements it affects have a // potentially running transform animation but aren't currently animating // transform. EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty( TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::FILTER, ElementListType::PENDING)); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::FILTER, ElementListType::ACTIVE)); player_->ActivateAnimations(); EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty( TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_TRUE(player_->HasTickingAnimation()); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::FILTER, ElementListType::PENDING)); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::FILTER, ElementListType::ACTIVE)); player_->UpdateState(true, nullptr); // Tick past the start delay. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(2000)); player_->UpdateState(true, nullptr); EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty( TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_TRUE(player_->IsPotentiallyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_TRUE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); // After the animaton finishes, the elements it affects have neither a // potentially running transform animation nor a currently running transform // animation. player_->Tick(kInitialTickTime + TimeDelta::FromMilliseconds(4000)); player_->UpdateState(true, nullptr); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsPotentiallyAnimatingProperty( TargetProperty::OPACITY, ElementListType::ACTIVE)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::PENDING)); EXPECT_FALSE(player_->IsCurrentlyAnimatingProperty(TargetProperty::OPACITY, ElementListType::ACTIVE)); } TEST_F(ElementAnimationsTest, DestroyTestMainLayerBeforePushProperties) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); EXPECT_EQ(0u, host_->ticking_players_for_testing().size()); player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.5f)), 2, TargetProperty::OPACITY)); EXPECT_EQ(1u, host_->ticking_players_for_testing().size()); DestroyTestMainLayer(); EXPECT_EQ(0u, host_->ticking_players_for_testing().size()); PushProperties(); EXPECT_EQ(0u, host_->ticking_players_for_testing().size()); EXPECT_EQ(0u, host_impl_->ticking_players_for_testing().size()); } TEST_F(ElementAnimationsTest, RemoveAndReAddPlayerToTicking) { CreateTestLayer(false, false); AttachTimelinePlayerLayer(); EXPECT_EQ(0u, host_->ticking_players_for_testing().size()); // Add an animation and ensure the player is in the host's ticking players. // Remove the player using RemoveFromTicking(). player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.5f)), 2, TargetProperty::OPACITY)); ASSERT_EQ(1u, host_->ticking_players_for_testing().size()); player_->RemoveFromTicking(); ASSERT_EQ(0u, host_->ticking_players_for_testing().size()); // Ensure that adding a new animation will correctly update the ticking // players list. player_->AddAnimation(CreateAnimation( std::unique_ptr(new FakeFloatTransition(1.0, 1.f, 0.5f)), 2, TargetProperty::OPACITY)); EXPECT_EQ(1u, host_->ticking_players_for_testing().size()); } } // namespace } // namespace cc