blob: ae59795e10731b428845d308cbd85ee6f9e9091b [file] [log] [blame]
// Copyright 2017 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 "content/browser/renderer_host/input/passthrough_touch_event_queue.h"
#include <stddef.h>
#include <memory>
#include <utility>
#include "base/location.h"
#include "base/logging.h"
#include "base/message_loop/message_loop.h"
#include "base/run_loop.h"
#include "base/single_thread_task_runner.h"
#include "base/test/scoped_task_environment.h"
#include "base/threading/thread_task_runner_handle.h"
#include "content/browser/renderer_host/input/timeout_monitor.h"
#include "content/common/input/synthetic_web_input_event_builders.h"
#include "content/common/input/web_touch_event_traits.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "third_party/WebKit/public/platform/WebInputEvent.h"
#include "ui/events/base_event_utils.h"
using blink::WebGestureEvent;
using blink::WebInputEvent;
using blink::WebTouchEvent;
using blink::WebTouchPoint;
namespace content {
namespace {
const double kMinSecondsBetweenThrottledTouchmoves = 0.2;
const float kSlopLengthDips = 10;
const float kHalfSlopLengthDips = kSlopLengthDips / 2;
base::TimeDelta DefaultTouchTimeoutDelay() {
return base::TimeDelta::FromMilliseconds(1);
}
} // namespace
class PassthroughTouchEventQueueTest : public testing::Test,
public TouchEventQueueClient {
public:
PassthroughTouchEventQueueTest()
: scoped_task_environment_(
base::test::ScopedTaskEnvironment::MainThreadType::UI),
acked_event_count_(0),
last_acked_event_state_(INPUT_EVENT_ACK_STATE_UNKNOWN),
slop_length_dips_(0) {}
~PassthroughTouchEventQueueTest() override {}
// testing::Test
void SetUp() override {
ResetQueueWithConfig(TouchEventQueue::Config());
sent_events_ids_.clear();
}
void TearDown() override { queue_.reset(); }
// TouchEventQueueClient
void SendTouchEventImmediately(
const TouchEventWithLatencyInfo& event) override {
sent_events_.push_back(event.event);
sent_events_ids_.push_back(event.event.unique_touch_event_id);
if (sync_ack_result_) {
auto sync_ack_result = std::move(sync_ack_result_);
SendTouchEventAckWithID(*sync_ack_result,
event.event.unique_touch_event_id);
}
}
void OnTouchEventAck(const TouchEventWithLatencyInfo& event,
InputEventAckState ack_result) override {
++acked_event_count_;
if (followup_touch_event_) {
std::unique_ptr<WebTouchEvent> followup_touch_event =
std::move(followup_touch_event_);
SendTouchEvent(*followup_touch_event);
}
if (followup_gesture_event_) {
std::unique_ptr<WebGestureEvent> followup_gesture_event =
std::move(followup_gesture_event_);
queue_->OnGestureScrollEvent(GestureEventWithLatencyInfo(
*followup_gesture_event, ui::LatencyInfo()));
}
last_acked_event_ = event.event;
last_acked_event_state_ = ack_result;
}
void OnFilteringTouchEvent(const blink::WebTouchEvent& touch_event) override {
}
protected:
void SetUpForTouchMoveSlopTesting(double slop_length_dips) {
slop_length_dips_ = slop_length_dips;
}
void SetUpForTimeoutTesting(base::TimeDelta desktop_timeout_delay,
base::TimeDelta mobile_timeout_delay) {
TouchEventQueue::Config config;
config.desktop_touch_ack_timeout_delay = desktop_timeout_delay;
config.mobile_touch_ack_timeout_delay = mobile_timeout_delay;
config.touch_ack_timeout_supported = true;
ResetQueueWithConfig(config);
}
void SetUpForTimeoutTesting() {
SetUpForTimeoutTesting(DefaultTouchTimeoutDelay(),
DefaultTouchTimeoutDelay());
}
void SendTouchEvent(WebTouchEvent event) {
if (slop_length_dips_) {
event.moved_beyond_slop_region = false;
if (WebTouchEventTraits::IsTouchSequenceStart(event))
anchor_ = event.touches[0].position;
if (event.GetType() == WebInputEvent::kTouchMove) {
gfx::Vector2dF delta = anchor_ - event.touches[0].position;
if (delta.LengthSquared() > slop_length_dips_ * slop_length_dips_)
event.moved_beyond_slop_region = true;
}
} else {
event.moved_beyond_slop_region =
event.GetType() == WebInputEvent::kTouchMove;
}
queue_->QueueEvent(TouchEventWithLatencyInfo(event, ui::LatencyInfo()));
}
void SendGestureEvent(WebInputEvent::Type type) {
WebGestureEvent event(type, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
queue_->OnGestureScrollEvent(
GestureEventWithLatencyInfo(event, ui::LatencyInfo()));
}
void SendTouchEventAck(InputEventAckState ack_result) {
DCHECK(!sent_events_ids_.empty());
queue_->ProcessTouchAck(ack_result, ui::LatencyInfo(),
sent_events_ids_.front());
sent_events_ids_.pop_front();
}
void SendTouchEventAckLast(InputEventAckState ack_result) {
DCHECK(!sent_events_ids_.empty());
queue_->ProcessTouchAck(ack_result, ui::LatencyInfo(),
sent_events_ids_.back());
sent_events_ids_.pop_back();
}
void SendTouchEventAckWithID(InputEventAckState ack_result,
int unique_event_id) {
queue_->ProcessTouchAck(ack_result, ui::LatencyInfo(), unique_event_id);
sent_events_ids_.erase(std::remove(sent_events_ids_.begin(),
sent_events_ids_.end(), unique_event_id),
sent_events_ids_.end());
}
void SendGestureEventAck(WebInputEvent::Type type,
InputEventAckState ack_result) {
GestureEventWithLatencyInfo event(
type, blink::WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()), ui::LatencyInfo());
queue_->OnGestureEventAck(event, ack_result);
}
void SetFollowupEvent(const WebTouchEvent& event) {
followup_touch_event_.reset(new WebTouchEvent(event));
}
void SetFollowupEvent(const WebGestureEvent& event) {
followup_gesture_event_.reset(new WebGestureEvent(event));
}
void SetSyncAckResult(InputEventAckState sync_ack_result) {
sync_ack_result_.reset(new InputEventAckState(sync_ack_result));
}
void PressTouchPoint(float x, float y) {
touch_event_.PressPoint(x, y);
SendTouchEvent();
}
void MoveTouchPoint(int index, float x, float y) {
touch_event_.MovePoint(index, x, y);
SendTouchEvent();
}
void MoveTouchPoints(int index0,
float x0,
float y0,
int index1,
float x1,
float y1) {
touch_event_.MovePoint(index0, x0, y0);
touch_event_.MovePoint(index1, x1, y1);
SendTouchEvent();
}
void ChangeTouchPointRadius(int index, float radius_x, float radius_y) {
CHECK_GE(index, 0);
CHECK_LT(index, touch_event_.kTouchesLengthCap);
WebTouchPoint& point = touch_event_.touches[index];
point.radius_x = radius_x;
point.radius_y = radius_y;
touch_event_.touches[index].state = WebTouchPoint::kStateMoved;
touch_event_.moved_beyond_slop_region = true;
WebTouchEventTraits::ResetType(WebInputEvent::kTouchMove,
touch_event_.TimeStampSeconds(),
&touch_event_);
SendTouchEvent();
}
void ChangeTouchPointRotationAngle(int index, float rotation_angle) {
CHECK_GE(index, 0);
CHECK_LT(index, touch_event_.kTouchesLengthCap);
WebTouchPoint& point = touch_event_.touches[index];
point.rotation_angle = rotation_angle;
touch_event_.touches[index].state = WebTouchPoint::kStateMoved;
touch_event_.moved_beyond_slop_region = true;
WebTouchEventTraits::ResetType(WebInputEvent::kTouchMove,
touch_event_.TimeStampSeconds(),
&touch_event_);
SendTouchEvent();
}
void ChangeTouchPointForce(int index, float force) {
CHECK_GE(index, 0);
CHECK_LT(index, touch_event_.kTouchesLengthCap);
WebTouchPoint& point = touch_event_.touches[index];
point.force = force;
touch_event_.touches[index].state = WebTouchPoint::kStateMoved;
touch_event_.moved_beyond_slop_region = true;
WebTouchEventTraits::ResetType(WebInputEvent::kTouchMove,
touch_event_.TimeStampSeconds(),
&touch_event_);
SendTouchEvent();
}
void ReleaseTouchPoint(int index) {
touch_event_.ReleasePoint(index);
SendTouchEvent();
}
void CancelTouchPoint(int index) {
touch_event_.CancelPoint(index);
SendTouchEvent();
}
void PrependTouchScrollNotification() {
queue_->PrependTouchScrollNotification();
}
void AdvanceTouchTime(double seconds) {
touch_event_.SetTimeStampSeconds(touch_event_.TimeStampSeconds() + seconds);
}
void ResetTouchEvent() { touch_event_ = SyntheticWebTouchEvent(); }
size_t GetAndResetAckedEventCount() {
size_t count = acked_event_count_;
acked_event_count_ = 0;
return count;
}
size_t GetAndResetSentEventCount() {
size_t count = sent_events_.size();
sent_events_.clear();
return count;
}
bool IsPendingAckTouchStart() const {
return queue_->IsPendingAckTouchStart();
}
void OnHasTouchEventHandlers(bool has_handlers) {
queue_->OnHasTouchEventHandlers(has_handlers);
}
void SetAckTimeoutDisabled() { queue_->SetAckTimeoutEnabled(false); }
void SetIsMobileOptimizedSite(bool is_mobile_optimized) {
queue_->SetIsMobileOptimizedSite(is_mobile_optimized);
}
bool IsTimeoutRunning() const { return queue_->IsTimeoutRunningForTesting(); }
size_t queued_event_count() const { return queue_->SizeForTesting(); }
const WebTouchEvent& latest_event() const {
return queue_->GetLatestEventForTesting().event;
}
const WebTouchEvent& acked_event() const { return last_acked_event_; }
const WebTouchEvent& sent_event() const {
DCHECK(!sent_events_.empty());
return sent_events_.back();
}
const std::vector<WebTouchEvent>& all_sent_events() const {
return sent_events_;
}
InputEventAckState acked_event_state() const {
return last_acked_event_state_;
}
static void RunTasksAndWait(base::TimeDelta delay) {
base::ThreadTaskRunnerHandle::Get()->PostDelayedTask(
FROM_HERE, base::MessageLoop::QuitWhenIdleClosure(), delay);
base::RunLoop().Run();
}
int GetUniqueTouchEventID() { return sent_events_ids_.back(); }
private:
void SendTouchEvent() {
SendTouchEvent(touch_event_);
touch_event_.ResetPoints();
}
void ResetQueueWithConfig(const TouchEventQueue::Config& config) {
queue_.reset(new PassthroughTouchEventQueue(this, config));
queue_->OnHasTouchEventHandlers(true);
}
base::test::ScopedTaskEnvironment scoped_task_environment_;
std::unique_ptr<PassthroughTouchEventQueue> queue_;
size_t acked_event_count_;
WebTouchEvent last_acked_event_;
std::vector<WebTouchEvent> sent_events_;
InputEventAckState last_acked_event_state_;
SyntheticWebTouchEvent touch_event_;
std::unique_ptr<WebTouchEvent> followup_touch_event_;
std::unique_ptr<WebGestureEvent> followup_gesture_event_;
std::unique_ptr<InputEventAckState> sync_ack_result_;
double slop_length_dips_;
gfx::PointF anchor_;
std::deque<int> sent_events_ids_;
};
// Tests that touch-events are queued properly.
TEST_F(PassthroughTouchEventQueueTest, Basic) {
PressTouchPoint(1, 1);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// The second touch should be sent right away even though
// we haven't received an ack for the touch start.
MoveTouchPoint(0, 5, 5);
EXPECT_EQ(2U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// Receive an ACK for the first touch-event.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(WebInputEvent::kTouchStart, acked_event().GetType());
EXPECT_EQ(WebInputEvent::kBlocking, acked_event().dispatch_type);
// Receive an ACK for the second touch-event.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(WebInputEvent::kTouchMove, acked_event().GetType());
EXPECT_EQ(WebInputEvent::kBlocking, acked_event().dispatch_type);
}
// Tests that touch-events with multiple points are queued properly.
TEST_F(PassthroughTouchEventQueueTest, BasicMultiTouch) {
const size_t kPointerCount = 10;
for (float i = 0; i < kPointerCount; ++i)
PressTouchPoint(i, i);
EXPECT_EQ(kPointerCount, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(kPointerCount, queued_event_count());
for (int i = 0; i < static_cast<int>(kPointerCount); ++i)
MoveTouchPoint(i, 1.f + i, 2.f + i);
EXPECT_EQ(kPointerCount, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// No coalescing happens in the queue since they are all sent immediately.
EXPECT_EQ(2 * kPointerCount, queued_event_count());
for (int i = 0; i < static_cast<int>(kPointerCount); ++i)
ReleaseTouchPoint(kPointerCount - 1 - i);
EXPECT_EQ(kPointerCount, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(kPointerCount * 3, queued_event_count());
// Ack all presses.
for (size_t i = 0; i < kPointerCount; ++i)
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(kPointerCount, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// Ack the touch moves.
for (size_t i = 0; i < kPointerCount; ++i)
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(kPointerCount, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// Ack all releases.
for (size_t i = 0; i < kPointerCount; ++i)
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(kPointerCount, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
}
// Tests that the touch-queue continues delivering events for an active touch
// sequence after all handlers are removed.
TEST_F(PassthroughTouchEventQueueTest,
TouchesForwardedIfHandlerRemovedDuringSequence) {
OnHasTouchEventHandlers(true);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// Send a touch-press event.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, queued_event_count());
// Signal that all touch handlers have been removed.
OnHasTouchEventHandlers(false);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, queued_event_count());
// Process the ack for the sent touch, ensuring that it is honored (despite
// the touch handler having been removed).
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_CONSUMED, acked_event_state());
// Try forwarding a new pointer. It should be forwarded as usual.
PressTouchPoint(2, 2);
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, queued_event_count());
// Further events for any pointer should be forwarded, even for pointers that
// reported no consumer.
MoveTouchPoint(1, 3, 3);
ReleaseTouchPoint(1);
EXPECT_EQ(2U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Events for the first pointer, that had a handler, should be forwarded.
MoveTouchPoint(0, 4, 4);
ReleaseTouchPoint(0);
EXPECT_EQ(2U, GetAndResetSentEventCount());
EXPECT_EQ(2U, queued_event_count());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_CONSUMED, acked_event_state());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_CONSUMED, acked_event_state());
}
// Tests that addition of a touch handler during a touch sequence will not cause
// the remaining sequence to be forwarded.
TEST_F(PassthroughTouchEventQueueTest,
ActiveSequenceNotForwardedWhenHandlersAdded) {
OnHasTouchEventHandlers(false);
// Send a touch-press event while there is no handler.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, queued_event_count());
OnHasTouchEventHandlers(true);
// The remaining touch sequence should not be forwarded.
MoveTouchPoint(0, 5, 5);
ReleaseTouchPoint(0);
EXPECT_EQ(2U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, queued_event_count());
// A new touch sequence should resume forwarding.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
}
// Tests that removal of a touch handler during a touch sequence will prevent
// the remaining sequence from being forwarded, even if another touch handler is
// registered during the same touch sequence.
TEST_F(PassthroughTouchEventQueueTest,
ActiveSequenceDroppedWhenHandlersRemoved) {
// Send a touch-press event.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, queued_event_count());
// Queue a touch-move event.
MoveTouchPoint(0, 5, 5);
EXPECT_EQ(2U, queued_event_count());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// Unregister all touch handlers.
OnHasTouchEventHandlers(false);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(2U, queued_event_count());
// Repeated registration/unregstration of handlers should have no effect as
// we're still awaiting the ack arrival.
OnHasTouchEventHandlers(true);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(2U, queued_event_count());
OnHasTouchEventHandlers(false);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(2U, queued_event_count());
// clear the queue .
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_EQ(2U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, queued_event_count());
// Events should be dropped while there is no touch handler.
MoveTouchPoint(0, 10, 10);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// Simulate touch handler registration in the middle of a touch sequence.
OnHasTouchEventHandlers(true);
// The touch end for the interrupted sequence should be dropped.
ReleaseTouchPoint(0);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// A new touch sequence should be forwarded properly.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
}
// Tests that removal/addition of a touch handler without any intervening
// touch activity has no affect on touch forwarding.
TEST_F(PassthroughTouchEventQueueTest,
ActiveSequenceUnaffectedByRepeatedHandlerRemovalAndAddition) {
// Send a touch-press event.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, queued_event_count());
// Simulate the case where the touchstart handler removes itself, and adds a
// touchmove handler.
OnHasTouchEventHandlers(false);
OnHasTouchEventHandlers(true);
// Queue a touch-move event, should be sent right away.
MoveTouchPoint(0, 5, 5);
EXPECT_EQ(2U, queued_event_count());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// The ack should trigger forwarding of the touchmove, as if no touch
// handler registration changes have occurred.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, queued_event_count());
}
// Tests that the touch-event queue is robust to redundant acks.
TEST_F(PassthroughTouchEventQueueTest, SpuriousAcksIgnored) {
// Trigger a spurious ack.
SendTouchEventAckWithID(INPUT_EVENT_ACK_STATE_CONSUMED, 0);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Send and ack a touch press.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, queued_event_count());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, queued_event_count());
// Trigger a spurious ack.
SendTouchEventAckWithID(INPUT_EVENT_ACK_STATE_CONSUMED, 3);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that touch-move events are not sent to the renderer if the preceding
// touch-press event did not have a consumer (and consequently, did not hit the
// main thread in the renderer).
TEST_F(PassthroughTouchEventQueueTest, NoConsumer) {
// The first touch-press should reach the renderer.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, GetAndResetSentEventCount());
// The second touch should be sent since we don't know if there is
// a consumer or not.
MoveTouchPoint(0, 5, 5);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(2U, queued_event_count());
// Receive an ACK for the first touch-event and the first touch-move
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(2U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// Send a release event. This should not reach the renderer.
ReleaseTouchPoint(0);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(WebInputEvent::kTouchEnd, acked_event().GetType());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Send a press-event, followed by move a following move should not
// be sent but held in the queue.
PressTouchPoint(10, 10);
MoveTouchPoint(0, 5, 5);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_EQ(2U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
MoveTouchPoint(0, 6, 5);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(2U, queued_event_count());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(2U, GetAndResetAckedEventCount());
}
TEST_F(PassthroughTouchEventQueueTest, AckTouchEventInReverse) {
PressTouchPoint(1, 1);
MoveTouchPoint(0, 5, 5);
MoveTouchPoint(0, 15, 15);
ReleaseTouchPoint(0);
EXPECT_EQ(4U, GetAndResetSentEventCount());
EXPECT_EQ(4U, queued_event_count());
SendTouchEventAckLast(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(4U, queued_event_count());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kTouchStart, acked_event().GetType());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(3U, queued_event_count());
SendTouchEventAckLast(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(3U, queued_event_count());
SendTouchEventAckLast(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kTouchEnd, acked_event().GetType());
EXPECT_EQ(3U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, queued_event_count());
}
// Tests that touch-event's enqueued via a touch ack are properly handled.
TEST_F(PassthroughTouchEventQueueTest, AckWithFollowupEvents) {
// Queue a touch down.
PressTouchPoint(1, 1);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Create a touch event that will be queued synchronously by a touch ack.
// Note, this will be triggered by all subsequent touch acks.
WebTouchEvent followup_event(
WebInputEvent::kTouchMove, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
followup_event.touches_length = 1;
followup_event.touches[0].id = 0;
followup_event.touches[0].state = WebTouchPoint::kStateMoved;
SetFollowupEvent(followup_event);
// Receive an ACK for the press. This should cause the followup touch-move to
// be sent to the renderer.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_CONSUMED, acked_event_state());
EXPECT_EQ(WebInputEvent::kTouchStart, acked_event().GetType());
// Queue another event.
MoveTouchPoint(0, 2, 2);
EXPECT_EQ(2U, queued_event_count());
// Receive an ACK for the touch-move followup event. This should cause the
// subsequent touch move event be sent to the renderer.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that touch-events can be synchronously ack'ed.
TEST_F(PassthroughTouchEventQueueTest, SynchronousAcks) {
// TouchStart
SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
PressTouchPoint(1, 1);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchMove
SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
MoveTouchPoint(0, 2, 2);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchEnd
SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
ReleaseTouchPoint(0);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchCancel (first inserting a TouchStart so the TouchCancel will be sent)
PressTouchPoint(1, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
CancelTouchPoint(0);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that touch-events acks are in order even with synchronous acks.
TEST_F(PassthroughTouchEventQueueTest, SynchronousAcksInOrder) {
// TouchStart
PressTouchPoint(1, 1);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// TouchMove
MoveTouchPoint(0, 2, 3);
EXPECT_EQ(2U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Ack the TouchMove
SendTouchEventAckLast(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(2U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Create a touch event that will be queued synchronously by a touch ack.
WebTouchEvent followup_event(
WebInputEvent::kTouchMove, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
followup_event.touches_length = 1;
followup_event.touches[0].id = 0;
followup_event.unique_touch_event_id = 100;
followup_event.touches[0].state = WebTouchPoint::kStateMoved;
SetFollowupEvent(followup_event);
SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
// Ack the touch start, should release the |follow_up| event (and its ack).
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(3U, GetAndResetAckedEventCount());
EXPECT_EQ(100U, acked_event().unique_touch_event_id);
}
// Tests that followup events triggered by an immediate ack from
// TouchEventQueue::QueueEvent() are properly handled.
TEST_F(PassthroughTouchEventQueueTest, ImmediateAckWithFollowupEvents) {
// Create a touch event that will be queued synchronously by a touch ack.
WebTouchEvent followup_event(
WebInputEvent::kTouchStart, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
followup_event.touches_length = 1;
followup_event.touches[0].id = 1;
followup_event.touches[0].state = WebTouchPoint::kStatePressed;
SetFollowupEvent(followup_event);
// Now, enqueue a stationary touch that will not be forwarded. This should be
// immediately ack'ed with "NO_CONSUMER_EXISTS". The followup event should
// then be enqueued and immediately sent to the renderer.
WebTouchEvent stationary_event(
WebInputEvent::kTouchMove, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
stationary_event.touches_length = 1;
stationary_event.touches[0].id = 1;
stationary_event.touches[0].state = WebTouchPoint::kStateStationary;
SendTouchEvent(stationary_event);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS, acked_event_state());
EXPECT_EQ(WebInputEvent::kTouchMove, acked_event().GetType());
}
// Tests basic TouchEvent forwarding suppression.
TEST_F(PassthroughTouchEventQueueTest, NoTouchBasic) {
// Disable TouchEvent forwarding.
OnHasTouchEventHandlers(false);
PressTouchPoint(30, 5);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchMove should not be sent to renderer.
MoveTouchPoint(0, 65, 10);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchEnd should not be sent to renderer.
ReleaseTouchPoint(0);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Enable TouchEvent forwarding.
OnHasTouchEventHandlers(true);
PressTouchPoint(80, 10);
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
MoveTouchPoint(0, 80, 20);
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
ReleaseTouchPoint(0);
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that IsTouchStartPendingAck works correctly.
TEST_F(PassthroughTouchEventQueueTest, PendingStart) {
EXPECT_FALSE(IsPendingAckTouchStart());
// Send the touchstart for one point (#1).
PressTouchPoint(1, 1);
EXPECT_EQ(1U, queued_event_count());
EXPECT_TRUE(IsPendingAckTouchStart());
// Send a touchmove for that point (#2).
MoveTouchPoint(0, 5, 5);
EXPECT_EQ(2U, queued_event_count());
EXPECT_TRUE(IsPendingAckTouchStart());
// Ack the touchstart (#1).
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
EXPECT_FALSE(IsPendingAckTouchStart());
// Send a touchstart for another point (#3).
PressTouchPoint(10, 10);
EXPECT_EQ(2U, queued_event_count());
EXPECT_TRUE(IsPendingAckTouchStart());
// Ack the touchmove (#2).
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
EXPECT_TRUE(IsPendingAckTouchStart());
// Send a touchstart for a third point (#4).
PressTouchPoint(15, 15);
EXPECT_EQ(2U, queued_event_count());
EXPECT_TRUE(IsPendingAckTouchStart());
// Ack the touchstart for the second point (#3).
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
EXPECT_TRUE(IsPendingAckTouchStart());
// Ack the touchstart for the third point (#4).
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_FALSE(IsPendingAckTouchStart());
}
// Tests that the touch timeout is started when sending certain touch types.
TEST_F(PassthroughTouchEventQueueTest, TouchTimeoutTypes) {
SetUpForTimeoutTesting();
// Sending a TouchStart will start the timeout.
PressTouchPoint(0, 1);
EXPECT_TRUE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
// A TouchMove should start the timeout.
MoveTouchPoint(0, 5, 5);
EXPECT_TRUE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
// A TouchEnd should not start the timeout.
ReleaseTouchPoint(0);
EXPECT_FALSE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
// A TouchCancel should not start the timeout.
PressTouchPoint(0, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
ASSERT_FALSE(IsTimeoutRunning());
CancelTouchPoint(0);
EXPECT_FALSE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
}
// Tests that a delayed TouchEvent ack will trigger a TouchCancel timeout,
// disabling touch forwarding until the next TouchStart is received after
// the timeout events are ack'ed.
TEST_F(PassthroughTouchEventQueueTest, TouchTimeoutBasic) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
GetAndResetSentEventCount();
GetAndResetAckedEventCount();
PressTouchPoint(0, 1);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ASSERT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_TRUE(IsTimeoutRunning());
// Delay the ack.
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
// The timeout should have fired, synthetically ack'ing the timed-out event.
// TouchEvent forwarding is disabled until the ack is received for the
// timed-out event and the future cancel event.
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Ack'ing the original event should trigger a cancel event.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(WebInputEvent::kTouchCancel, sent_event().GetType());
EXPECT_NE(WebInputEvent::kBlocking, sent_event().dispatch_type);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// Touch events should not be forwarded until we receive the cancel acks.
MoveTouchPoint(0, 1, 1);
ASSERT_EQ(0U, GetAndResetSentEventCount());
ASSERT_EQ(1U, GetAndResetAckedEventCount());
ReleaseTouchPoint(0);
ASSERT_EQ(0U, GetAndResetSentEventCount());
ASSERT_EQ(1U, GetAndResetAckedEventCount());
// The synthetic TouchCancel ack should not reach the client, but should
// resume touch forwarding.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Subsequent events should be handled normally.
PressTouchPoint(0, 1);
EXPECT_EQ(WebInputEvent::kTouchStart, sent_event().GetType());
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that the timeout is never started if the renderer consumes
// a TouchEvent from the current touch sequence.
TEST_F(PassthroughTouchEventQueueTest,
NoTouchTimeoutIfRendererIsConsumingGesture) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
PressTouchPoint(0, 1);
ASSERT_TRUE(IsTimeoutRunning());
// Mark the event as consumed. This should prevent the timeout from
// being activated on subsequent TouchEvents in this gesture.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
// A TouchMove should not start the timeout.
MoveTouchPoint(0, 5, 5);
EXPECT_FALSE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
// A secondary TouchStart should not start the timeout.
PressTouchPoint(1, 0);
EXPECT_FALSE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
// A TouchEnd should not start the timeout.
ReleaseTouchPoint(1);
EXPECT_FALSE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
// A TouchCancel should not start the timeout.
CancelTouchPoint(0);
EXPECT_FALSE(IsTimeoutRunning());
}
// Tests that the timeout is never started if the renderer consumes
// a TouchEvent from the current touch sequence.
TEST_F(PassthroughTouchEventQueueTest,
NoTouchTimeoutIfDisabledAfterTouchStart) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
PressTouchPoint(0, 1);
ASSERT_TRUE(IsTimeoutRunning());
// Send the ack immediately. The timeout should not have fired.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Now explicitly disable the timeout.
SetAckTimeoutDisabled();
EXPECT_FALSE(IsTimeoutRunning());
// A TouchMove should not start or trigger the timeout.
MoveTouchPoint(0, 5, 5);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that the timeout is never started if the ack is synchronous.
TEST_F(PassthroughTouchEventQueueTest, NoTouchTimeoutIfAckIsSynchronous) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
SetSyncAckResult(INPUT_EVENT_ACK_STATE_CONSUMED);
ASSERT_FALSE(IsTimeoutRunning());
PressTouchPoint(0, 1);
EXPECT_FALSE(IsTimeoutRunning());
}
// Tests that the timeout does not fire if explicitly disabled while an event
// is in-flight.
TEST_F(PassthroughTouchEventQueueTest,
NoTouchTimeoutIfDisabledWhileTimerIsActive) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
PressTouchPoint(0, 1);
ASSERT_TRUE(IsTimeoutRunning());
// Verify that disabling the timeout also turns off the timer.
SetAckTimeoutDisabled();
EXPECT_FALSE(IsTimeoutRunning());
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that the timeout does not fire if the delay is zero.
TEST_F(PassthroughTouchEventQueueTest, NoTouchTimeoutIfTimeoutDelayIsZero) {
SetUpForTimeoutTesting(base::TimeDelta(), base::TimeDelta());
// As the delay is zero, timeout behavior should be disabled.
PressTouchPoint(0, 1);
EXPECT_FALSE(IsTimeoutRunning());
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that timeout delays for mobile sites take effect when appropriate.
TEST_F(PassthroughTouchEventQueueTest, TouchTimeoutConfiguredForMobile) {
base::TimeDelta desktop_delay = DefaultTouchTimeoutDelay();
base::TimeDelta mobile_delay = base::TimeDelta();
SetUpForTimeoutTesting(desktop_delay, mobile_delay);
// The desktop delay is non-zero, allowing timeout behavior.
SetIsMobileOptimizedSite(false);
PressTouchPoint(0, 1);
ASSERT_TRUE(IsTimeoutRunning());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
ReleaseTouchPoint(0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(2U, GetAndResetAckedEventCount());
ASSERT_FALSE(IsTimeoutRunning());
// The mobile delay is zero, preventing timeout behavior.
SetIsMobileOptimizedSite(true);
PressTouchPoint(0, 1);
EXPECT_FALSE(IsTimeoutRunning());
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that a TouchCancel timeout plays nice when the timed out touch stream
// turns into a scroll gesture sequence.
TEST_F(PassthroughTouchEventQueueTest, TouchTimeoutWithFollowupGesture) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
PressTouchPoint(0, 1);
EXPECT_TRUE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// The cancelled sequence may turn into a scroll gesture.
WebGestureEvent followup_scroll(
WebInputEvent::kGestureScrollBegin, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
SetFollowupEvent(followup_scroll);
// Delay the ack.
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
// The timeout should have fired, disabling touch forwarding until both acks
// are received, acking the timed out event.
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Ack the original event, triggering a TouchCancel.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Ack the cancel event. Normally, this would resume touch forwarding,
// but we're still within a scroll gesture so it remains disabled.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Try to forward touch events for the current sequence.
GetAndResetSentEventCount();
GetAndResetAckedEventCount();
MoveTouchPoint(0, 1, 1);
ReleaseTouchPoint(0);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(2U, GetAndResetAckedEventCount());
// Now end the scroll sequence, resuming touch handling.
SendGestureEvent(blink::WebInputEvent::kGestureScrollEnd);
PressTouchPoint(0, 1);
EXPECT_TRUE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that a TouchCancel timeout plays nice when the timed out touch stream
// turns into a scroll gesture sequence, but the original event acks are
// significantly delayed.
TEST_F(PassthroughTouchEventQueueTest,
TouchTimeoutWithFollowupGestureAndDelayedAck) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
PressTouchPoint(0, 1);
EXPECT_TRUE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
// The cancelled sequence may turn into a scroll gesture.
WebGestureEvent followup_scroll(
WebInputEvent::kGestureScrollBegin, WebInputEvent::kNoModifiers,
ui::EventTimeStampToSeconds(ui::EventTimeForNow()));
SetFollowupEvent(followup_scroll);
// Delay the ack.
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
// The timeout should have fired, disabling touch forwarding until both acks
// are received and acking the timed out event.
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Try to forward a touch event.
GetAndResetSentEventCount();
GetAndResetAckedEventCount();
MoveTouchPoint(0, 1, 1);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Now end the scroll sequence. Events will not be forwarded until the two
// outstanding touch acks are received.
SendGestureEvent(blink::WebInputEvent::kGestureScrollEnd);
MoveTouchPoint(0, 2, 2);
ReleaseTouchPoint(0);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(2U, GetAndResetAckedEventCount());
// Ack the original event, triggering a cancel.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Ack the cancel event, resuming touch forwarding.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
PressTouchPoint(0, 1);
EXPECT_TRUE(IsTimeoutRunning());
EXPECT_EQ(1U, GetAndResetSentEventCount());
}
// Tests that a delayed TouchEvent ack will not trigger a TouchCancel timeout if
// the timed-out event had no consumer.
TEST_F(PassthroughTouchEventQueueTest, NoCancelOnTouchTimeoutWithoutConsumer) {
SetUpForTimeoutTesting();
// Queue a TouchStart.
PressTouchPoint(0, 1);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ASSERT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_TRUE(IsTimeoutRunning());
// Delay the ack.
RunTasksAndWait(DefaultTouchTimeoutDelay() * 2);
// The timeout should have fired, synthetically ack'ing the timed out event.
// TouchEvent forwarding is disabled until the original ack is received.
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Touch events should not be forwarded until we receive the original ack.
MoveTouchPoint(0, 1, 1);
ReleaseTouchPoint(0);
ASSERT_EQ(0U, GetAndResetSentEventCount());
ASSERT_EQ(2U, GetAndResetAckedEventCount());
// Ack'ing the original event should not trigger a cancel event, as the
// TouchStart had no consumer. However, it should re-enable touch forwarding.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
EXPECT_FALSE(IsTimeoutRunning());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// Subsequent events should be handled normally.
PressTouchPoint(0, 1);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
}
// Tests that TouchMove's movedBeyondSlopRegion is set to false if within the
// boundary-inclusive slop region for an unconsumed TouchStart.
TEST_F(PassthroughTouchEventQueueTest, TouchMovedBeyondSlopRegionCheck) {
SetUpForTouchMoveSlopTesting(kSlopLengthDips);
// Queue a TouchStart.
PressTouchPoint(0, 0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ASSERT_EQ(1U, GetAndResetAckedEventCount());
// TouchMove's movedBeyondSlopRegion within the slop region is set to false.
MoveTouchPoint(0, 0, kHalfSlopLengthDips);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_FALSE(acked_event().moved_beyond_slop_region);
MoveTouchPoint(0, kHalfSlopLengthDips, 0);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_FALSE(acked_event().moved_beyond_slop_region);
MoveTouchPoint(0, -kHalfSlopLengthDips, 0);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_FALSE(acked_event().moved_beyond_slop_region);
MoveTouchPoint(0, -kSlopLengthDips, 0);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_FALSE(acked_event().moved_beyond_slop_region);
MoveTouchPoint(0, 0, kSlopLengthDips);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_FALSE(acked_event().moved_beyond_slop_region);
// When a TouchMove exceeds the (Euclidean) distance, the TouchMove's
// movedBeyondSlopRegion is set to true.
const float kFortyFiveDegreeSlopLengthXY =
kSlopLengthDips * std::sqrt(2.f) / 2;
MoveTouchPoint(0, kFortyFiveDegreeSlopLengthXY + .2f,
kFortyFiveDegreeSlopLengthXY + .2f);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that even very small TouchMove's movedBeyondSlopRegion is set to true
// when the slop region's dimension is 0.
TEST_F(PassthroughTouchEventQueueTest,
MovedBeyondSlopRegionAlwaysTrueIfDimensionZero) {
// Queue a TouchStart.
PressTouchPoint(0, 0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ASSERT_EQ(1U, GetAndResetAckedEventCount());
// Small TouchMove's movedBeyondSlopRegion is set to true.
MoveTouchPoint(0, 0.001f, 0.001f);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_TRUE(acked_event().moved_beyond_slop_region);
}
// Tests that secondary touch points can be forwarded even if the primary touch
// point had no consumer.
TEST_F(PassthroughTouchEventQueueTest,
SecondaryTouchForwardedAfterPrimaryHadNoConsumer) {
// Queue a TouchStart.
PressTouchPoint(0, 0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ASSERT_EQ(1U, GetAndResetAckedEventCount());
// Events should not be forwarded, as the point had no consumer.
MoveTouchPoint(0, 0, 15);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Simulate a secondary pointer press.
PressTouchPoint(20, 0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchMove with a secondary pointer should not be suppressed.
MoveTouchPoint(1, 25, 0);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that secondary touch points can be forwarded after scrolling begins
// while first touch point has no consumer.
TEST_F(PassthroughTouchEventQueueTest,
NoForwardingAfterScrollWithNoTouchConsumers) {
// Queue a TouchStart.
PressTouchPoint(0, 0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ASSERT_EQ(1U, GetAndResetAckedEventCount());
WebGestureEvent followup_scroll(WebInputEvent::kGestureScrollBegin,
WebInputEvent::kNoModifiers,
WebInputEvent::kTimeStampForTesting);
SetFollowupEvent(followup_scroll);
MoveTouchPoint(0, 20, 5);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS, acked_event_state());
// The secondary pointer press should be forwarded.
PressTouchPoint(20, 0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// TouchMove with a secondary pointer should also be forwarded.
MoveTouchPoint(1, 25, 0);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
TEST_F(PassthroughTouchEventQueueTest, TouchAbsorptionWithConsumedFirstMove) {
// Queue a TouchStart.
PressTouchPoint(0, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
MoveTouchPoint(0, 20, 5);
SendGestureEvent(blink::WebInputEvent::kGestureScrollBegin);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(2U, GetAndResetSentEventCount());
// Even if the first touchmove event was consumed, subsequent unconsumed
// touchmove events should trigger scrolling.
MoveTouchPoint(0, 60, 5);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
EXPECT_EQ(1U, GetAndResetSentEventCount());
MoveTouchPoint(0, 20, 5);
WebGestureEvent followup_scroll(WebInputEvent::kGestureScrollUpdate,
WebInputEvent::kNoModifiers,
WebInputEvent::kTimeStampForTesting);
SetFollowupEvent(followup_scroll);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
SendGestureEventAck(WebInputEvent::kGestureScrollUpdate,
INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
EXPECT_EQ(1U, GetAndResetSentEventCount());
// Touch moves are sent right away.
MoveTouchPoint(0, 60, 5);
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
}
TEST_F(PassthroughTouchEventQueueTest, TouchStartCancelableDuringScroll) {
// Queue a touchstart and touchmove that go unconsumed, transitioning to an
// active scroll sequence.
PressTouchPoint(0, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
MoveTouchPoint(0, 20, 5);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
SendGestureEvent(blink::WebInputEvent::kGestureScrollBegin);
SendGestureEvent(blink::WebInputEvent::kGestureScrollUpdate);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
// Even though scrolling has begun, touchstart events should be cancelable,
// allowing, for example, customized pinch processing.
PressTouchPoint(10, 11);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
// As the touch start was consumed, touchmoves should no longer be throttled.
MoveTouchPoint(1, 11, 11);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
// With throttling disabled, touchend and touchmove events should also be
// cancelable.
MoveTouchPoint(1, 12, 12);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
ReleaseTouchPoint(1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
// If subsequent touchmoves aren't consumed, the generated scroll events
// will restore async touch dispatch.
MoveTouchPoint(0, 25, 5);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
SendGestureEvent(blink::WebInputEvent::kGestureScrollUpdate);
EXPECT_EQ(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
AdvanceTouchTime(kMinSecondsBetweenThrottledTouchmoves + 0.1);
MoveTouchPoint(0, 30, 5);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_NOT_CONSUMED);
EXPECT_NE(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
// The touchend will be uncancelable during an active scroll sequence.
ReleaseTouchPoint(0);
EXPECT_NE(WebInputEvent::kBlocking, sent_event().dispatch_type);
ASSERT_EQ(1U, GetAndResetSentEventCount());
}
TEST_F(PassthroughTouchEventQueueTest, UnseenTouchPointerIdsNotForwarded) {
SyntheticWebTouchEvent event;
event.PressPoint(0, 0);
SendTouchEvent(event);
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Give the touchmove a previously unseen pointer id; it should not be sent.
int press_id = event.touches[0].id;
event.MovePoint(0, 1, 1);
event.touches[0].id = 7;
SendTouchEvent(event);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Give the touchmove a valid id; it should be sent.
event.touches[0].id = press_id;
SendTouchEvent(event);
EXPECT_EQ(1U, GetAndResetSentEventCount());
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Do the same for release.
event.ReleasePoint(0);
event.touches[0].id = 11;
SendTouchEvent(event);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
// Give the touchmove a valid id after release it shouldn't be sent.
event.touches[0].id = press_id;
SendTouchEvent(event);
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that touch points states are correct in TouchMove events.
TEST_F(PassthroughTouchEventQueueTest, PointerStatesInTouchMove) {
PressTouchPoint(1, 1);
PressTouchPoint(2, 2);
PressTouchPoint(3, 3);
EXPECT_EQ(3U, queued_event_count());
EXPECT_EQ(3U, GetAndResetSentEventCount());
PressTouchPoint(4, 4);
// Receive ACK for the first three touch-events.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(1U, queued_event_count());
// Test current touches state before sending TouchMoves.
const WebTouchEvent& event1 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchStart, event1.GetType());
EXPECT_EQ(WebTouchPoint::kStateStationary, event1.touches[0].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event1.touches[1].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event1.touches[2].state);
EXPECT_EQ(WebTouchPoint::kStatePressed, event1.touches[3].state);
// Move x-position for 1st touch, y-position for 2nd touch
// and do not move other touches.
MoveTouchPoints(0, 1.1f, 1.f, 1, 2.f, 20.001f);
MoveTouchPoints(2, 3.f, 3.f, 3, 4.f, 4.f);
EXPECT_EQ(3U, queued_event_count());
// Receive an ACK for the last TouchPress event.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
// 1st TouchMove is sent. Test for touches state.
const WebTouchEvent& event2 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event2.GetType());
EXPECT_EQ(WebTouchPoint::kStateMoved, event2.touches[0].state);
EXPECT_EQ(WebTouchPoint::kStateMoved, event2.touches[1].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event2.touches[2].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event2.touches[3].state);
// Move only 4th touch but not others.
MoveTouchPoints(0, 1.1f, 1.f, 1, 2.f, 20.001f);
MoveTouchPoints(2, 3.f, 3.f, 3, 4.1f, 4.1f);
// Receive an ACK for previous (1st) TouchMove.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
// 2nd TouchMove is sent. Test for touches state.
const WebTouchEvent& event3 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event3.GetType());
EXPECT_EQ(WebTouchPoint::kStateStationary, event3.touches[0].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event3.touches[1].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event3.touches[2].state);
EXPECT_EQ(WebTouchPoint::kStateMoved, event3.touches[3].state);
}
// Tests that touch point state is correct in TouchMove events
// when point properties other than position changed.
TEST_F(PassthroughTouchEventQueueTest,
PointerStatesWhenOtherThanPositionChanged) {
PressTouchPoint(1, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
// Default initial radiusX/Y is (1.f, 1.f).
// Default initial rotationAngle is 1.f.
// Default initial force is 1.f.
// Change touch point radius only.
ChangeTouchPointRadius(0, 1.5f, 1.f);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
// TouchMove is sent. Test for pointer state.
const WebTouchEvent& event1 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event1.GetType());
EXPECT_EQ(WebTouchPoint::kStateMoved, event1.touches[0].state);
// Change touch point force.
ChangeTouchPointForce(0, 0.9f);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
// TouchMove is sent. Test for pointer state.
const WebTouchEvent& event2 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event2.GetType());
EXPECT_EQ(WebTouchPoint::kStateMoved, event2.touches[0].state);
// Change touch point rotationAngle.
ChangeTouchPointRotationAngle(0, 1.1f);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
// TouchMove is sent. Test for pointer state.
const WebTouchEvent& event3 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event3.GetType());
EXPECT_EQ(WebTouchPoint::kStateMoved, event3.touches[0].state);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(4U, GetAndResetSentEventCount());
EXPECT_EQ(4U, GetAndResetAckedEventCount());
}
// Tests that TouchMoves are filtered when none of the points are changed.
TEST_F(PassthroughTouchEventQueueTest, FilterTouchMovesWhenNoPointerChanged) {
PressTouchPoint(1, 1);
PressTouchPoint(2, 2);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(2U, GetAndResetSentEventCount());
EXPECT_EQ(2U, GetAndResetAckedEventCount());
// Move 1st touch point.
MoveTouchPoint(0, 10, 10);
EXPECT_EQ(1U, queued_event_count());
// TouchMove should be allowed and test for touches state.
const WebTouchEvent& event1 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event1.GetType());
EXPECT_EQ(WebTouchPoint::kStateMoved, event1.touches[0].state);
EXPECT_EQ(WebTouchPoint::kStateStationary, event1.touches[1].state);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Do not really move any touch points, but use previous values.
MoveTouchPoint(0, 10, 10);
ChangeTouchPointRadius(1, 1, 1);
MoveTouchPoint(1, 2, 2);
EXPECT_EQ(4U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
// The TouchMove but should be filtered when none of the touch points have
// changed but don't get acked right away.
EXPECT_EQ(0U, GetAndResetAckedEventCount());
// Receive an ACK for 1st TouchMove.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(0U, GetAndResetSentEventCount());
EXPECT_EQ(4U, GetAndResetAckedEventCount());
EXPECT_EQ(INPUT_EVENT_ACK_STATE_NO_CONSUMER_EXISTS, acked_event_state());
// Move 2nd touch point.
MoveTouchPoint(1, 3, 3);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(0U, queued_event_count());
// TouchMove should be allowed and test for touches state.
const WebTouchEvent& event2 = sent_event();
EXPECT_EQ(WebInputEvent::kTouchMove, event2.GetType());
EXPECT_EQ(WebTouchPoint::kStateStationary, event2.touches[0].state);
EXPECT_EQ(WebTouchPoint::kStateMoved, event2.touches[1].state);
EXPECT_EQ(1U, GetAndResetSentEventCount());
EXPECT_EQ(1U, GetAndResetAckedEventCount());
}
// Tests that touch-scroll-notification is queued normally.
TEST_F(PassthroughTouchEventQueueTest,
TouchScrollNotificationOrder_EmptyQueue) {
PrependTouchScrollNotification();
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, queued_event_count());
EXPECT_EQ(1U, GetAndResetSentEventCount());
}
// Tests touch-scroll-notification firing is appended to the tail of sent
// events since all events are sent right away.
TEST_F(PassthroughTouchEventQueueTest,
TouchScrollNotificationOrder_EndOfQueue) {
PressTouchPoint(1, 1);
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(1U, queued_event_count());
// Send the touch-scroll-notification when 3 events are in the queue.
PrependTouchScrollNotification();
EXPECT_EQ(0U, GetAndResetAckedEventCount());
EXPECT_EQ(2U, queued_event_count());
// Send ACKs.
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_IGNORED);
// Touch-scroll-start Ack is not reported to client.
EXPECT_EQ(1U, GetAndResetAckedEventCount());
EXPECT_EQ(0U, queued_event_count());
EXPECT_EQ(WebInputEvent::kTouchStart, all_sent_events()[0].GetType());
EXPECT_EQ(WebInputEvent::kTouchScrollStarted, all_sent_events()[1].GetType());
EXPECT_EQ(2U, GetAndResetSentEventCount());
}
// Tests that if touchStartOrFirstTouchMove is correctly set up for touch
// events.
TEST_F(PassthroughTouchEventQueueTest, TouchStartOrFirstTouchMove) {
PressTouchPoint(1, 1);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kTouchStart, sent_event().GetType());
EXPECT_TRUE(sent_event().touch_start_or_first_touch_move);
MoveTouchPoint(0, 5, 5);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kTouchMove, sent_event().GetType());
EXPECT_TRUE(sent_event().touch_start_or_first_touch_move);
MoveTouchPoint(0, 15, 15);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kTouchMove, sent_event().GetType());
EXPECT_FALSE(sent_event().touch_start_or_first_touch_move);
ReleaseTouchPoint(0);
SendTouchEventAck(INPUT_EVENT_ACK_STATE_CONSUMED);
EXPECT_EQ(WebInputEvent::kTouchEnd, sent_event().GetType());
EXPECT_FALSE(sent_event().touch_start_or_first_touch_move);
}
} // namespace content