// Copyright (c) 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ui/keyboard/keyboard_controller.h" #include #include "base/command_line.h" #include "base/macros.h" #include "base/run_loop.h" #include "base/test/scoped_task_environment.h" #include "build/build_config.h" #include "testing/gtest/include/gtest/gtest.h" #include "ui/aura/client/focus_client.h" #include "ui/aura/test/aura_test_base.h" #include "ui/aura/test/test_window_delegate.h" #include "ui/aura/window.h" #include "ui/base/ime/dummy_text_input_client.h" #include "ui/base/ime/input_method.h" #include "ui/base/ime/input_method_factory.h" #include "ui/base/ime/text_input_client.h" #include "ui/base/ui_base_switches.h" #include "ui/compositor/compositor.h" #include "ui/compositor/layer_type.h" #include "ui/compositor/scoped_animation_duration_scale_mode.h" #include "ui/compositor/test/context_factories_for_test.h" #include "ui/compositor/test/layer_animator_test_controller.h" #include "ui/events/test/event_generator.h" #include "ui/gfx/geometry/rect.h" #include "ui/keyboard/container_full_width_behavior.h" #include "ui/keyboard/keyboard_controller_observer.h" #include "ui/keyboard/keyboard_test_util.h" #include "ui/keyboard/keyboard_ui.h" #include "ui/keyboard/keyboard_util.h" #include "ui/wm/core/default_activation_client.h" #if defined(USE_OZONE) #include "ui/ozone/public/ozone_platform.h" #endif namespace keyboard { namespace { const int kDefaultVirtualKeyboardHeight = 100; // Verify if the |keyboard| window covers the |container| window completely. void VerifyKeyboardWindowSize(aura::Window* container, aura::Window* keyboard) { ASSERT_EQ(gfx::Rect(0, 0, container->bounds().width(), container->bounds().height()), keyboard->bounds()); } // Steps a layer animation until it is completed. Animations must be enabled. void RunAnimationForLayer(ui::Layer* layer) { // Animations must be enabled for stepping to work. ASSERT_NE(ui::ScopedAnimationDurationScaleMode::duration_scale_mode(), ui::ScopedAnimationDurationScaleMode::ZERO_DURATION); ui::LayerAnimatorTestController controller(layer->GetAnimator()); // Multiple steps are required to complete complex animations. // TODO(vollick): This should not be necessary. crbug.com/154017 while (controller.animator()->is_animating()) { controller.StartThreadedAnimationsIfNeeded(); base::TimeTicks step_time = controller.animator()->last_step_time(); controller.animator()->Step(step_time + base::TimeDelta::FromMilliseconds(1000)); } } class ScopedTouchKeyboardEnabler { public: ScopedTouchKeyboardEnabler() : enabled_(keyboard::GetTouchKeyboardEnabled()) { keyboard::SetTouchKeyboardEnabled(true); } ~ScopedTouchKeyboardEnabler() { keyboard::SetTouchKeyboardEnabled(enabled_); } private: const bool enabled_; }; class ScopedAccessibilityKeyboardEnabler { public: ScopedAccessibilityKeyboardEnabler() : enabled_(keyboard::GetAccessibilityKeyboardEnabled()) { keyboard::SetAccessibilityKeyboardEnabled(true); } ~ScopedAccessibilityKeyboardEnabler() { keyboard::SetAccessibilityKeyboardEnabled(enabled_); } private: const bool enabled_; }; // An event handler that focuses a window when it is clicked/touched on. This is // used to match the focus manger behaviour in ash and views. class TestFocusController : public ui::EventHandler { public: explicit TestFocusController(aura::Window* root) : root_(root) { root_->AddPreTargetHandler(this); } ~TestFocusController() override { root_->RemovePreTargetHandler(this); } private: // Overridden from ui::EventHandler: void OnEvent(ui::Event* event) override { aura::Window* target = static_cast(event->target()); if (event->type() == ui::ET_MOUSE_PRESSED || event->type() == ui::ET_TOUCH_PRESSED) { aura::client::GetFocusClient(target)->FocusWindow(target); } } aura::Window* root_; DISALLOW_COPY_AND_ASSIGN(TestFocusController); }; // Keeps a count of all the events a window receives. class EventObserver : public ui::EventHandler { public: EventObserver() {} ~EventObserver() override {} int GetEventCount(ui::EventType type) { return event_counts_[type]; } private: // Overridden from ui::EventHandler: void OnEvent(ui::Event* event) override { ui::EventHandler::OnEvent(event); event_counts_[event->type()]++; } std::map event_counts_; DISALLOW_COPY_AND_ASSIGN(EventObserver); }; class KeyboardContainerObserver : public aura::WindowObserver { public: explicit KeyboardContainerObserver(aura::Window* window, base::RunLoop* run_loop) : window_(window), run_loop_(run_loop) { window_->AddObserver(this); } ~KeyboardContainerObserver() override { window_->RemoveObserver(this); } private: void OnWindowVisibilityChanged(aura::Window* window, bool visible) override { if (!visible) run_loop_->QuitWhenIdle(); } aura::Window* window_; base::RunLoop* const run_loop_; DISALLOW_COPY_AND_ASSIGN(KeyboardContainerObserver); }; class TestKeyboardLayoutDelegate : public KeyboardLayoutDelegate { public: TestKeyboardLayoutDelegate() {} ~TestKeyboardLayoutDelegate() override {} // Overridden from keyboard::KeyboardLayoutDelegate void MoveKeyboardToDisplay(int64_t /* display_id */) override {} void MoveKeyboardToTouchableDisplay() override {} private: DISALLOW_COPY_AND_ASSIGN(TestKeyboardLayoutDelegate); }; class SetModeCallbackInvocationCounter { public: SetModeCallbackInvocationCounter() : weak_factory_invoke_(this) {} void Invoke(bool status) { if (status) invocation_count_success_++; else invocation_count_failure_++; } base::OnceCallback GetInvocationCallback() { return base::BindOnce(&SetModeCallbackInvocationCounter::Invoke, weak_factory_invoke_.GetWeakPtr()); } int invocation_count_for_status(bool status) { return status ? invocation_count_success_ : invocation_count_failure_; } private: int invocation_count_success_ = 0; int invocation_count_failure_ = 0; base::WeakPtrFactory weak_factory_invoke_; }; } // namespace class KeyboardControllerTest : public aura::test::AuraTestBase, public KeyboardControllerObserver { public: KeyboardControllerTest() : visible_bounds_number_of_calls_(0), occluding_bounds_number_of_calls_(0), is_available_number_of_calls_(0), is_available_(false), keyboard_closed_(false) {} ~KeyboardControllerTest() override {} void SetUp() override { ui::SetUpInputMethodFactoryForTesting(); aura::test::AuraTestBase::SetUp(); new wm::DefaultActivationClient(root_window()); focus_controller_.reset(new TestFocusController(root_window())); layout_delegate_.reset(new TestKeyboardLayoutDelegate()); controller_.reset(new KeyboardController( std::make_unique(host()->GetInputMethod()), layout_delegate_.get())); controller()->AddObserver(this); } void TearDown() override { if (controller()) controller()->RemoveObserver(this); controller_.reset(); focus_controller_.reset(); aura::test::AuraTestBase::TearDown(); } KeyboardUI* ui() { return controller_->ui(); } KeyboardController* controller() { return controller_.get(); } void ShowKeyboard() { test_text_input_client_.reset( new ui::DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT)); SetFocus(test_text_input_client_.get()); } void MockRotateScreen() { const gfx::Rect root_bounds = root_window()->bounds(); root_window()->SetBounds( gfx::Rect(0, 0, root_bounds.height(), root_bounds.width())); } protected: // KeyboardControllerObserver overrides void OnKeyboardVisibleBoundsChanged(const gfx::Rect& new_bounds) override { visible_bounds_ = new_bounds; visible_bounds_number_of_calls_++; } void OnKeyboardWorkspaceOccludedBoundsChanged( const gfx::Rect& new_bounds) override { occluding_bounds_ = new_bounds; occluding_bounds_number_of_calls_++; } void OnKeyboardAvailabilityChanged(bool is_available) override { is_available_ = is_available; is_available_number_of_calls_++; } void OnKeyboardClosed() override { keyboard_closed_ = true; } int visible_bounds_number_of_calls() const { return visible_bounds_number_of_calls_; } int occluding_bounds_number_of_calls() const { return occluding_bounds_number_of_calls_; } int is_available_number_of_calls() const { return is_available_number_of_calls_; } const gfx::Rect& notified_visible_bounds() { return visible_bounds_; } const gfx::Rect& notified_occluding_bounds() { return occluding_bounds_; } bool notified_is_available() { return is_available_; } bool IsKeyboardClosed() { return keyboard_closed_; } void SetProgrammaticFocus(ui::TextInputClient* client) { controller_->OnTextInputStateChanged(client); } void AddTimeToTransientBlurCounter(double seconds) { controller_->time_of_last_blur_ -= base::TimeDelta::FromMilliseconds((int)(1000 * seconds)); } void SetFocus(ui::TextInputClient* client) { ui::InputMethod* input_method = ui()->GetInputMethod(); input_method->SetFocusedTextInputClient(client); if (client && client->GetTextInputType() != ui::TEXT_INPUT_TYPE_NONE && client->GetTextInputMode() != ui::TEXT_INPUT_MODE_NONE) { input_method->ShowImeIfNeeded(); if (controller_->ui()->GetContentsWindow()->bounds().height() == 0) { // Set initial bounds for test keyboard window. controller_->ui()->GetContentsWindow()->SetBounds( KeyboardBoundsFromRootBounds(root_window()->bounds(), kDefaultVirtualKeyboardHeight)); } } } bool WillHideKeyboard() { return controller_->WillHideKeyboard(); } bool ShouldEnableInsets(aura::Window* window) { aura::Window* contents_window = controller_->ui()->GetContentsWindow(); return (contents_window->GetRootWindow() == window->GetRootWindow() && keyboard::IsKeyboardOverscrollEnabled() && contents_window->IsVisible() && controller_->keyboard_visible()); } void ResetController() { controller_.reset(); } void RunLoop(base::RunLoop* run_loop) { #if defined(USE_OZONE) // TODO(crbug/776357): Figure out why the initializer randomly doesn't run // for some tests. In the mean time, prevent flaky Ozone crash. ui::OzonePlatform::InitializeForGPU(ui::OzonePlatform::InitParams()); #endif run_loop->Run(); } std::unique_ptr focus_controller_; private: int visible_bounds_number_of_calls_; gfx::Rect visible_bounds_; int occluding_bounds_number_of_calls_; gfx::Rect occluding_bounds_; int is_available_number_of_calls_; bool is_available_; std::unique_ptr layout_delegate_; std::unique_ptr controller_; std::unique_ptr test_text_input_client_; bool keyboard_closed_; DISALLOW_COPY_AND_ASSIGN(KeyboardControllerTest); }; TEST_F(KeyboardControllerTest, KeyboardSize) { aura::Window* container(controller()->GetContainerWindow()); aura::Window* keyboard(ui()->GetContentsWindow()); gfx::Rect screen_bounds = root_window()->bounds(); root_window()->AddChild(container); container->AddChild(keyboard); const gfx::Rect& initial_bounds = container->bounds(); // The container should be positioned at the bottom of screen and has 0 // height. ASSERT_EQ(0, initial_bounds.height()); ASSERT_EQ(screen_bounds.height(), initial_bounds.y()); VerifyKeyboardWindowSize(container, keyboard); // Attempt to change window width or move window up from the bottom are // ignored. Changing window height is supported. gfx::Rect expected_bounds(0, screen_bounds.height() - 50, screen_bounds.width(), 50); // The x position of new bounds may not be 0 if shelf is on the left side of // screen. The virtual keyboard should always align with the left edge of // screen. See http://crbug.com/510595. gfx::Rect new_bounds(10, 0, 50, 50); keyboard->SetBounds(new_bounds); ASSERT_EQ(expected_bounds, container->bounds()); VerifyKeyboardWindowSize(container, keyboard); MockRotateScreen(); // The above call should resize keyboard to new width while keeping the old // height. ASSERT_EQ(gfx::Rect(0, screen_bounds.width() - 50, screen_bounds.height(), 50), container->bounds()); VerifyKeyboardWindowSize(container, keyboard); } // Tests that tapping/clicking inside the keyboard does not give it focus. TEST_F(KeyboardControllerTest, ClickDoesNotFocusKeyboard) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; const gfx::Rect& root_bounds = root_window()->bounds(); aura::test::EventCountDelegate delegate; std::unique_ptr window(new aura::Window(&delegate)); window->Init(ui::LAYER_NOT_DRAWN); window->SetBounds(root_bounds); root_window()->AddChild(window.get()); window->Show(); window->Focus(); aura::Window* keyboard_container(controller()->GetContainerWindow()); root_window()->AddChild(keyboard_container); ShowKeyboard(); EXPECT_TRUE(window->IsVisible()); EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_TRUE(window->HasFocus()); EXPECT_FALSE(keyboard_container->HasFocus()); // Click on the keyboard. Make sure the keyboard receives the event, but does // not get focus. EventObserver observer; keyboard_container->AddPreTargetHandler(&observer); ui::test::EventGenerator generator(root_window()); generator.MoveMouseTo(keyboard_container->bounds().CenterPoint()); generator.ClickLeftButton(); EXPECT_TRUE(window->HasFocus()); EXPECT_FALSE(keyboard_container->HasFocus()); EXPECT_EQ("0 0", delegate.GetMouseButtonCountsAndReset()); EXPECT_EQ(1, observer.GetEventCount(ui::ET_MOUSE_PRESSED)); EXPECT_EQ(1, observer.GetEventCount(ui::ET_MOUSE_RELEASED)); // Click outside of the keyboard. It should reach the window behind. generator.MoveMouseTo(gfx::Point()); generator.ClickLeftButton(); EXPECT_EQ("1 1", delegate.GetMouseButtonCountsAndReset()); keyboard_container->RemovePreTargetHandler(&observer); } // Tests that blur-then-focus that occur in less than the transient threshold // cause the keyboard to re-show. TEST_F(KeyboardControllerTest, TransientBlurShortDelay) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); base::RunLoop run_loop; aura::Window* keyboard_container(controller()->GetContainerWindow()); std::unique_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container, &run_loop)); root_window()->AddChild(keyboard_container); // Keyboard is hidden EXPECT_FALSE(keyboard_container->IsVisible()); // Set programmatic focus to the text field. Nothing happens SetProgrammaticFocus(&input_client); EXPECT_FALSE(keyboard_container->IsVisible()); // Click it for real. Keyboard starts to appear. SetFocus(&input_client); EXPECT_TRUE(keyboard_container->IsVisible()); // Focus a non text field SetFocus(&no_input_client); // It waits 100 ms and then hides. Wait for this routine to finish. EXPECT_TRUE(WillHideKeyboard()); RunLoop(&run_loop); EXPECT_FALSE(keyboard_container->IsVisible()); // Virtually wait half a second AddTimeToTransientBlurCounter(0.5); // Apply programmatic focus to the text field. SetProgrammaticFocus(&input_client); EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_FALSE(WillHideKeyboard()); } // Tests that blur-then-focus that occur past the transient threshold do not // cause the keyboard to re-show. TEST_F(KeyboardControllerTest, TransientBlurLongDelay) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); base::RunLoop run_loop; aura::Window* keyboard_container(controller()->GetContainerWindow()); std::unique_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container, &run_loop)); root_window()->AddChild(keyboard_container); // Keyboard is hidden EXPECT_FALSE(keyboard_container->IsVisible()); // Set programmatic focus to the text field. Nothing happens SetProgrammaticFocus(&input_client); EXPECT_FALSE(keyboard_container->IsVisible()); // Click it for real. Keyboard starts to appear. SetFocus(&input_client); EXPECT_TRUE(keyboard_container->IsVisible()); // Focus a non text field SetFocus(&no_input_client); // It waits 100 ms and then hides. Wait for this routine to finish. EXPECT_TRUE(WillHideKeyboard()); RunLoop(&run_loop); EXPECT_FALSE(keyboard_container->IsVisible()); // Wait 5 seconds and then set programmatic focus to a text field AddTimeToTransientBlurCounter(5.0); SetProgrammaticFocus(&input_client); EXPECT_FALSE(keyboard_container->IsVisible()); } TEST_F(KeyboardControllerTest, VisibilityChangeWithTextInputTypeChange) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient input_client_2(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE); ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE); base::RunLoop run_loop; aura::Window* keyboard_container(controller()->GetContainerWindow()); std::unique_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container, &run_loop)); root_window()->AddChild(keyboard_container); SetFocus(&input_client_0); EXPECT_TRUE(keyboard_container->IsVisible()); SetFocus(&no_input_client_0); // Keyboard should not immediately hide itself. It is delayed to avoid layout // flicker when the focus of input field quickly change. EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. RunLoop(&run_loop); EXPECT_FALSE(keyboard_container->IsVisible()); SetFocus(&input_client_1); EXPECT_TRUE(keyboard_container->IsVisible()); // Schedule to hide keyboard. SetFocus(&no_input_client_1); EXPECT_TRUE(WillHideKeyboard()); // Cancel keyboard hide. SetFocus(&input_client_2); EXPECT_FALSE(WillHideKeyboard()); EXPECT_TRUE(keyboard_container->IsVisible()); } // Test to prevent spurious overscroll boxes when changing tabs during keyboard // hide. Refer to crbug.com/401670 for more context. TEST_F(KeyboardControllerTest, CheckOverscrollInsetDuringVisibilityChange) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); aura::Window* keyboard_container(controller()->GetContainerWindow()); root_window()->AddChild(keyboard_container); // Enable touch keyboard / overscroll mode to test insets. ScopedTouchKeyboardEnabler scoped_keyboard_enabler; EXPECT_TRUE(keyboard::IsKeyboardOverscrollEnabled()); SetFocus(&input_client); SetFocus(&no_input_client); // Insets should not be enabled for new windows while keyboard is in the // process of hiding when overscroll is enabled. EXPECT_FALSE(ShouldEnableInsets(ui()->GetContentsWindow())); // Cancel keyboard hide. SetFocus(&input_client); // Insets should be enabled for new windows as hide was cancelled. EXPECT_TRUE(ShouldEnableInsets(ui()->GetContentsWindow())); } TEST_F(KeyboardControllerTest, AlwaysVisibleWhenLocked) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE); ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE); base::RunLoop run_loop; aura::Window* keyboard_container(controller()->GetContainerWindow()); std::unique_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container, &run_loop)); root_window()->AddChild(keyboard_container); SetFocus(&input_client_0); EXPECT_TRUE(keyboard_container->IsVisible()); // Lock keyboard. controller()->set_keyboard_locked(true); SetFocus(&no_input_client_0); // Keyboard should not try to hide itself as it is locked. EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_FALSE(WillHideKeyboard()); SetFocus(&input_client_1); EXPECT_TRUE(keyboard_container->IsVisible()); // Unlock keyboard. controller()->set_keyboard_locked(false); // Keyboard should hide when focus on no input client. SetFocus(&no_input_client_1); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. RunLoop(&run_loop); EXPECT_FALSE(keyboard_container->IsVisible()); } // Tests that deactivates keyboard will get closed event. TEST_F(KeyboardControllerTest, CloseKeyboard) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; aura::Window* keyboard_container(controller()->GetContainerWindow()); root_window()->AddChild(keyboard_container); ShowKeyboard(); EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_FALSE(IsKeyboardClosed()); root_window()->RemoveChild(keyboard_container); ResetController(); EXPECT_TRUE(IsKeyboardClosed()); } class KeyboardControllerAnimationTest : public KeyboardControllerTest { public: KeyboardControllerAnimationTest() {} ~KeyboardControllerAnimationTest() override {} void SetUp() override { // We cannot short-circuit animations for this test. ui::ScopedAnimationDurationScaleMode test_duration_mode( ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION); KeyboardControllerTest::SetUp(); const gfx::Rect& root_bounds = root_window()->bounds(); keyboard_container()->SetBounds(root_bounds); root_window()->AddChild(keyboard_container()); } void TearDown() override { KeyboardControllerTest::TearDown(); } protected: aura::Window* keyboard_container() { return controller()->GetContainerWindow(); } aura::Window* contents_window() { return ui()->GetContentsWindow(); } private: DISALLOW_COPY_AND_ASSIGN(KeyboardControllerAnimationTest); }; TEST_F(KeyboardControllerAnimationTest, ContainerAnimation) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::Layer* layer = keyboard_container()->layer(); ShowKeyboard(); // Keyboard container and window should immediately become visible before // animation starts. EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(contents_window()->IsVisible()); float show_start_opacity = layer->opacity(); gfx::Transform transform; transform.Translate(0, keyboard::kFullWidthKeyboardAnimationDistance); EXPECT_EQ(transform, layer->transform()); // Actual final bounds should be notified after animation finishes to avoid // flash of background being seen. EXPECT_EQ(gfx::Rect(), notified_visible_bounds()); EXPECT_EQ(gfx::Rect(), notified_occluding_bounds()); EXPECT_FALSE(notified_is_available()); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(contents_window()->IsVisible()); float show_end_opacity = layer->opacity(); EXPECT_LT(show_start_opacity, show_end_opacity); EXPECT_EQ(gfx::Transform(), layer->transform()); // KeyboardController should notify the bounds of container window to its // observers after show animation finished. EXPECT_EQ(keyboard_container()->bounds(), notified_visible_bounds()); EXPECT_EQ(keyboard_container()->bounds(), notified_occluding_bounds()); EXPECT_TRUE(notified_is_available()); // Directly hide keyboard without delay. float hide_start_opacity = layer->opacity(); controller()->HideKeyboard(KeyboardController::HIDE_REASON_AUTOMATIC); EXPECT_FALSE(keyboard_container()->IsVisible()); EXPECT_FALSE(keyboard_container()->layer()->visible()); EXPECT_FALSE(contents_window()->IsVisible()); layer = keyboard_container()->layer(); // KeyboardController should notify the bounds of keyboard window to its // observers before hide animation starts. EXPECT_EQ(gfx::Rect(), notified_visible_bounds()); EXPECT_EQ(gfx::Rect(), notified_occluding_bounds()); EXPECT_FALSE(notified_is_available()); RunAnimationForLayer(layer); EXPECT_FALSE(keyboard_container()->IsVisible()); EXPECT_FALSE(keyboard_container()->layer()->visible()); EXPECT_FALSE(contents_window()->IsVisible()); float hide_end_opacity = layer->opacity(); EXPECT_GT(hide_start_opacity, hide_end_opacity); EXPECT_EQ(gfx::Rect(), notified_visible_bounds()); EXPECT_EQ(gfx::Rect(), notified_occluding_bounds()); EXPECT_FALSE(notified_is_available()); SetModeCallbackInvocationCounter invocation_counter; controller()->SetContainerType(ContainerType::FLOATING, base::nullopt, invocation_counter.GetInvocationCallback()); EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true)); EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false)); ShowKeyboard(); RunAnimationForLayer(layer); EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true)); EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false)); // Visible bounds and occluding bounds are now different. EXPECT_EQ(keyboard_container()->bounds(), notified_visible_bounds()); EXPECT_EQ(gfx::Rect(), notified_occluding_bounds()); EXPECT_TRUE(notified_is_available()); // callback should do nothing when container mode is set to the current active // container type. An unnecessary call gets registered synchronously as a // failure status to the callback. controller()->SetContainerType(ContainerType::FLOATING, base::nullopt, invocation_counter.GetInvocationCallback()); EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true)); EXPECT_EQ(1, invocation_counter.invocation_count_for_status(false)); } TEST_F(KeyboardControllerAnimationTest, ChangeContainerModeWithBounds) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; SetModeCallbackInvocationCounter invocation_counter; ui::Layer* layer = keyboard_container()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); EXPECT_EQ(ContainerType::FULL_WIDTH, controller()->GetActiveContainerType()); EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(contents_window()->IsVisible()); // Changing the mode to another mode invokes hiding + showing. const gfx::Rect target_bounds(0, 0, 1200, 600); controller()->SetContainerType(ContainerType::FLOATING, base::make_optional(target_bounds), invocation_counter.GetInvocationCallback()); // The container window shouldn't be resized until it's hidden even if the // target bounds is passed to |SetContainerType|. EXPECT_EQ(gfx::Rect(), notified_visible_bounds()); EXPECT_EQ(0, invocation_counter.invocation_count_for_status(true)); EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false)); RunAnimationForLayer(layer); // Hiding animation finished. The container window should be resized to the // target bounds. EXPECT_EQ(keyboard_container()->bounds().size(), target_bounds.size()); // Then showing animation automatically start. layer = keyboard_container()->layer(); RunAnimationForLayer(layer); EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true)); EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false)); } // Show keyboard during keyboard hide animation should abort the hide animation // and the keyboard should animate in. // Test for crbug.com/333284. TEST_F(KeyboardControllerAnimationTest, ContainerShowWhileHide) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::Layer* layer = keyboard_container()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); controller()->HideKeyboard(KeyboardController::HIDE_REASON_AUTOMATIC); // Before hide animation finishes, show keyboard again. ShowKeyboard(); layer = keyboard_container()->layer(); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_container()->IsVisible()); EXPECT_TRUE(contents_window()->IsVisible()); EXPECT_EQ(1.0, layer->opacity()); } TEST_F(KeyboardControllerAnimationTest, SetBoundsOnOldKeyboardUiReference) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; // Ensure keyboard ui is populated ui::Layer* layer = keyboard_container()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); ASSERT_TRUE(controller()->ui()); aura::Window* container_window = controller()->GetContainerWindow(); // Simulate removal of keyboard controller from root window as done by // RootWindowController::DeactivateKeyboard() container_window->parent()->RemoveChild(container_window); // lingering handle to the contents window is adjusted. // container_window's LayoutManager should abort silently and not crash. controller()->ui()->GetContentsWindow()->SetBounds(gfx::Rect()); } TEST_F(KeyboardControllerTest, DisplayChangeShouldNotifyBoundsChange) { ScopedTouchKeyboardEnabler scoped_keyboard_enabler; ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); aura::Window* container(controller()->GetContainerWindow()); root_window()->AddChild(container); SetFocus(&input_client); gfx::Rect new_bounds(0, 0, 1280, 800); ASSERT_NE(new_bounds, root_window()->bounds()); EXPECT_EQ(1, visible_bounds_number_of_calls()); EXPECT_EQ(1, occluding_bounds_number_of_calls()); EXPECT_EQ(1, is_available_number_of_calls()); root_window()->SetBounds(new_bounds); EXPECT_EQ(2, visible_bounds_number_of_calls()); EXPECT_EQ(2, occluding_bounds_number_of_calls()); EXPECT_EQ(1, is_available_number_of_calls()); MockRotateScreen(); EXPECT_EQ(3, visible_bounds_number_of_calls()); EXPECT_EQ(3, occluding_bounds_number_of_calls()); EXPECT_EQ(1, is_available_number_of_calls()); } TEST_F(KeyboardControllerTest, TextInputMode) { ScopedAccessibilityKeyboardEnabler scoped_keyboard_enabler; ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT, ui::TEXT_INPUT_MODE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_TEXT, ui::TEXT_INPUT_MODE_NONE); base::RunLoop run_loop; aura::Window* keyboard_container(controller()->GetContainerWindow()); std::unique_ptr keyboard_container_observer( new KeyboardContainerObserver(keyboard_container, &run_loop)); root_window()->AddChild(keyboard_container); SetFocus(&input_client); EXPECT_TRUE(keyboard_container->IsVisible()); SetFocus(&no_input_client); // Keyboard should not immediately hide itself. It is delayed to avoid layout // flicker when the focus of input field quickly change. EXPECT_TRUE(keyboard_container->IsVisible()); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. RunLoop(&run_loop); EXPECT_FALSE(keyboard_container->IsVisible()); SetFocus(&input_client); EXPECT_TRUE(keyboard_container->IsVisible()); } } // namespace keyboard