text: // Copyright 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 "cc/animation/scrollbar_animation_controller_thinning.h"
  
  #include "cc/layers/solid_color_scrollbar_layer_impl.h"
  #include "cc/test/fake_impl_proxy.h"
  #include "cc/test/fake_layer_tree_host_impl.h"
  #include "cc/test/geometry_test_utils.h"
  #include "cc/test/test_shared_bitmap_manager.h"
  #include "cc/trees/layer_tree_impl.h"
  #include "testing/gtest/include/gtest/gtest.h"
  
  namespace cc {
  namespace {
  
  class ScrollbarAnimationControllerThinningTest
      : public testing::Test,
        public ScrollbarAnimationControllerClient {
   public:
    ScrollbarAnimationControllerThinningTest()
        : host_impl_(&proxy_, &shared_bitmap_manager_) {}
  
    void PostDelayedScrollbarFade(const base::Closure& start_fade,
                                  base::TimeDelta delay) override {
      start_fade_ = start_fade;
    }
    void SetNeedsScrollbarAnimationFrame() override {}
  
   protected:
    virtual void SetUp() {
      scoped_ptr<LayerImpl> scroll_layer =
          LayerImpl::Create(host_impl_.active_tree(), 1);
      clip_layer_ = LayerImpl::Create(host_impl_.active_tree(), 3);
      scroll_layer->SetScrollClipLayer(clip_layer_->id());
      LayerImpl* scroll_layer_ptr = scroll_layer.get();
      clip_layer_->AddChild(scroll_layer.Pass());
  
      const int kId = 2;
      const int kThumbThickness = 10;
      const int kTrackStart = 0;
      const bool kIsLeftSideVerticalScrollbar = false;
      const bool kIsOverlayScrollbar = true;
      scrollbar_layer_ =
          SolidColorScrollbarLayerImpl::Create(host_impl_.active_tree(),
                                               kId,
                                               HORIZONTAL,
                                               kThumbThickness,
                                               kTrackStart,
                                               kIsLeftSideVerticalScrollbar,
                                               kIsOverlayScrollbar);
  
      scrollbar_layer_->SetScrollLayerAndClipLayerByIds(scroll_layer_ptr->id(),
                                                        clip_layer_->id());
      clip_layer_->SetBounds(gfx::Size(100, 100));
      scroll_layer_ptr->SetBounds(gfx::Size(200, 200));
  
      scrollbar_controller_ = ScrollbarAnimationControllerThinning::Create(
          scroll_layer_ptr,
          this,
          base::TimeDelta::FromSeconds(2),
          base::TimeDelta::FromSeconds(5),
          base::TimeDelta::FromSeconds(3));
    }
  
    FakeImplProxy proxy_;
    TestSharedBitmapManager shared_bitmap_manager_;
    FakeLayerTreeHostImpl host_impl_;
    scoped_ptr<ScrollbarAnimationControllerThinning> scrollbar_controller_;
    scoped_ptr<LayerImpl> clip_layer_;
    scoped_ptr<SolidColorScrollbarLayerImpl> scrollbar_layer_;
  
    base::Closure start_fade_;
  };
  
  // Check initialization of scrollbar.
  TEST_F(ScrollbarAnimationControllerThinningTest, Idle) {
    scrollbar_controller_->Animate(base::TimeTicks());
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  }
  
  // Check that scrollbar disappears when the layer becomes non-scrollable.
  TEST_F(ScrollbarAnimationControllerThinningTest, HideOnResize) {
    LayerImpl* scroll_layer = host_impl_.active_tree()->LayerById(1);
    ASSERT_TRUE(scroll_layer);
    EXPECT_SIZE_EQ(gfx::Size(200, 200), scroll_layer->bounds());
  
    EXPECT_EQ(HORIZONTAL, scrollbar_layer_->orientation());
  
    // Shrink along X axis, horizontal scrollbar should appear.
    clip_layer_->SetBounds(gfx::Size(100, 200));
    EXPECT_SIZE_EQ(gfx::Size(100, 200), clip_layer_->bounds());
  
    scrollbar_controller_->DidScrollBegin();
  
    scrollbar_controller_->DidScrollUpdate(false);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
  
    scrollbar_controller_->DidScrollEnd();
  
    // Shrink along Y axis and expand along X, horizontal scrollbar
    // should disappear.
    clip_layer_->SetBounds(gfx::Size(200, 100));
    EXPECT_SIZE_EQ(gfx::Size(200, 100), clip_layer_->bounds());
  
    scrollbar_controller_->DidScrollBegin();
  
    scrollbar_controller_->DidScrollUpdate(false);
    EXPECT_FLOAT_EQ(0.0f, scrollbar_layer_->opacity());
  
    scrollbar_controller_->DidScrollEnd();
  }
  
  // Scroll content. Confirm the scrollbar gets dark and then becomes light
  // after stopping.
  TEST_F(ScrollbarAnimationControllerThinningTest, AwakenByProgrammaticScroll) {
    base::TimeTicks time;
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidScrollUpdate(false);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    // Scrollbar doesn't change size if triggered by scroll.
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    start_fade_.Run();
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Subsequent scroll restarts animation.
    scrollbar_controller_->DidScrollUpdate(false);
  
    start_fade_.Run();
  
    time += base::TimeDelta::FromSeconds(2);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.9f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  }
  
  // Initiate a scroll when the pointer is already near the scrollbar. It should
  // remain thick.
  TEST_F(ScrollbarAnimationControllerThinningTest, ScrollWithMouseNear) {
    base::TimeTicks time;
    time += base::TimeDelta::FromSeconds(1);
  
    scrollbar_controller_->DidMouseMoveNear(1);
    scrollbar_controller_->Animate(time);
    time += base::TimeDelta::FromSeconds(3);
  
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    scrollbar_controller_->DidScrollUpdate(false);
    start_fade_.Run();
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    // Scrollbar should still be thick.
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(5);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  }
  
  // Move the pointer near the scrollbar. Confirm it gets thick and narrow when
  // moved away.
  TEST_F(ScrollbarAnimationControllerThinningTest, MouseNear) {
    base::TimeTicks time;
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidMouseMoveNear(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Should animate to thickened but not darken.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.6f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Subsequent moves should not change anything.
    scrollbar_controller_->DidMouseMoveNear(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Now move away from bar.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidMouseMoveNear(26);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Animate to narrow.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.6f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  }
  
  // Move the pointer over the scrollbar. Make sure it gets thick and dark
  // and that it gets thin and light when moved away.
  TEST_F(ScrollbarAnimationControllerThinningTest, MouseOver) {
    base::TimeTicks time;
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidMouseMoveNear(0);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Should animate to thickened and darkened.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.6f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.9f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Subsequent moves should not change anything.
    scrollbar_controller_->DidMouseMoveNear(0);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Now move away from bar.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidMouseMoveNear(26);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Animate to narrow.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.9f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.6f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  }
  
  // First move the pointer near the scrollbar, then over it, then back near
  // then far away. Confirm that first the bar gets thick, then dark, then light,
  // then narrow.
  TEST_F(ScrollbarAnimationControllerThinningTest, MouseNearThenOver) {
    base::TimeTicks time;
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidMouseMoveNear(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.4f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Should animate to thickened but not darken.
    time += base::TimeDelta::FromSeconds(3);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // Now move over.
    scrollbar_controller_->DidMouseMoveNear(0);
    scrollbar_controller_->Animate(time);
  
    // Should animate to darkened.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.9f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    // This is tricky. The DidMouseMoveOffScrollbar() is sent before the
    // subsequent DidMouseMoveNear(), if the mouse moves in that direction.
    // This results in the thumb thinning. We want to make sure that when the
    // thumb starts expanding it doesn't first narrow to the idle thinness.
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->DidMouseMoveOffScrollbar();
    scrollbar_controller_->Animate(time);
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.9f, scrollbar_layer_->opacity());
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    scrollbar_controller_->DidMouseMoveNear(1);
    scrollbar_controller_->Animate(time);
    // A new animation is kicked off.
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    // We will initiate the narrowing again, but it won't get decremented until
    // the new animation catches up to it.
    EXPECT_FLOAT_EQ(0.9f, scrollbar_layer_->opacity());
    // Now the thickness should be increasing, but it shouldn't happen until the
    // animation catches up.
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->opacity());
    // The thickness now gets big again.
    EXPECT_FLOAT_EQ(0.8f, scrollbar_layer_->thumb_thickness_scale_factor());
  
    time += base::TimeDelta::FromSeconds(1);
    scrollbar_controller_->Animate(time);
    EXPECT_FLOAT_EQ(0.7f, scrollbar_layer_->opacity());
    // The thickness now gets big again.
    EXPECT_FLOAT_EQ(1.0f, scrollbar_layer_->thumb_thickness_scale_factor());
  }
  
  }  // namespace
  }  // namespace cc
  