1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
ash / wm / desks / desks_test_util.h [blame]
// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef ASH_WM_DESKS_DESKS_TEST_UTIL_H_
#define ASH_WM_DESKS_DESKS_TEST_UTIL_H_
#include "ash/wm/desks/desks_controller.h"
#include "base/run_loop.h"
namespace ui::test {
class EventGenerator;
} // namespace ui::test
namespace views {
class View;
} // namespace views
namespace ash {
class CloseButton;
class DeskActivationAnimation;
class DeskMiniView;
class OverviewDeskBarView;
constexpr int kNumFingersForFocus = 3;
constexpr int kNumFingersForDesksSwitch = 4;
// Used for waiting for the desk switch animations on all root windows to
// complete.
class DeskSwitchAnimationWaiter : public DesksController::Observer {
public:
DeskSwitchAnimationWaiter();
DeskSwitchAnimationWaiter(const DeskSwitchAnimationWaiter&) = delete;
DeskSwitchAnimationWaiter& operator=(const DeskSwitchAnimationWaiter&) =
delete;
~DeskSwitchAnimationWaiter() override;
void Wait();
// DesksController::Observer:
void OnDeskSwitchAnimationFinished() override;
private:
base::RunLoop run_loop_;
};
// Activates the given |desk| and waits for the desk switch animation to
// complete before returning.
void ActivateDesk(const Desk* desk);
// Creates a desk through keyboard.
void NewDesk();
// Removes the given `desk` and waits for the desk-removal animation to finish
// if one would launch.
// If `close_windows` is set to true, the windows in `desk` are closed as well.
void RemoveDesk(const Desk* desk,
DeskCloseType close_type = DeskCloseType::kCombineDesks);
// Returns the active desk.
const Desk* GetActiveDesk();
// Returns the next desk.
const Desk* GetNextDesk();
// Scrolls to the adjacent desk and waits for the animation if applicable.
void ScrollToSwitchDesks(bool scroll_left,
ui::test::EventGenerator* event_generator);
// Wait until `animation`'s ending screenshot has been taken.
void WaitUntilEndingScreenshotTaken(DeskActivationAnimation* animation);
// Returns the desk bar view for the primary display.
const OverviewDeskBarView* GetPrimaryRootDesksBarView();
// Returns the combine desks button if it is available, and otherwise the
// close-all button.
const CloseButton* GetCloseDeskButtonForMiniView(const DeskMiniView* mini_view);
// Returns the visibility state of the desk action interface for the mini view.
bool GetDeskActionVisibilityForMiniView(const DeskMiniView* mini_view);
// Wait for `milliseconds` to be finished. Use this as a last resort as it will
// flake or lengthen tests, especially if `milliseconds` is long (> 100ms). Do
// not hard code timeouts in the code without having some way to override from
// tests. See `DesksTestApi::SetCloseAllWindowCloseTimeout(). Or use a proper
// waiter like `DeskSwitchAnimationWaiter`.
void WaitForMilliseconds(int milliseconds);
// Long press at `screen_location` through a touch pressed event.
void LongGestureTap(const gfx::Point& screen_location,
ui::test::EventGenerator* event_generator,
bool release_touch = true);
// Performs two actions:
// 1) Simulate waiting for the close all toast to disappear by running the
// expire callback directly.
// 2) Wait for the windows to maybe be forcefully closed.
void SimulateWaitForCloseAll();
// Whether a `view` is visible. `view` is lazy initialized, so can be null
// (which is equivalent to invisible).
bool IsLazyInitViewVisible(const views::View* view);
} // namespace ash
#endif // ASH_WM_DESKS_DESKS_TEST_UTIL_H_