// Copyright 2013 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ash/keyboard/ui/keyboard_ui_controller.h"
#include <memory>
#include "ash/keyboard/ui/container_floating_behavior.h"
#include "ash/keyboard/ui/container_full_width_behavior.h"
#include "ash/keyboard/ui/keyboard_layout_manager.h"
#include "ash/keyboard/ui/keyboard_ui.h"
#include "ash/keyboard/ui/keyboard_util.h"
#include "ash/keyboard/ui/test/keyboard_test_util.h"
#include "ash/keyboard/ui/test/test_keyboard_layout_delegate.h"
#include "ash/keyboard/ui/test/test_keyboard_ui_factory.h"
#include "ash/public/cpp/keyboard/keyboard_controller_observer.h"
#include "base/command_line.h"
#include "base/functional/bind.h"
#include "base/functional/callback_helpers.h"
#include "base/memory/raw_ptr.h"
#include "base/run_loop.h"
#include "base/test/task_environment.h"
#include "build/build_config.h"
#include "testing/gmock/include/gmock/gmock.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/aura/client/focus_client.h"
#include "ui/aura/test/aura_test_base.h"
#include "ui/aura/test/test_window_delegate.h"
#include "ui/aura/window.h"
#include "ui/base/ime/dummy_text_input_client.h"
#include "ui/base/ime/init/input_method_factory.h"
#include "ui/base/ime/input_method.h"
#include "ui/base/ime/text_input_client.h"
#include "ui/base/ui_base_switches.h"
#include "ui/compositor/compositor.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_type.h"
#include "ui/compositor/scoped_animation_duration_scale_mode.h"
#include "ui/compositor/test/layer_animator_test_controller.h"
#include "ui/events/test/event_generator.h"
#include "ui/gfx/geometry/rect.h"
namespace keyboard {
namespace {
// Steps a layer animation until it is completed. Animations must be enabled.
void RunAnimationForLayer(ui::Layer* layer) {
// Animations must be enabled for stepping to work.
ASSERT_NE(ui::ScopedAnimationDurationScaleMode::duration_multiplier(),
ui::ScopedAnimationDurationScaleMode::ZERO_DURATION);
ui::LayerAnimatorTestController controller(layer->GetAnimator());
// Multiple steps are required to complete complex animations.
// TODO(vollick): This should not be necessary. crbug.com/154017
while (controller.animator()->is_animating()) {
controller.StartThreadedAnimationsIfNeeded();
base::TimeTicks step_time = controller.animator()->last_step_time();
controller.animator()->Step(step_time + base::Milliseconds(1000));
}
}
// An event handler that focuses a window when it is clicked/touched on. This is
// used to match the focus manger behaviour in ash and views.
class TestFocusController : public ui::EventHandler {
public:
explicit TestFocusController(aura::Window* root) : root_(root) {
root_->AddPreTargetHandler(this);
}
TestFocusController(const TestFocusController&) = delete;
TestFocusController& operator=(const TestFocusController&) = delete;
~TestFocusController() override { root_->RemovePreTargetHandler(this); }
private:
// Overridden from ui::EventHandler:
void OnEvent(ui::Event* event) override {
auto* target = static_cast<aura::Window*>(event->target());
if (event->type() == ui::EventType::kMousePressed ||
event->type() == ui::EventType::kTouchPressed) {
aura::client::GetFocusClient(target)->FocusWindow(target);
}
}
raw_ptr<aura::Window> root_;
};
class KeyboardContainerObserver : public aura::WindowObserver {
public:
explicit KeyboardContainerObserver(aura::Window* window,
base::RunLoop* run_loop)
: window_(window), run_loop_(run_loop) {
window_->AddObserver(this);
}
KeyboardContainerObserver(const KeyboardContainerObserver&) = delete;
KeyboardContainerObserver& operator=(const KeyboardContainerObserver&) =
delete;
~KeyboardContainerObserver() override { window_->RemoveObserver(this); }
private:
void OnWindowVisibilityChanged(aura::Window* window, bool visible) override {
if (!visible)
run_loop_->QuitWhenIdle();
}
raw_ptr<aura::Window> window_;
const raw_ptr<base::RunLoop> run_loop_;
};
class SetModeCallbackInvocationCounter {
public:
SetModeCallbackInvocationCounter() {}
void Invoke(bool status) {
if (status)
invocation_count_success_++;
else
invocation_count_failure_++;
}
base::OnceCallback<void(bool)> GetInvocationCallback() {
return base::BindOnce(&SetModeCallbackInvocationCounter::Invoke,
weak_factory_invoke_.GetWeakPtr());
}
int invocation_count_for_status(bool status) {
return status ? invocation_count_success_ : invocation_count_failure_;
}
private:
int invocation_count_success_ = 0;
int invocation_count_failure_ = 0;
base::WeakPtrFactory<SetModeCallbackInvocationCounter> weak_factory_invoke_{
this};
};
} // namespace
class KeyboardUIControllerTest : public aura::test::AuraTestBase,
public ash::KeyboardControllerObserver {
public:
KeyboardUIControllerTest() = default;
KeyboardUIControllerTest(const KeyboardUIControllerTest&) = delete;
KeyboardUIControllerTest& operator=(const KeyboardUIControllerTest&) = delete;
~KeyboardUIControllerTest() override = default;
void SetUp() override {
aura::test::AuraTestBase::SetUp();
focus_controller_ = std::make_unique<TestFocusController>(root_window());
layout_delegate_ =
std::make_unique<TestKeyboardLayoutDelegate>(root_window());
// Force enable the virtual keyboard.
controller_.Initialize(
std::make_unique<TestKeyboardUIFactory>(host()->GetInputMethod()),
layout_delegate_.get());
SetTouchKeyboardEnabled(true);
controller_.AddObserver(this);
}
void TearDown() override {
controller_.RemoveObserver(this);
SetTouchKeyboardEnabled(false);
focus_controller_.reset();
aura::test::AuraTestBase::TearDown();
}
KeyboardUIController& controller() { return controller_; }
KeyboardLayoutDelegate* layout_delegate() { return layout_delegate_.get(); }
void ShowKeyboard() {
test_text_input_client_ =
std::make_unique<ui::DummyTextInputClient>(ui::TEXT_INPUT_TYPE_TEXT);
SetFocus(test_text_input_client_.get());
}
void MockRotateScreen() {
const gfx::Rect root_bounds = root_window()->bounds();
root_window()->SetBounds(
gfx::Rect(0, 0, root_bounds.height(), root_bounds.width()));
}
protected:
// KeyboardControllerObserver overrides
void OnKeyboardVisibleBoundsChanged(const gfx::Rect& new_bounds) override {
visible_bounds_ = new_bounds;
visible_bounds_number_of_calls_++;
}
void OnKeyboardOccludedBoundsChanged(const gfx::Rect& new_bounds) override {
occluding_bounds_ = new_bounds;
occluding_bounds_number_of_calls_++;
}
void OnKeyboardVisibilityChanged(bool is_visible) override {
is_visible_ = is_visible;
is_visible_number_of_calls_++;
}
void OnKeyboardEnabledChanged(bool is_enabled) override {
keyboard_disabled_ = !is_enabled;
}
void OnKeyboardAppearanceChanged(
const ash::KeyboardStateDescriptor& state) override {
notified_state_ = state;
}
void ClearKeyboardDisabled() { keyboard_disabled_ = false; }
int visible_bounds_number_of_calls() const {
return visible_bounds_number_of_calls_;
}
int occluding_bounds_number_of_calls() const {
return occluding_bounds_number_of_calls_;
}
int is_visible_number_of_calls() const { return is_visible_number_of_calls_; }
const gfx::Rect& notified_visible_bounds() { return visible_bounds_; }
const gfx::Rect& notified_occluding_bounds() { return occluding_bounds_; }
const ash::KeyboardStateDescriptor& notified_state() {
return notified_state_;
}
bool notified_is_visible() { return is_visible_; }
bool IsKeyboardDisabled() { return keyboard_disabled_; }
void SetProgrammaticFocus(ui::TextInputClient* client) {
controller_.OnTextInputStateChanged(client);
}
void AddTimeToTransientBlurCounter(double seconds) {
controller_.time_of_last_blur_ -= base::Seconds(seconds);
}
void SetFocus(ui::TextInputClient* client) {
ui::InputMethod* input_method = controller().GetInputMethodForTest();
input_method->SetFocusedTextInputClient(client);
if (client && client->GetTextInputType() != ui::TEXT_INPUT_TYPE_NONE &&
client->GetTextInputMode() != ui::TEXT_INPUT_MODE_NONE) {
input_method->SetVirtualKeyboardVisibilityIfEnabled(true);
ASSERT_TRUE(test::WaitUntilShown());
}
}
bool WillHideKeyboard() { return controller_.WillHideKeyboard(); }
bool ShouldEnableInsets(aura::Window* window) {
aura::Window* contents_window = controller().GetKeyboardWindow();
return (contents_window->GetRootWindow() == window->GetRootWindow() &&
controller_.IsKeyboardOverscrollEnabled() &&
contents_window->IsVisible() && controller_.IsKeyboardVisible());
}
void RunLoop(base::RunLoop* run_loop) { run_loop->Run(); }
std::unique_ptr<TestFocusController> focus_controller_;
private:
int visible_bounds_number_of_calls_ = 0;
gfx::Rect visible_bounds_;
int occluding_bounds_number_of_calls_ = 0;
gfx::Rect occluding_bounds_;
int is_visible_number_of_calls_ = 0;
bool is_visible_ = false;
ash::KeyboardStateDescriptor notified_state_;
KeyboardUIController controller_;
std::unique_ptr<KeyboardLayoutDelegate> layout_delegate_;
std::unique_ptr<ui::TextInputClient> test_text_input_client_;
bool keyboard_disabled_ = false;
ui::ScopedTestInputMethodFactory scoped_test_input_method_factory_;
};
// TODO(crbug.com/41392988): This is testing KeyboardLayoutManager /
// ContainerFullWidthBehavior. Put this test there.
TEST_F(KeyboardUIControllerTest, KeyboardSize) {
root_window()->SetLayoutManager(
std::make_unique<KeyboardLayoutManager>(&controller()));
// The keyboard window should not be visible.
aura::Window* keyboard_window = controller().GetKeyboardWindow();
EXPECT_FALSE(keyboard_window->IsVisible());
const gfx::Rect screen_bounds = root_window()->bounds();
// Attempt to change window width or move window up from the bottom are
// ignored. Changing window height is supported.
gfx::Rect expected_keyboard_bounds(0, screen_bounds.height() - 50,
screen_bounds.width(), 50);
// The x position of new bounds may not be 0 if shelf is on the left side of
// screen. The virtual keyboard should always align with the left edge of
// screen. See http://crbug.com/510595.
gfx::Rect new_bounds(10, 0, 50, 50);
keyboard_window->SetBounds(new_bounds);
EXPECT_EQ(expected_keyboard_bounds, keyboard_window->bounds());
MockRotateScreen();
// The above call should resize keyboard to new width while keeping the old
// height.
EXPECT_EQ(
gfx::Rect(0, screen_bounds.width() - 50, screen_bounds.height(), 50),
keyboard_window->bounds());
}
// Tests that blur-then-focus that occur in less than the transient threshold
// cause the keyboard to re-show.
TEST_F(KeyboardUIControllerTest, TransientBlurShortDelay) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
// Keyboard is hidden
EXPECT_FALSE(keyboard_window->IsVisible());
// Set programmatic focus to the text field. Nothing happens
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_window->IsVisible());
// Click it for real. Keyboard starts to appear.
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
// Focus a non text field
SetFocus(&no_input_client);
// It waits 100 ms and then hides. Wait for this routine to finish.
EXPECT_TRUE(WillHideKeyboard());
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
// Virtually wait half a second
AddTimeToTransientBlurCounter(0.5);
// Apply programmatic focus to the text field.
SetProgrammaticFocus(&input_client);
// TODO(blakeo): this is not technically wrong, but the DummyTextInputClient
// should allow for overriding the text input flags, to simulate testing
// a web-based text field.
EXPECT_FALSE(keyboard_window->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
}
// Tests that blur-then-focus that occur past the transient threshold do not
// cause the keyboard to re-show.
TEST_F(KeyboardUIControllerTest, TransientBlurLongDelay) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
// Keyboard is hidden
EXPECT_FALSE(keyboard_window->IsVisible());
// Set programmatic focus to the text field. Nothing happens
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_window->IsVisible());
// Click it for real. Keyboard starts to appear.
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
// Focus a non text field
SetFocus(&no_input_client);
// It waits 100 ms and then hides. Wait for this routine to finish.
EXPECT_TRUE(WillHideKeyboard());
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
// Wait 5 seconds and then set programmatic focus to a text field
AddTimeToTransientBlurCounter(5.0);
SetProgrammaticFocus(&input_client);
EXPECT_FALSE(keyboard_window->IsVisible());
}
TEST_F(KeyboardUIControllerTest, VisibilityChangeWithTextInputTypeChange) {
ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_2(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE);
ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
SetFocus(&input_client_0);
EXPECT_TRUE(keyboard_window->IsVisible());
SetFocus(&no_input_client_0);
// Keyboard should not immediately hide itself. It is delayed to avoid layout
// flicker when the focus of input field quickly change.
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
SetFocus(&input_client_1);
EXPECT_TRUE(keyboard_window->IsVisible());
// Schedule to hide keyboard.
SetFocus(&no_input_client_1);
EXPECT_TRUE(WillHideKeyboard());
// Cancel keyboard hide.
SetFocus(&input_client_2);
EXPECT_FALSE(WillHideKeyboard());
EXPECT_TRUE(keyboard_window->IsVisible());
}
// Test to prevent spurious overscroll boxes when changing tabs during keyboard
// hide. Refer to crbug.com/401670 for more context.
TEST_F(KeyboardUIControllerTest, CheckOverscrollInsetDuringVisibilityChange) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_NONE);
// Enable touch keyboard / overscroll mode to test insets.
EXPECT_TRUE(controller().IsKeyboardOverscrollEnabled());
SetFocus(&input_client);
SetFocus(&no_input_client);
// Insets should not be enabled for new windows while keyboard is in the
// process of hiding when overscroll is enabled.
EXPECT_FALSE(ShouldEnableInsets(controller().GetKeyboardWindow()));
// Cancel keyboard hide.
SetFocus(&input_client);
// Insets should be enabled for new windows as hide was cancelled.
EXPECT_TRUE(ShouldEnableInsets(controller().GetKeyboardWindow()));
}
TEST_F(KeyboardUIControllerTest, AlwaysVisibleWhenLocked) {
ui::DummyTextInputClient input_client_0(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient input_client_1(ui::TEXT_INPUT_TYPE_TEXT);
ui::DummyTextInputClient no_input_client_0(ui::TEXT_INPUT_TYPE_NONE);
ui::DummyTextInputClient no_input_client_1(ui::TEXT_INPUT_TYPE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
SetFocus(&input_client_0);
EXPECT_TRUE(keyboard_window->IsVisible());
// Lock keyboard.
controller().set_keyboard_locked(true);
SetFocus(&no_input_client_0);
// Keyboard should not try to hide itself as it is locked.
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
// Implicit hiding will not do anything when the keyboard is locked.
controller().HideKeyboardImplicitlyBySystem();
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(WillHideKeyboard());
SetFocus(&input_client_1);
EXPECT_TRUE(keyboard_window->IsVisible());
// Unlock keyboard.
controller().set_keyboard_locked(false);
// Keyboard should hide when focus on no input client.
SetFocus(&no_input_client_1);
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
}
// Tests that disabling the keyboard will get a corresponding event.
TEST_F(KeyboardUIControllerTest, DisableKeyboard) {
aura::Window* keyboard_window = controller().GetKeyboardWindow();
ShowKeyboard();
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(IsKeyboardDisabled());
SetTouchKeyboardEnabled(false);
EXPECT_TRUE(IsKeyboardDisabled());
}
class KeyboardControllerAnimationTest : public KeyboardUIControllerTest {
public:
KeyboardControllerAnimationTest() = default;
KeyboardControllerAnimationTest(const KeyboardControllerAnimationTest&) =
delete;
KeyboardControllerAnimationTest& operator=(
const KeyboardControllerAnimationTest&) = delete;
~KeyboardControllerAnimationTest() override = default;
void SetUp() override {
// We cannot short-circuit animations for this test.
ui::ScopedAnimationDurationScaleMode test_duration_mode(
ui::ScopedAnimationDurationScaleMode::NON_ZERO_DURATION);
KeyboardUIControllerTest::SetUp();
// Wait for the keyboard contents to load.
base::RunLoop().RunUntilIdle();
keyboard_window()->SetBounds(root_window()->bounds());
}
void TearDown() override { KeyboardUIControllerTest::TearDown(); }
protected:
aura::Window* keyboard_window() { return controller().GetKeyboardWindow(); }
};
TEST_F(KeyboardControllerAnimationTest, ContainerAnimation) {
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
// Keyboard container and window should immediately become visible before
// animation starts.
EXPECT_TRUE(keyboard_window()->IsVisible());
float show_start_opacity = layer->opacity();
gfx::Transform transform;
transform.Translate(0, kFullWidthKeyboardAnimationDistance);
EXPECT_EQ(transform, layer->transform());
// Actual final bounds should be notified after animation finishes to avoid
// flash of background being seen.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_visible());
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_window()->IsVisible());
float show_end_opacity = layer->opacity();
EXPECT_LT(show_start_opacity, show_end_opacity);
EXPECT_EQ(gfx::Transform(), layer->transform());
// KeyboardController should notify the bounds of container window to its
// observers after show animation finished.
EXPECT_EQ(keyboard_window()->bounds(), notified_visible_bounds());
EXPECT_EQ(keyboard_window()->bounds(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_visible());
// Directly hide keyboard without delay.
float hide_start_opacity = layer->opacity();
controller().HideKeyboardExplicitlyBySystem();
EXPECT_FALSE(keyboard_window()->IsVisible());
EXPECT_FALSE(keyboard_window()->layer()->visible());
layer = keyboard_window()->layer();
// KeyboardController should notify the bounds of keyboard window to its
// observers before hide animation starts.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_visible());
RunAnimationForLayer(layer);
EXPECT_FALSE(keyboard_window()->IsVisible());
EXPECT_FALSE(keyboard_window()->layer()->visible());
float hide_end_opacity = layer->opacity();
EXPECT_GT(hide_start_opacity, hide_end_opacity);
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_FALSE(notified_is_visible());
SetModeCallbackInvocationCounter invocation_counter;
controller().SetContainerType(ContainerType::kFloating,
gfx::Rect(0, 0, 400, 200),
invocation_counter.GetInvocationCallback());
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
ShowKeyboard();
RunAnimationForLayer(layer);
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
// Visible bounds and occluding bounds are now different.
EXPECT_EQ(keyboard_window()->bounds(), notified_visible_bounds());
EXPECT_EQ(gfx::Rect(), notified_occluding_bounds());
EXPECT_TRUE(notified_is_visible());
// callback should do nothing when container mode is set to the current active
// container type. An unnecessary call gets registered synchronously as a
// failure status to the callback.
controller().SetContainerType(ContainerType::kFloating,
gfx::Rect(0, 0, 400, 200),
invocation_counter.GetInvocationCallback());
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(false));
}
TEST_F(KeyboardControllerAnimationTest, ChangeContainerModeWithBounds) {
SetModeCallbackInvocationCounter invocation_counter;
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
EXPECT_EQ(ContainerType::kFullWidth, controller().GetActiveContainerType());
EXPECT_TRUE(keyboard_window()->IsVisible());
// Changing the mode to another mode invokes hiding + showing.
const gfx::Rect target_bounds(0, 0, 1200, 600);
controller().SetContainerType(ContainerType::kFloating, target_bounds,
invocation_counter.GetInvocationCallback());
// The container window shouldn't be resized until it's hidden even if the
// target bounds is passed to |SetContainerType|.
EXPECT_EQ(gfx::Rect(), notified_visible_bounds());
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
RunAnimationForLayer(layer);
// Hiding animation finished. The container window should be resized to the
// target bounds.
EXPECT_EQ(keyboard_window()->bounds().size(), target_bounds.size());
// Then showing animation automatically start.
layer = keyboard_window()->layer();
RunAnimationForLayer(layer);
EXPECT_EQ(1, invocation_counter.invocation_count_for_status(true));
EXPECT_EQ(0, invocation_counter.invocation_count_for_status(false));
}
TEST_F(KeyboardControllerAnimationTest, NotifyAppearanceChange) {
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
EXPECT_EQ(ContainerType::kFullWidth, controller().GetActiveContainerType());
EXPECT_TRUE(notified_state().is_visible);
EXPECT_FALSE(notified_state().is_temporary);
// Changing the mode to another mode invokes hiding + showing.
const gfx::Rect target_bounds(0, 0, 1200, 600);
controller().SetContainerType(ContainerType::kFloating, target_bounds,
base::DoNothing());
// The container window shouldn't be resized until it's hidden even if the
// target bounds is passed to |SetContainerType|.
EXPECT_EQ(gfx::Rect(), notified_state().visual_bounds);
EXPECT_FALSE(notified_state().is_visible);
EXPECT_TRUE(notified_state().is_temporary);
RunAnimationForLayer(layer);
// Hiding animation finished. The container window should be resized to the
// target bounds.
EXPECT_EQ(keyboard_window()->bounds().size(), target_bounds.size());
// Then showing animation automatically start.
layer = keyboard_window()->layer();
RunAnimationForLayer(layer);
EXPECT_EQ(notified_state().visual_bounds.size(), target_bounds.size());
EXPECT_TRUE(notified_state().is_visible);
EXPECT_FALSE(notified_state().is_temporary);
}
// Show keyboard during keyboard hide animation should abort the hide animation
// and the keyboard should animate in.
// Test for crbug.com/333284.
TEST_F(KeyboardControllerAnimationTest, ContainerShowWhileHide) {
ui::Layer* layer = keyboard_window()->layer();
ShowKeyboard();
RunAnimationForLayer(layer);
controller().HideKeyboardExplicitlyBySystem();
// Before hide animation finishes, show keyboard again.
ShowKeyboard();
layer = keyboard_window()->layer();
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_window()->IsVisible());
EXPECT_EQ(1.0, layer->opacity());
}
TEST_F(KeyboardUIControllerTest, DisplayChangeShouldNotifyBoundsChange) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT);
SetFocus(&input_client);
gfx::Rect new_bounds(0, 0, 1280, 800);
ASSERT_NE(new_bounds, root_window()->bounds());
EXPECT_EQ(1, visible_bounds_number_of_calls());
EXPECT_EQ(1, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_visible_number_of_calls());
root_window()->SetBounds(new_bounds);
EXPECT_EQ(2, visible_bounds_number_of_calls());
EXPECT_EQ(2, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_visible_number_of_calls());
MockRotateScreen();
EXPECT_EQ(3, visible_bounds_number_of_calls());
EXPECT_EQ(3, occluding_bounds_number_of_calls());
EXPECT_EQ(1, is_visible_number_of_calls());
}
TEST_F(KeyboardUIControllerTest, TextInputMode) {
ui::DummyTextInputClient input_client(ui::TEXT_INPUT_TYPE_TEXT,
ui::TEXT_INPUT_MODE_TEXT);
ui::DummyTextInputClient no_input_client(ui::TEXT_INPUT_TYPE_TEXT,
ui::TEXT_INPUT_MODE_NONE);
base::RunLoop run_loop;
aura::Window* keyboard_window = controller().GetKeyboardWindow();
auto keyboard_container_observer =
std::make_unique<KeyboardContainerObserver>(keyboard_window, &run_loop);
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
SetFocus(&no_input_client);
// Keyboard should not immediately hide itself. It is delayed to avoid layout
// flicker when the focus of input field quickly change.
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_TRUE(WillHideKeyboard());
// Wait for hide keyboard to finish.
RunLoop(&run_loop);
EXPECT_FALSE(keyboard_window->IsVisible());
SetFocus(&input_client);
EXPECT_TRUE(keyboard_window->IsVisible());
}
// Checks that floating keyboard does not cause focused window to move upwards.
// Refer to crbug.com/838731.
TEST_F(KeyboardControllerAnimationTest, FloatingKeyboardEnsureCaretInWorkArea) {
// Mock TextInputClient to intercept calls to EnsureCaretNotInRect.
struct MockTextInputClient : public ui::DummyTextInputClient {
MockTextInputClient() : DummyTextInputClient(ui::TEXT_INPUT_TYPE_TEXT) {}
MOCK_METHOD(void, EnsureCaretNotInRect, (const gfx::Rect&), (override));
};
gfx::Rect root_bounds = root_window()->bounds();
gfx::Rect target_bounds(0, 0, 400, 200);
// Default position of the floating keyboard window
gfx::Rect zeroed_occluded_bounds(root_bounds.width() - target_bounds.width() -
kDefaultDistanceFromScreenRight,
root_bounds.height() -
target_bounds.height() -
kDefaultDistanceFromScreenBottom,
0, 0);
// Floating keyboard should call EnsureCaretNotInRect with the empty rect
// twice, once when the window bounds change with SetContainerType, and then
// once when the animation finishes.
MockTextInputClient mock_input_client;
EXPECT_CALL(mock_input_client, EnsureCaretNotInRect(zeroed_occluded_bounds))
.Times(2);
controller().SetContainerType(ContainerType::kFloating, target_bounds,
base::DoNothing());
ASSERT_EQ(ContainerType::kFloating, controller().GetActiveContainerType());
// Ensure keyboard ui is populated
ui::Layer* layer = keyboard_window()->layer();
SetFocus(&mock_input_client);
RunAnimationForLayer(layer);
EXPECT_TRUE(keyboard_window()->IsVisible());
// Unfocus from the MockTextInputClient before destroying it.
controller().GetInputMethodForTest()->DetachTextInputClient(
&mock_input_client);
}
// Checks DisableKeyboard() doesn't clear the observer list.
TEST_F(KeyboardUIControllerTest, DontClearObserverList) {
ShowKeyboard();
aura::Window* keyboard_window = controller().GetKeyboardWindow();
ShowKeyboard();
EXPECT_TRUE(keyboard_window->IsVisible());
EXPECT_FALSE(IsKeyboardDisabled());
SetTouchKeyboardEnabled(false);
EXPECT_TRUE(IsKeyboardDisabled());
SetTouchKeyboardEnabled(true);
ClearKeyboardDisabled();
EXPECT_FALSE(IsKeyboardDisabled());
SetTouchKeyboardEnabled(false);
EXPECT_TRUE(IsKeyboardDisabled());
}
// Checks the area set in SetAreaToRemainOnScreen fit within the
// bounds of the keyboard window.
TEST_F(KeyboardUIControllerTest,
AreaToRemainOnScreenShouldBeContainedInWindow) {
ShowKeyboard();
aura::Window* keyboard_window = controller().GetKeyboardWindow();
keyboard_window->SetBounds(gfx::Rect(10, 10, 400, 600));
EXPECT_TRUE(controller().SetAreaToRemainOnScreen(gfx::Rect(0, 0, 100, 200)));
EXPECT_FALSE(controller().SetAreaToRemainOnScreen(gfx::Rect(0, 0, 450, 650)));
EXPECT_FALSE(
controller().SetAreaToRemainOnScreen(gfx::Rect(50, 50, 400, 600)));
}
TEST_F(KeyboardUIControllerTest,
SetWindowBoundsInScreenShouldRejectInvalidBounds) {
ShowKeyboard();
gfx::Rect root_bounds = root_window()->bounds();
EXPECT_FALSE(controller().SetKeyboardWindowBoundsInScreen(
gfx::Rect(0, 0, root_bounds.width() + 1, 100)));
EXPECT_TRUE(controller().SetKeyboardWindowBoundsInScreen(
gfx::Rect(0, 0, root_bounds.width(), 100)));
EXPECT_FALSE(controller().SetKeyboardWindowBoundsInScreen(
gfx::Rect(0, 0, 100, root_bounds.height() + 1)));
EXPECT_TRUE(controller().SetKeyboardWindowBoundsInScreen(
gfx::Rect(0, 0, 100, root_bounds.height())));
}
class MockKeyboardControllerObserver : public ash::KeyboardControllerObserver {
public:
MockKeyboardControllerObserver() = default;
MockKeyboardControllerObserver(const MockKeyboardControllerObserver&) =
delete;
MockKeyboardControllerObserver& operator=(
const MockKeyboardControllerObserver&) = delete;
~MockKeyboardControllerObserver() override = default;
// KeyboardControllerObserver:
MOCK_METHOD(void, OnKeyboardEnabledChanged, (bool is_enabled), (override));
MOCK_METHOD(void,
OnKeyboardConfigChanged,
(const keyboard::KeyboardConfig& config),
(override));
};
TEST_F(KeyboardUIControllerTest, OnKeyboardEnabledChangedToEnabled) {
// Start with the keyboard disabled.
SetTouchKeyboardEnabled(false);
MockKeyboardControllerObserver mock_observer;
controller().AddObserver(&mock_observer);
EXPECT_CALL(mock_observer, OnKeyboardEnabledChanged(true))
.WillOnce(testing::InvokeWithoutArgs([]() {
auto* controller = KeyboardUIController::Get();
ASSERT_TRUE(controller);
EXPECT_TRUE(controller->IsEnabled());
EXPECT_TRUE(controller->GetKeyboardWindow());
EXPECT_TRUE(controller->GetRootWindow());
}));
SetTouchKeyboardEnabled(true);
controller().RemoveObserver(&mock_observer);
}
TEST_F(KeyboardUIControllerTest, OnKeyboardEnabledChangedToDisabled) {
MockKeyboardControllerObserver mock_observer;
controller().AddObserver(&mock_observer);
EXPECT_CALL(mock_observer, OnKeyboardEnabledChanged(false))
.WillOnce(testing::InvokeWithoutArgs([]() {
auto* controller = KeyboardUIController::Get();
ASSERT_TRUE(controller);
EXPECT_FALSE(controller->IsEnabled());
EXPECT_FALSE(controller->GetKeyboardWindow());
EXPECT_FALSE(controller->GetRootWindow());
}));
SetTouchKeyboardEnabled(false);
controller().RemoveObserver(&mock_observer);
}
TEST_F(KeyboardUIControllerTest, OnFlagChangeObserverIsCalled) {
MockKeyboardControllerObserver mock_observer;
controller().AddObserver(&mock_observer);
EXPECT_CALL(mock_observer,
OnKeyboardConfigChanged(keyboard::KeyboardConfig()))
.WillOnce(testing::InvokeWithoutArgs([]() {
auto* controller = KeyboardUIController::Get();
ASSERT_TRUE(controller);
EXPECT_TRUE(controller->IsEnableFlagSet(
keyboard::KeyboardEnableFlag::kAccessibilityEnabled));
}));
controller().SetEnableFlag(KeyboardEnableFlag::kAccessibilityEnabled);
controller().RemoveObserver(&mock_observer);
controller().Shutdown();
}
} // namespace keyboard