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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 } |
(...skipping 111 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
130 &rotation, | 131 &rotation, |
131 &scale); | 132 &scale); |
132 EXPECT_TRUE(success); | 133 EXPECT_TRUE(success); |
133 EXPECT_FLOAT_EQ(translation.x(), degrees * 2); | 134 EXPECT_FLOAT_EQ(translation.x(), degrees * 2); |
134 EXPECT_FLOAT_EQ(translation.y(), -degrees * 3); | 135 EXPECT_FLOAT_EQ(translation.y(), -degrees * 3); |
135 EXPECT_FLOAT_EQ(NormalizeAngle(rotation), degrees); | 136 EXPECT_FLOAT_EQ(NormalizeAngle(rotation), degrees); |
136 EXPECT_FLOAT_EQ(scale.x(), degrees + 1); | 137 EXPECT_FLOAT_EQ(scale.x(), degrees + 1); |
137 EXPECT_FLOAT_EQ(scale.y(), 2 * degrees + 1); | 138 EXPECT_FLOAT_EQ(scale.y(), 2 * degrees + 1); |
138 } | 139 } |
139 } | 140 } |
141 | |
142 ui::InterpolatedTransform* GetScreenRotation(int degrees, bool reversed) { | |
143 gfx::Point old_pivot; | |
144 gfx::Point new_pivot; | |
145 | |
146 int width = 1920; | |
147 int height = 180; | |
148 | |
149 switch (degrees) { | |
150 case 90: | |
151 new_pivot = gfx::Point(width, 0); | |
152 break; | |
153 case -90: | |
154 new_pivot = gfx::Point(0, height); | |
155 break; | |
156 case 180: | |
157 case 360: | |
158 new_pivot = old_pivot = gfx::Point(width / 2, height / 2); | |
159 break; | |
160 } | |
161 | |
162 scoped_ptr<ui::InterpolatedTransform> rotation( | |
163 new ui::InterpolatedTransformAboutPivot( | |
164 old_pivot, | |
165 new ui::InterpolatedRotation(reversed ? degrees : 0, | |
166 reversed ? 0 : degrees))); | |
167 | |
168 scoped_ptr<ui::InterpolatedTransform> translation( | |
169 new ui::InterpolatedTranslation( | |
170 gfx::Point(0, 0), | |
171 gfx::Point(new_pivot.x() - old_pivot.x(), | |
172 new_pivot.y() - old_pivot.y()))); | |
173 | |
174 float scale_factor = 0.9f; | |
175 scoped_ptr<ui::InterpolatedTransform> scale_down( | |
176 new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f)); | |
177 | |
178 scoped_ptr<ui::InterpolatedTransform> scale_up( | |
179 new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f)); | |
180 | |
181 scoped_ptr<ui::InterpolatedTransform> to_return( | |
182 new ui::InterpolatedConstantTransform(ui::Transform())); | |
183 | |
184 scale_up->SetChild(scale_down.release()); | |
185 translation->SetChild(scale_up.release()); | |
186 rotation->SetChild(translation.release()); | |
187 to_return->SetChild(rotation.release()); | |
188 to_return->SetReversed(reversed); | |
189 | |
190 return to_return.release(); | |
191 } | |
192 | |
193 TEST(InterpolatedTransformTest, ScreenRotationEndsCleanly) { | |
James Cook
2012/04/24 17:18:18
Awesome that you added a test for this!
| |
194 for (int i = 0; i < 2; ++i) { | |
195 for (int degrees = -360; degrees <= 360; degrees += 90) { | |
196 const bool reversed = i == 1; | |
197 scoped_ptr<ui::InterpolatedTransform> screen_rotation( | |
198 GetScreenRotation(degrees, reversed)); | |
199 ui::Transform interpolated = screen_rotation->Interpolate(1.0f); | |
200 SkMatrix44& m = interpolated.matrix(); | |
201 // Upper-left 3x3 matrix should all be 0, 1 or -1. | |
202 | |
203 for (int row = 0; row < 3; ++row) { | |
204 for (int col = 0; col < 3; ++col) { | |
205 float entry = m.get(row, col); | |
206 EXPECT_TRUE(entry == 0 || entry == 1 || entry == -1); | |
207 } | |
208 } | |
209 } | |
210 } | |
211 } | |
212 | |
213 ui::InterpolatedTransform* GetMaximize() { | |
214 gfx::Rect target_bounds(0, 0, 1920, 1080); | |
215 gfx::Rect initial_bounds(30, 1000, 192, 108); | |
216 | |
217 float scale_x = static_cast<float>( | |
218 target_bounds.height()) / initial_bounds.width(); | |
219 float scale_y = static_cast<float>( | |
220 target_bounds.width()) / initial_bounds.height(); | |
221 | |
222 scoped_ptr<ui::InterpolatedTransform> scale( | |
223 new ui::InterpolatedScale(gfx::Point3f(1, 1, 1), | |
224 gfx::Point3f(scale_x, scale_y, 1))); | |
225 | |
226 scoped_ptr<ui::InterpolatedTransform> translation( | |
227 new ui::InterpolatedTranslation( | |
228 gfx::Point(), | |
229 gfx::Point(target_bounds.x() - initial_bounds.x(), | |
230 target_bounds.y() - initial_bounds.y()))); | |
231 | |
232 scoped_ptr<ui::InterpolatedTransform> rotation( | |
233 new ui::InterpolatedRotation(0, 4.0f)); | |
234 | |
235 scoped_ptr<ui::InterpolatedTransform> rotation_about_pivot( | |
236 new ui::InterpolatedTransformAboutPivot( | |
237 gfx::Point(initial_bounds.width() * 0.5, | |
238 initial_bounds.height() * 0.5), | |
239 rotation.release())); | |
240 | |
241 scale->SetChild(translation.release()); | |
242 rotation_about_pivot->SetChild(scale.release()); | |
243 | |
244 rotation_about_pivot->SetReversed(true); | |
245 | |
246 return rotation_about_pivot.release(); | |
247 } | |
248 | |
249 TEST(InterpolatedTransformTest, MaximizeEndsCleanly) { | |
250 scoped_ptr<ui::InterpolatedTransform> maximize(GetMaximize()); | |
251 ui::Transform interpolated = maximize->Interpolate(1.0f); | |
252 SkMatrix44& m = interpolated.matrix(); | |
253 // Upper-left 3x3 matrix should all be 0, 1 or -1. | |
254 for (int row = 0; row < 3; ++row) { | |
255 for (int col = 0; col < 3; ++col) { | |
256 float entry = m.get(row, col); | |
257 EXPECT_TRUE(entry == 0 || entry == 1 || entry == -1); | |
258 } | |
259 } | |
260 } | |
261 | |
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