// 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/gmock/include/gmock/gmock.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_layout_manager.h" #include "ui/keyboard/keyboard_ui.h" #include "ui/keyboard/keyboard_util.h" #include "ui/keyboard/test/keyboard_test_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; // 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)); } } // 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); }; 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(const display::Display& display) 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_visible_number_of_calls_(0), is_visible_(false), keyboard_disabled_(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()); // Force enable the virtual keyboard. keyboard::SetTouchKeyboardEnabled(true); controller_.EnableKeyboard( std::make_unique(host()->GetInputMethod()), layout_delegate_.get()); controller_.ActivateKeyboardInContainer(root_window()); controller_.AddObserver(this); } void TearDown() override { keyboard::SetTouchKeyboardEnabled(false); controller_.RemoveObserver(this); controller_.DisableKeyboard(); focus_controller_.reset(); aura::test::AuraTestBase::TearDown(); } KeyboardController& controller() { return controller_; } KeyboardLayoutDelegate* layout_delegate() { return layout_delegate_.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 OnKeyboardVisibilityStateChanged(bool is_visible) override { is_visible_ = is_visible; is_visible_number_of_calls_++; } void OnKeyboardDisabled() override { keyboard_disabled_ = true; } void ClearKeyboardDisabled() { keyboard_disabled_ = false; } 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_visible_number_of_calls() const { return is_visible_number_of_calls_; } const gfx::Rect& notified_visible_bounds() { return visible_bounds_; } const gfx::Rect& notified_occluding_bounds() { return occluding_bounds_; } bool notified_is_visible() { return is_visible_; } bool IsKeyboardDisabled() { return keyboard_disabled_; } 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 = controller().GetInputMethodForTest(); input_method->SetFocusedTextInputClient(client); if (client && client->GetTextInputType() != ui::TEXT_INPUT_TYPE_NONE && client->GetTextInputMode() != ui::TEXT_INPUT_MODE_NONE) { input_method->ShowVirtualKeyboardIfEnabled(); if (controller().GetKeyboardWindow()->bounds().height() == 0) { // Set initial bounds for test keyboard window. controller().GetKeyboardWindow()->SetBounds( KeyboardBoundsFromRootBounds(root_window()->bounds(), kDefaultVirtualKeyboardHeight)); // Simulate the keyboard contents finish loading controller_.NotifyKeyboardWindowLoaded(); } } } bool WillHideKeyboard() { return controller_.WillHideKeyboard(); } bool ShouldEnableInsets(aura::Window* window) { aura::Window* contents_window = controller().GetKeyboardWindow(); return (contents_window->GetRootWindow() == window->GetRootWindow() && controller_.IsKeyboardOverscrollEnabled() && contents_window->IsVisible() && controller_.IsKeyboardVisible()); } 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_visible_number_of_calls_; bool is_visible_; KeyboardController controller_; std::unique_ptr layout_delegate_; std::unique_ptr test_text_input_client_; bool keyboard_disabled_; DISALLOW_COPY_AND_ASSIGN(KeyboardControllerTest); }; // TODO(https://crbug.com/849995): This is testing KeyboardLayoutManager / // ContainerFullWidthBehavior. Put this test there. TEST_F(KeyboardControllerTest, KeyboardSize) { root_window()->SetLayoutManager(new KeyboardLayoutManager(&controller())); controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); // The container should be positioned at the bottom of screen and has 0 // height. const gfx::Rect screen_bounds = root_window()->bounds(); const gfx::Rect initial_keyboard_bounds = keyboard_window->bounds(); EXPECT_EQ(0, initial_keyboard_bounds.height()); EXPECT_EQ(screen_bounds.height(), initial_keyboard_bounds.y()); // Attempt to change window width or move window up from the bottom are // ignored. Changing window height is supported. gfx::Rect expected_keyboard_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_window->SetBounds(new_bounds); EXPECT_EQ(expected_keyboard_bounds, keyboard_window->bounds()); MockRotateScreen(); // The above call should resize keyboard to new width while keeping the old // height. EXPECT_EQ( gfx::Rect(0, screen_bounds.width() - 50, screen_bounds.height(), 50), keyboard_window->bounds()); } // Tests that blur-then-focus that occur in less than the transient threshold // cause the keyboard to re-show. TEST_F(KeyboardControllerTest, TransientBlurShortDelay) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); base::RunLoop run_loop; controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); auto keyboard_container_observer = std::make_unique(keyboard_window, &run_loop); // Keyboard is hidden EXPECT_FALSE(keyboard_window->IsVisible()); // Set programmatic focus to the text field. Nothing happens SetProgrammaticFocus(&input_client); EXPECT_FALSE(keyboard_window->IsVisible()); // Click it for real. Keyboard starts to appear. SetFocus(&input_client); EXPECT_TRUE(keyboard_window->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_window->IsVisible()); // Virtually wait half a second AddTimeToTransientBlurCounter(0.5); // Apply programmatic focus to the text field. SetProgrammaticFocus(&input_client); // TODO(blakeo): this is not technically wrong, but the DummyTextInputClient // should allow for overriding the text input flags, to simulate testing // a web-based text field. EXPECT_FALSE(keyboard_window->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) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE); base::RunLoop run_loop; controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); auto keyboard_container_observer = std::make_unique(keyboard_window, &run_loop); // Keyboard is hidden EXPECT_FALSE(keyboard_window->IsVisible()); // Set programmatic focus to the text field. Nothing happens SetProgrammaticFocus(&input_client); EXPECT_FALSE(keyboard_window->IsVisible()); // Click it for real. Keyboard starts to appear. SetFocus(&input_client); EXPECT_TRUE(keyboard_window->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_window->IsVisible()); // Wait 5 seconds and then set programmatic focus to a text field AddTimeToTransientBlurCounter(5.0); SetProgrammaticFocus(&input_client); EXPECT_FALSE(keyboard_window->IsVisible()); } TEST_F(KeyboardControllerTest, VisibilityChangeWithTextInputTypeChange) { 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; controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); auto keyboard_container_observer = std::make_unique(keyboard_window, &run_loop); SetFocus(&input_client_0); EXPECT_TRUE(keyboard_window->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_window->IsVisible()); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. RunLoop(&run_loop); EXPECT_FALSE(keyboard_window->IsVisible()); SetFocus(&input_client_1); EXPECT_TRUE(keyboard_window->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_window->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); // Enable touch keyboard / overscroll mode to test insets. EXPECT_TRUE(controller().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(controller().GetKeyboardWindow())); // Cancel keyboard hide. SetFocus(&input_client); // Insets should be enabled for new windows as hide was cancelled. EXPECT_TRUE(ShouldEnableInsets(controller().GetKeyboardWindow())); } TEST_F(KeyboardControllerTest, AlwaysVisibleWhenLocked) { 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; controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); auto keyboard_container_observer = std::make_unique(keyboard_window, &run_loop); SetFocus(&input_client_0); EXPECT_TRUE(keyboard_window->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_window->IsVisible()); EXPECT_FALSE(WillHideKeyboard()); // Implicit hiding will not do anything when the keyboard is locked. controller().HideKeyboardImplicitlyBySystem(); EXPECT_TRUE(keyboard_window->IsVisible()); EXPECT_FALSE(WillHideKeyboard()); SetFocus(&input_client_1); EXPECT_TRUE(keyboard_window->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_window->IsVisible()); } // Tests that disabling the keyboard will get a corresponding event. TEST_F(KeyboardControllerTest, DisableKeyboard) { controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); ShowKeyboard(); EXPECT_TRUE(keyboard_window->IsVisible()); EXPECT_FALSE(IsKeyboardDisabled()); controller().DisableKeyboard(); EXPECT_TRUE(IsKeyboardDisabled()); } TEST_F(KeyboardControllerTest, SetOccludedBoundsChangesFullscreenBounds) { controller().LoadKeyboardWindowInBackground(); // Keyboard is hidden, so SetContainerType should be synchronous. controller().SetContainerType(ContainerType::FULLSCREEN, base::nullopt, base::DoNothing()); // KeyboardController only notifies occluded bound changes when the keyboard // is visible. ShowKeyboard(); const gfx::Rect test_occluded_bounds(0, 10, 20, 30); // Expect that setting the occluded bounds raises // OnKeyboardWorkspaceOccludedBoundsChanged event. struct MockObserver : public KeyboardControllerObserver { MOCK_METHOD1(OnKeyboardWorkspaceOccludedBoundsChanged, void(const gfx::Rect& new_bounds)); } observer; EXPECT_CALL(observer, OnKeyboardWorkspaceOccludedBoundsChanged(test_occluded_bounds)); controller().AddObserver(&observer); controller().SetOccludedBounds(test_occluded_bounds); controller().RemoveObserver(&observer); } 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(); // Preload the keyboard contents so that we can set its bounds. controller().LoadKeyboardWindowInBackground(); controller().NotifyKeyboardWindowLoaded(); keyboard_window()->SetBounds(root_window()->bounds()); } void TearDown() override { KeyboardControllerTest::TearDown(); } protected: aura::Window* keyboard_window() { return controller().GetKeyboardWindow(); } private: DISALLOW_COPY_AND_ASSIGN(KeyboardControllerAnimationTest); }; TEST_F(KeyboardControllerAnimationTest, ContainerAnimation) { ui::Layer* layer = keyboard_window()->layer(); ShowKeyboard(); // Keyboard container and window should immediately become visible before // animation starts. EXPECT_TRUE(keyboard_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_visible()); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_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_window()->bounds(), notified_visible_bounds()); EXPECT_EQ(keyboard_window()->bounds(), notified_occluding_bounds()); EXPECT_TRUE(notified_is_visible()); // Directly hide keyboard without delay. float hide_start_opacity = layer->opacity(); controller().HideKeyboardExplicitlyBySystem(); EXPECT_FALSE(keyboard_window()->IsVisible()); EXPECT_FALSE(keyboard_window()->layer()->visible()); layer = keyboard_window()->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_visible()); RunAnimationForLayer(layer); EXPECT_FALSE(keyboard_window()->IsVisible()); EXPECT_FALSE(keyboard_window()->layer()->visible()); 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_visible()); 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_window()->bounds(), notified_visible_bounds()); EXPECT_EQ(gfx::Rect(), notified_occluding_bounds()); EXPECT_TRUE(notified_is_visible()); // 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) { SetModeCallbackInvocationCounter invocation_counter; ui::Layer* layer = keyboard_window()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); EXPECT_EQ(ContainerType::FULL_WIDTH, controller().GetActiveContainerType()); EXPECT_TRUE(keyboard_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_window()->bounds().size(), target_bounds.size()); // Then showing animation automatically start. layer = keyboard_window()->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) { ui::Layer* layer = keyboard_window()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); controller().HideKeyboardExplicitlyBySystem(); // Before hide animation finishes, show keyboard again. ShowKeyboard(); layer = keyboard_window()->layer(); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_window()->IsVisible()); EXPECT_EQ(1.0, layer->opacity()); } TEST_F(KeyboardControllerAnimationTest, SetKeyboardWindowBoundsOnDeactivatedKeyboard) { // Ensure keyboard ui is populated ui::Layer* layer = keyboard_window()->layer(); ShowKeyboard(); RunAnimationForLayer(layer); ASSERT_TRUE(keyboard_window()); controller().DeactivateKeyboard(); // lingering handle to the contents window is adjusted. // container_window's LayoutManager should abort silently and not crash. keyboard_window()->SetBounds(gfx::Rect()); } TEST_F(KeyboardControllerTest, DisplayChangeShouldNotifyBoundsChange) { ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT); 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_visible_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_visible_number_of_calls()); MockRotateScreen(); EXPECT_EQ(3, visible_bounds_number_of_calls()); EXPECT_EQ(3, occluding_bounds_number_of_calls()); EXPECT_EQ(1, is_visible_number_of_calls()); } TEST_F(KeyboardControllerTest, TextInputMode) { 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; controller().LoadKeyboardWindowInBackground(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); auto keyboard_container_observer = std::make_unique(keyboard_window, &run_loop); SetFocus(&input_client); EXPECT_TRUE(keyboard_window->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_window->IsVisible()); EXPECT_TRUE(WillHideKeyboard()); // Wait for hide keyboard to finish. RunLoop(&run_loop); EXPECT_FALSE(keyboard_window->IsVisible()); SetFocus(&input_client); EXPECT_TRUE(keyboard_window->IsVisible()); } // Checks that floating keyboard does not cause focused window to move upwards. // Refer to crbug.com/838731. TEST_F(KeyboardControllerAnimationTest, FloatingKeyboardEnsureCaretInWorkArea) { // Mock TextInputClient to intercept calls to EnsureCaretNotInRect. struct MockTextInputClient : public ui::DummyTextInputClient { MockTextInputClient() : DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT) {} MOCK_METHOD1(EnsureCaretNotInRect, void(const gfx::Rect&)); }; // Floating keyboard should call EnsureCaretNotInRect with the empty rect. MockTextInputClient mock_input_client; EXPECT_CALL(mock_input_client, EnsureCaretNotInRect(gfx::Rect())).Times(1); controller().SetContainerType(keyboard::ContainerType::FLOATING, base::nullopt, base::DoNothing()); ASSERT_EQ(keyboard::ContainerType::FLOATING, controller().GetActiveContainerType()); // Ensure keyboard ui is populated ui::Layer* layer = keyboard_window()->layer(); SetFocus(&mock_input_client); RunAnimationForLayer(layer); EXPECT_TRUE(keyboard_window()->IsVisible()); // Unfocus from the MockTextInputClient before destroying it. controller().GetInputMethodForTest()->DetachTextInputClient( &mock_input_client); } // Checks DisableKeyboard() doesn't clear the observer list. TEST_F(KeyboardControllerTest, DontClearObserverList) { ShowKeyboard(); aura::Window* keyboard_window = controller().GetKeyboardWindow(); ShowKeyboard(); EXPECT_TRUE(keyboard_window->IsVisible()); EXPECT_FALSE(IsKeyboardDisabled()); controller().DisableKeyboard(); EXPECT_TRUE(IsKeyboardDisabled()); controller().EnableKeyboard( std::make_unique(host()->GetInputMethod()), layout_delegate()); ClearKeyboardDisabled(); EXPECT_FALSE(IsKeyboardDisabled()); controller().DisableKeyboard(); EXPECT_TRUE(IsKeyboardDisabled()); } } // namespace keyboard