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Side by Side Diff: ui/gfx/interpolated_transform_unittest.cc

Issue 10210002: Interpolated rotations should end cleanly where possible. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: . Created 8 years, 8 months ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "ui/gfx/interpolated_transform.h" 5 #include "ui/gfx/interpolated_transform.h"
6 6
7 #include "base/basictypes.h" 7 #include "base/basictypes.h"
8 #include "testing/gtest/include/gtest/gtest.h" 8 #include "testing/gtest/include/gtest/gtest.h"
9 #include "ui/gfx/rect.h"
9 10
10 namespace { 11 namespace {
11 12
12 void CheckApproximatelyEqual(const ui::Transform& lhs, 13 void CheckApproximatelyEqual(const ui::Transform& lhs,
13 const ui::Transform& rhs) { 14 const ui::Transform& rhs) {
14 for (int i = 0; i < 4; ++i) { 15 for (int i = 0; i < 4; ++i) {
15 for (int j = 0; j < 4; ++j) { 16 for (int j = 0; j < 4; ++j) {
16 EXPECT_FLOAT_EQ(lhs.matrix().get(i, j), rhs.matrix().get(i, j)); 17 EXPECT_FLOAT_EQ(lhs.matrix().get(i, j), rhs.matrix().get(i, j));
17 } 18 }
18 } 19 }
19 } 20 }
20 21
21 float NormalizeAngle(float angle) { 22 float NormalizeAngle(float angle) {
22 while (angle < 0.0f) { 23 while (angle < 0.0f) {
23 angle += 360.0f; 24 angle += 360.0f;
24 } 25 }
25 while (angle > 360.0f) { 26 while (angle > 360.0f) {
26 angle -= 360.0f; 27 angle -= 360.0f;
27 } 28 }
28 return angle; 29 return angle;
29 } 30 }
30 31
32 const float EPSILON = 1e-6;
33
34 // Ensures all entries are either 0, 1, or -1
35 void MassageRotationMatrix(ui::Transform* transform) {
36 SkMatrix44& m = transform->matrix();
37 for (int i = 0; i < 3; ++i) {
38 for (int j = 0; j < 3; ++j) {
39 float entry = m.get(i, j);
40 if (fabs(entry) < EPSILON)
41 entry = 0;
42 else if (fabs(entry + 1) < EPSILON)
43 entry = -1;
44 else if (fabs(entry - 1) < EPSILON)
45 entry = 1;
46 m.set(i, j, entry);
47 }
48 }
49 }
50
31 } // namespace 51 } // namespace
32 52
33 TEST(InterpolatedTransformTest, InterpolatedRotation) { 53 TEST(InterpolatedTransformTest, InterpolatedRotation) {
34 ui::InterpolatedRotation interpolated_rotation(0, 100); 54 ui::InterpolatedRotation interpolated_rotation(0, 100);
35 ui::InterpolatedRotation interpolated_rotation_diff_start_end( 55 ui::InterpolatedRotation interpolated_rotation_diff_start_end(
36 0, 100, 100, 200); 56 0, 100, 100, 200);
37 57
38 for (int i = 0; i <= 100; ++i) { 58 for (int i = 0; i <= 100; ++i) {
39 ui::Transform rotation; 59 ui::Transform rotation;
40 rotation.SetRotate(i); 60 rotation.SetRotate(i);
61
62 // If we're a multiple of 90 degrees, we must ensure that our matrix is
63 // 'clean' -- that is, that its entries are all 0, 1 or -1.
64 if (i % 90 == 0)
65 MassageRotationMatrix(&rotation);
66
41 ui::Transform interpolated = interpolated_rotation.Interpolate(i / 100.0f); 67 ui::Transform interpolated = interpolated_rotation.Interpolate(i / 100.0f);
42 CheckApproximatelyEqual(rotation, interpolated); 68 CheckApproximatelyEqual(rotation, interpolated);
43 interpolated = interpolated_rotation_diff_start_end.Interpolate(i + 100); 69 interpolated = interpolated_rotation_diff_start_end.Interpolate(i + 100);
44 CheckApproximatelyEqual(rotation, interpolated); 70 CheckApproximatelyEqual(rotation, interpolated);
45 } 71 }
46 } 72 }
47 73
48 TEST(InterpolatedTransformTest, InterpolatedScale) { 74 TEST(InterpolatedTransformTest, InterpolatedScale) {
49 ui::InterpolatedScale interpolated_scale(gfx::Point3f(0, 0, 0), 75 ui::InterpolatedScale interpolated_scale(gfx::Point3f(0, 0, 0),
50 gfx::Point3f(100, 100, 100)); 76 gfx::Point3f(100, 100, 100));
(...skipping 79 matching lines...) Expand 10 before | Expand all | Expand 10 after
130 &rotation, 156 &rotation,
131 &scale); 157 &scale);
132 EXPECT_TRUE(success); 158 EXPECT_TRUE(success);
133 EXPECT_FLOAT_EQ(translation.x(), degrees * 2); 159 EXPECT_FLOAT_EQ(translation.x(), degrees * 2);
134 EXPECT_FLOAT_EQ(translation.y(), -degrees * 3); 160 EXPECT_FLOAT_EQ(translation.y(), -degrees * 3);
135 EXPECT_FLOAT_EQ(NormalizeAngle(rotation), degrees); 161 EXPECT_FLOAT_EQ(NormalizeAngle(rotation), degrees);
136 EXPECT_FLOAT_EQ(scale.x(), degrees + 1); 162 EXPECT_FLOAT_EQ(scale.x(), degrees + 1);
137 EXPECT_FLOAT_EQ(scale.y(), 2 * degrees + 1); 163 EXPECT_FLOAT_EQ(scale.y(), 2 * degrees + 1);
138 } 164 }
139 } 165 }
166
167 ui::InterpolatedTransform* GetScreenRotation(int degrees, bool reversed) {
168 gfx::Point old_pivot;
169 gfx::Point new_pivot;
170
171 int width = 1920;
172 int height = 180;
173
174 switch (degrees) {
175 case 90:
176 new_pivot = gfx::Point(width, 0);
177 break;
178 case -90:
179 new_pivot = gfx::Point(0, height);
180 break;
181 case 180:
182 case 360:
183 new_pivot = old_pivot = gfx::Point(width / 2, height / 2);
184 break;
185 }
186
187 scoped_ptr<ui::InterpolatedTransform> rotation(
188 new ui::InterpolatedTransformAboutPivot(
189 old_pivot,
190 new ui::InterpolatedRotation(reversed ? degrees : 0,
191 reversed ? 0 : degrees)));
192
193 scoped_ptr<ui::InterpolatedTransform> translation(
194 new ui::InterpolatedTranslation(
195 gfx::Point(0, 0),
196 gfx::Point(new_pivot.x() - old_pivot.x(),
197 new_pivot.y() - old_pivot.y())));
198
199 float scale_factor = 0.9f;
200 scoped_ptr<ui::InterpolatedTransform> scale_down(
201 new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f));
202
203 scoped_ptr<ui::InterpolatedTransform> scale_up(
204 new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f));
205
206 scoped_ptr<ui::InterpolatedTransform> to_return(
207 new ui::InterpolatedConstantTransform(ui::Transform()));
208
209 scale_up->SetChild(scale_down.release());
210 translation->SetChild(scale_up.release());
211 rotation->SetChild(translation.release());
212 to_return->SetChild(rotation.release());
213 to_return->SetReversed(reversed);
214
215 return to_return.release();
216 }
217
218 TEST(InterpolatedTransformTest, ScreenRotationEndsCleanly) {
219 for (int i = 0; i < 2; ++i) {
220 for (int degrees = -360; degrees <= 360; degrees += 90) {
221 const bool reversed = i == 1;
222 scoped_ptr<ui::InterpolatedTransform> screen_rotation(
223 GetScreenRotation(degrees, reversed));
224 ui::Transform interpolated = screen_rotation->Interpolate(1.0f);
225 SkMatrix44& m = interpolated.matrix();
226 // Upper-left 3x3 matrix should all be 0, 1 or -1.
227 for (int row = 0; row < 3; ++row) {
228 for (int col = 0; col < 3; ++col) {
229 float entry = m.get(row, col);
230 EXPECT_TRUE(entry == 0 || entry == 1 || entry == -1);
231 }
232 }
233 }
234 }
235 }
236
237 ui::InterpolatedTransform* GetMaximize() {
238 gfx::Rect target_bounds(0, 0, 1920, 1080);
239 gfx::Rect initial_bounds(30, 1000, 192, 108);
240
241 float scale_x = static_cast<float>(
242 target_bounds.height()) / initial_bounds.width();
243 float scale_y = static_cast<float>(
244 target_bounds.width()) / initial_bounds.height();
245
246 scoped_ptr<ui::InterpolatedTransform> scale(
247 new ui::InterpolatedScale(gfx::Point3f(1, 1, 1),
248 gfx::Point3f(scale_x, scale_y, 1)));
249
250 scoped_ptr<ui::InterpolatedTransform> translation(
251 new ui::InterpolatedTranslation(
252 gfx::Point(),
253 gfx::Point(target_bounds.x() - initial_bounds.x(),
254 target_bounds.y() - initial_bounds.y())));
255
256 scoped_ptr<ui::InterpolatedTransform> rotation(
257 new ui::InterpolatedRotation(0, 4.0f));
258
259 scoped_ptr<ui::InterpolatedTransform> rotation_about_pivot(
260 new ui::InterpolatedTransformAboutPivot(
261 gfx::Point(initial_bounds.width() * 0.5,
262 initial_bounds.height() * 0.5),
263 rotation.release()));
264
265 scale->SetChild(translation.release());
266 rotation_about_pivot->SetChild(scale.release());
267
268 rotation_about_pivot->SetReversed(true);
269
270 return rotation_about_pivot.release();
271 }
272
273 TEST(InterpolatedTransformTest, MaximizeEndsCleanly) {
274 scoped_ptr<ui::InterpolatedTransform> maximize(GetMaximize());
275 ui::Transform interpolated = maximize->Interpolate(1.0f);
276 SkMatrix44& m = interpolated.matrix();
277 // Upper-left 3x3 matrix should all be 0, 1 or -1.
278 for (int row = 0; row < 3; ++row) {
279 for (int col = 0; col < 3; ++col) {
280 float entry = m.get(row, col);
281 EXPECT_TRUE(entry == 0 || entry == 1 || entry == -1);
282 }
283 }
284 }
285
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