// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ash/wm/lock_state_controller.h" #include "ash/ash_switches.h" #include "ash/session/session_state_delegate.h" #include "ash/shell.h" #include "ash/shell_window_ids.h" #include "ash/test/ash_test_base.h" #include "ash/test/test_lock_state_controller_delegate.h" #include "ash/test/test_shell_delegate.h" #include "ash/wm/power_button_controller.h" #include "ash/wm/session_state_animator.h" #include "base/command_line.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.h" #include "ui/aura/env.h" #include "ui/aura/test/event_generator.h" #include "ui/aura/test/test_window_delegate.h" #include "ui/aura/window_event_dispatcher.h" #include "ui/compositor/layer_animator.h" #include "ui/compositor/scoped_animation_duration_scale_mode.h" #include "ui/compositor/scoped_layer_animation_settings.h" #include "ui/gfx/rect.h" #include "ui/gfx/size.h" #if defined(OS_CHROMEOS) #include "ui/display/chromeos/display_configurator.h" #include "ui/display/chromeos/test/test_display_snapshot.h" #include "ui/display/types/display_constants.h" #endif #if defined(OS_WIN) #include "base/win/windows_version.h" #endif namespace ash { namespace test { namespace { bool cursor_visible() { return ash::Shell::GetInstance()->cursor_manager()->IsCursorVisible(); } void CheckCalledCallback(bool* flag) { if (flag) (*flag) = true; } aura::Window* GetContainer(int container ) { aura::Window* root_window = Shell::GetPrimaryRootWindow(); return Shell::GetContainer(root_window, container); } bool IsBackgroundHidden() { return !GetContainer(kShellWindowId_DesktopBackgroundContainer)->IsVisible(); } void HideBackground() { ui::ScopedLayerAnimationSettings settings( GetContainer(kShellWindowId_DesktopBackgroundContainer) ->layer() ->GetAnimator()); settings.SetTransitionDuration(base::TimeDelta()); GetContainer(kShellWindowId_DesktopBackgroundContainer)->Hide(); } } // namespace class LockStateControllerTest : public AshTestBase { public: LockStateControllerTest() : controller_(NULL), delegate_(NULL) {} virtual ~LockStateControllerTest() {} virtual void SetUp() OVERRIDE { AshTestBase::SetUp(); // We would control animations in a fine way: animation_duration_mode_.reset(new ui::ScopedAnimationDurationScaleMode( ui::ScopedAnimationDurationScaleMode::NORMAL_DURATION)); // TODO(antrim) : restore // animator_helper_ = ui::test::CreateLayerAnimatorHelperForTest(); // Temporary disable animations so that observer is always called, and // no leaks happen during tests. animation_duration_mode_.reset(new ui::ScopedAnimationDurationScaleMode( ui::ScopedAnimationDurationScaleMode::ZERO_DURATION)); // TODO(antrim): once there is a way to mock time and run animations, make // sure that animations are finished even in simple tests. delegate_ = new TestLockStateControllerDelegate; controller_ = Shell::GetInstance()->power_button_controller(); lock_state_controller_ = static_cast<LockStateController*>( Shell::GetInstance()->lock_state_controller()); lock_state_controller_->SetDelegate(delegate_); // transfers ownership test_api_.reset(new LockStateController::TestApi(lock_state_controller_)); animator_api_.reset( new SessionStateAnimator::TestApi(lock_state_controller_-> animator_.get())); shell_delegate_ = reinterpret_cast<TestShellDelegate*>( ash::Shell::GetInstance()->delegate()); session_state_delegate_ = Shell::GetInstance()->session_state_delegate(); } virtual void TearDown() { // TODO(antrim) : restore // animator_helper_->AdvanceUntilDone(); window_.reset(); AshTestBase::TearDown(); } protected: void GenerateMouseMoveEvent() { aura::test::EventGenerator generator( Shell::GetPrimaryRootWindow()); generator.MoveMouseTo(10, 10); } int NumShutdownRequests() { return delegate_->num_shutdown_requests() + shell_delegate_->num_exit_requests(); } void Advance(SessionStateAnimator::AnimationSpeed speed) { // TODO (antrim) : restore // animator_helper_->Advance(SessionStateAnimator::GetDuration(speed)); } void AdvancePartially(SessionStateAnimator::AnimationSpeed speed, float factor) { // TODO (antrim) : restore // base::TimeDelta duration = SessionStateAnimator::GetDuration(speed); // base::TimeDelta partial_duration = // base::TimeDelta::FromInternalValue(duration.ToInternalValue() * factor); // animator_helper_->Advance(partial_duration); } void ExpectPreLockAnimationStarted() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY)); EXPECT_TRUE(test_api_->is_animating_lock()); } void ExpectPreLockAnimationCancel() { EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_DROP)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectPreLockAnimationFinished() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY)); } void ExpectPostLockAnimationStarted() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN)); } void ExpectPastLockAnimationFinished() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN)); } void ExpectUnlockBeforeUIDestroyedAnimationStarted() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); } void ExpectUnlockBeforeUIDestroyedAnimationFinished() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT)); } void ExpectUnlockAfterUIDestroyedAnimationStarted() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_DROP)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectUnlockAfterUIDestroyedAnimationFinished() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_DROP)); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectShutdownAnimationStarted() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->RootWindowIsAnimated( SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS)); } void ExpectShutdownAnimationFinished() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->RootWindowIsAnimated( SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS)); } void ExpectShutdownAnimationCancel() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->RootWindowIsAnimated( SessionStateAnimator::ANIMATION_UNDO_GRAYSCALE_BRIGHTNESS)); } void ExpectBackgroundIsShowing() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_IN)); } void ExpectBackgroundIsHiding() { //TODO (antrim) : restore EXPECT_TRUE(animator_helper_->IsAnimating()); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_OUT)); } void ExpectUnlockedState() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_FALSE(session_state_delegate_->IsScreenLocked()); aura::Window::Windows containers; SessionStateAnimator::GetContainers( SessionStateAnimator::LAUNCHER | SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, &containers); for (aura::Window::Windows::const_iterator it = containers.begin(); it != containers.end(); ++it) { aura::Window* window = *it; ui::Layer* layer = window->layer(); EXPECT_EQ(1.0f, layer->opacity()); EXPECT_EQ(0.0f, layer->layer_brightness()); EXPECT_EQ(0.0f, layer->layer_saturation()); EXPECT_EQ(gfx::Transform(), layer->transform()); } } void ExpectLockedState() { //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); EXPECT_TRUE(session_state_delegate_->IsScreenLocked()); aura::Window::Windows containers; SessionStateAnimator::GetContainers( SessionStateAnimator::LOCK_SCREEN_RELATED_CONTAINERS | SessionStateAnimator::LOCK_SCREEN_CONTAINERS, &containers); for (aura::Window::Windows::const_iterator it = containers.begin(); it != containers.end(); ++it) { aura::Window* window = *it; ui::Layer* layer = window->layer(); EXPECT_EQ(1.0f, layer->opacity()); EXPECT_EQ(0.0f, layer->layer_brightness()); EXPECT_EQ(0.0f, layer->layer_saturation()); EXPECT_EQ(gfx::Transform(), layer->transform()); } } void PressPowerButton() { controller_->OnPowerButtonEvent(true, base::TimeTicks::Now()); //TODO (antrim) : restore animator_helper_->Advance(base::TimeDelta()); } void ReleasePowerButton() { controller_->OnPowerButtonEvent(false, base::TimeTicks::Now()); //TODO (antrim) : restore animator_helper_->Advance(base::TimeDelta()); } void PressLockButton() { controller_->OnLockButtonEvent(true, base::TimeTicks::Now()); } void ReleaseLockButton() { controller_->OnLockButtonEvent(false, base::TimeTicks::Now()); } void SystemLocks() { lock_state_controller_->OnLockStateChanged(true); session_state_delegate_->LockScreen(); //TODO (antrim) : restore animator_helper_->Advance(base::TimeDelta()); } void SuccessfulAuthentication(bool* call_flag) { base::Closure closure = base::Bind(&CheckCalledCallback, call_flag); lock_state_controller_->OnLockScreenHide(closure); //TODO (antrim) : restore animator_helper_->Advance(base::TimeDelta()); } void SystemUnlocks() { lock_state_controller_->OnLockStateChanged(false); session_state_delegate_->UnlockScreen(); //TODO (antrim) : restore animator_helper_->Advance(base::TimeDelta()); } void Initialize(bool legacy_button, user::LoginStatus status) { controller_->set_has_legacy_power_button_for_test(legacy_button); lock_state_controller_->OnLoginStateChanged(status); SetUserLoggedIn(status != user::LOGGED_IN_NONE); if (status == user::LOGGED_IN_GUEST) SetCanLockScreen(false); lock_state_controller_->OnLockStateChanged(false); } void CreateWindowForLockscreen() { window_.reset(new aura::Window(&window_delegate_)); window_->SetBounds(gfx::Rect(0, 0, 100, 100)); window_->SetType(ui::wm::WINDOW_TYPE_NORMAL); window_->Init(aura::WINDOW_LAYER_TEXTURED); window_->SetName("WINDOW"); aura::Window* container = Shell::GetContainer( Shell::GetPrimaryRootWindow(), kShellWindowId_LockScreenContainer); ASSERT_TRUE(container); container->AddChild(window_.get()); window_->Show(); } PowerButtonController* controller_; // not owned LockStateController* lock_state_controller_; // not owned TestLockStateControllerDelegate* delegate_; // not owned TestShellDelegate* shell_delegate_; // not owned SessionStateDelegate* session_state_delegate_; // not owned aura::test::TestWindowDelegate window_delegate_; scoped_ptr<aura::Window> window_; scoped_ptr<ui::ScopedAnimationDurationScaleMode> animation_duration_mode_; scoped_ptr<LockStateController::TestApi> test_api_; scoped_ptr<SessionStateAnimator::TestApi> animator_api_; // TODO(antrim) : restore // scoped_ptr<ui::test::AnimationContainerTestHelper> animator_helper_; private: DISALLOW_COPY_AND_ASSIGN(LockStateControllerTest); }; // Test the lock-to-shutdown flow for non-Chrome-OS hardware that doesn't // correctly report power button releases. We should lock immediately the first // time the button is pressed and shut down when it's pressed from the locked // state. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_LegacyLockAndShutDown) { Initialize(true, user::LOGGED_IN_USER); ExpectUnlockedState(); // We should request that the screen be locked immediately after seeing the // power button get pressed. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_FALSE(test_api_->is_lock_cancellable()); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPreLockAnimationFinished(); EXPECT_EQ(1, delegate_->num_lock_requests()); // Notify that we locked successfully. lock_state_controller_->OnStartingLock(); // We had that animation already. //TODO (antrim) : restore // EXPECT_FALSE(animator_helper_->IsAnimating()); SystemLocks(); ExpectPostLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPastLockAnimationFinished(); // We shouldn't progress towards the shutdown state, however. EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); ReleasePowerButton(); // Hold the button again and check that we start shutting down. PressPowerButton(); ExpectShutdownAnimationStarted(); EXPECT_EQ(0, NumShutdownRequests()); // Make sure a mouse move event won't show the cursor. GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // Test that we start shutting down immediately if the power button is pressed // while we're not logged in on an unofficial system. TEST_F(LockStateControllerTest, LegacyNotLoggedIn) { Initialize(true, user::LOGGED_IN_NONE); PressPowerButton(); ExpectShutdownAnimationStarted(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); } // Test that we start shutting down immediately if the power button is pressed // while we're logged in as a guest on an unofficial system. TEST_F(LockStateControllerTest, LegacyGuest) { Initialize(true, user::LOGGED_IN_GUEST); PressPowerButton(); ExpectShutdownAnimationStarted(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); } // When we hold the power button while the user isn't logged in, we should shut // down the machine directly. TEST_F(LockStateControllerTest, ShutdownWhenNotLoggedIn) { Initialize(false, user::LOGGED_IN_NONE); // Press the power button and check that we start the shutdown timer. PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN, 0.5f); // Release the power button before the shutdown timer fires. ReleasePowerButton(); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationCancel(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_REVERT, 0.5f); // Press the button again and make the shutdown timeout fire this time. // Check that we start the timer for actually requesting the shutdown. PressPowerButton(); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectShutdownAnimationFinished(); test_api_->trigger_shutdown_timeout(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); EXPECT_EQ(0, NumShutdownRequests()); // When the timout fires, we should request a shutdown. test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // Test that we lock the screen and deal with unlocking correctly. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_LockAndUnlock) { Initialize(false, user::LOGGED_IN_USER); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); EXPECT_EQ(0, delegate_->num_lock_requests()); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); ExpectPreLockAnimationFinished(); EXPECT_EQ(1, delegate_->num_lock_requests()); // Notify that we locked successfully. lock_state_controller_->OnStartingLock(); // We had that animation already. //TODO (antrim) : restore EXPECT_FALSE(animator_helper_->IsAnimating()); SystemLocks(); ExpectPostLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPastLockAnimationFinished(); // When we release the power button, the lock-to-shutdown timer should be // stopped. ExpectLockedState(); EXPECT_TRUE(test_api_->lock_to_shutdown_timer_is_running()); ReleasePowerButton(); ExpectLockedState(); EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); // Notify that the screen has been unlocked. We should show the // non-screen-locker windows. bool called = false; SuccessfulAuthentication(&called); ExpectUnlockBeforeUIDestroyedAnimationStarted(); EXPECT_FALSE(called); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockBeforeUIDestroyedAnimationFinished(); EXPECT_TRUE(called); SystemUnlocks(); ExpectUnlockAfterUIDestroyedAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockAfterUIDestroyedAnimationFinished(); ExpectUnlockedState(); } // Test that we deal with cancelling lock correctly. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_LockAndCancel) { Initialize(false, user::LOGGED_IN_USER); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); // forward only half way through AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); gfx::Transform transform_before_button_released = GetContainer(kShellWindowId_DefaultContainer)->layer()->transform(); // Release the button before the lock timer fires. ReleasePowerButton(); ExpectPreLockAnimationCancel(); gfx::Transform transform_after_button_released = GetContainer(kShellWindowId_DefaultContainer)->layer()->transform(); // Expect no flickering, animation should proceed from mid-state. EXPECT_EQ(transform_before_button_released, transform_after_button_released); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); EXPECT_EQ(0, delegate_->num_lock_requests()); } // Test that we deal with cancelling lock correctly. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_LockAndCancelAndLockAgain) { Initialize(false, user::LOGGED_IN_USER); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); // forward only half way through AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // Release the button before the lock timer fires. ReleasePowerButton(); ExpectPreLockAnimationCancel(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, 0.5f); PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_TRUE(test_api_->is_lock_cancellable()); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.6f); EXPECT_EQ(0, delegate_->num_lock_requests()); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.6f); ExpectPreLockAnimationFinished(); EXPECT_EQ(1, delegate_->num_lock_requests()); } // Hold the power button down from the unlocked state to eventual shutdown. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_LockToShutdown) { Initialize(false, user::LOGGED_IN_USER); // Hold the power button and lock the screen. PressPowerButton(); EXPECT_TRUE(test_api_->is_animating_lock()); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); SystemLocks(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); // When the lock-to-shutdown timeout fires, we should start the shutdown // timer. EXPECT_TRUE(test_api_->lock_to_shutdown_timer_is_running()); test_api_->trigger_lock_to_shutdown_timeout(); ExpectShutdownAnimationStarted(); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); // Fire the shutdown timeout and check that we request shutdown. Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectShutdownAnimationFinished(); test_api_->trigger_shutdown_timeout(); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); EXPECT_EQ(0, NumShutdownRequests()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // Hold the power button down from the unlocked state to eventual shutdown, // then release the button while system does locking. TEST_F(LockStateControllerTest, CancelLockToShutdown) { Initialize(false, user::LOGGED_IN_USER); PressPowerButton(); // Hold the power button and lock the screen. EXPECT_TRUE(test_api_->is_animating_lock()); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); SystemLocks(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, 0.5f); // Power button is released while system attempts to lock. ReleasePowerButton(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); EXPECT_FALSE(lock_state_controller_->ShutdownRequested()); EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); } // Test that we handle the case where lock requests are ignored. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_Lock) { // We require animations to have a duration for this test. ui::ScopedAnimationDurationScaleMode normal_duration_mode( ui::ScopedAnimationDurationScaleMode::NORMAL_DURATION); Initialize(false, user::LOGGED_IN_USER); // Hold the power button and lock the screen. PressPowerButton(); ExpectPreLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); EXPECT_EQ(1, delegate_->num_lock_requests()); EXPECT_TRUE(test_api_->lock_fail_timer_is_running()); // We shouldn't start the lock-to-shutdown timer until the screen has actually // been locked and this was animated. EXPECT_FALSE(test_api_->lock_to_shutdown_timer_is_running()); // Act as if the request timed out. We should restore the windows. test_api_->trigger_lock_fail_timeout(); ExpectUnlockAfterUIDestroyedAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockAfterUIDestroyedAnimationFinished(); ExpectUnlockedState(); } // Test the basic operation of the lock button (not logged in). TEST_F(LockStateControllerTest, LockButtonBasicNotLoggedIn) { // The lock button shouldn't do anything if we aren't logged in. Initialize(false, user::LOGGED_IN_NONE); PressLockButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleaseLockButton(); EXPECT_EQ(0, delegate_->num_lock_requests()); } // Test the basic operation of the lock button (guest). TEST_F(LockStateControllerTest, LockButtonBasicGuest) { // The lock button shouldn't do anything when we're logged in as a guest. Initialize(false, user::LOGGED_IN_GUEST); PressLockButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleaseLockButton(); EXPECT_EQ(0, delegate_->num_lock_requests()); } // Test the basic operation of the lock button. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_LockButtonBasic) { // If we're logged in as a regular user, we should start the lock timer and // the pre-lock animation. Initialize(false, user::LOGGED_IN_USER); PressLockButton(); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // If the button is released immediately, we shouldn't lock the screen. ReleaseLockButton(); ExpectPreLockAnimationCancel(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); EXPECT_EQ(0, delegate_->num_lock_requests()); // Press the button again and let the lock timeout fire. We should request // that the screen be locked. PressLockButton(); ExpectPreLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); EXPECT_EQ(1, delegate_->num_lock_requests()); // Pressing the lock button while we have a pending lock request shouldn't do // anything. ReleaseLockButton(); PressLockButton(); ExpectPreLockAnimationFinished(); ReleaseLockButton(); // Pressing the button also shouldn't do anything after the screen is locked. SystemLocks(); ExpectPostLockAnimationStarted(); PressLockButton(); ReleaseLockButton(); ExpectPostLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPastLockAnimationFinished(); PressLockButton(); ReleaseLockButton(); ExpectPastLockAnimationFinished(); } // Test that the power button takes priority over the lock button. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_PowerButtonPreemptsLockButton) { Initialize(false, user::LOGGED_IN_USER); // While the lock button is down, hold the power button. PressLockButton(); ExpectPreLockAnimationStarted(); PressPowerButton(); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // The lock timer shouldn't be stopped when the lock button is released. ReleaseLockButton(); ExpectPreLockAnimationStarted(); ReleasePowerButton(); ExpectPreLockAnimationCancel(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); // Now press the power button first and then the lock button. PressPowerButton(); ExpectPreLockAnimationStarted(); PressLockButton(); ExpectPreLockAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // Releasing the power button should stop the lock timer. ReleasePowerButton(); ExpectPreLockAnimationCancel(); ReleaseLockButton(); ExpectPreLockAnimationCancel(); } // When the screen is locked without going through the usual power-button // slow-close path (e.g. via the wrench menu), test that we still show the // fast-close animation. TEST_F(LockStateControllerTest, LockWithoutButton) { Initialize(false, user::LOGGED_IN_USER); lock_state_controller_->OnStartingLock(); ExpectPreLockAnimationStarted(); EXPECT_FALSE(test_api_->is_lock_cancellable()); // TODO(antrim): After time-faking is fixed, let the pre-lock animation // complete here and check that delegate_->num_lock_requests() is 0 to // prevent http://crbug.com/172487 from regressing. } // When we hear that the process is exiting but we haven't had a chance to // display an animation, we should just blank the screen. TEST_F(LockStateControllerTest, ShutdownWithoutButton) { Initialize(false, user::LOGGED_IN_USER); lock_state_controller_->OnAppTerminating(); EXPECT_TRUE( animator_api_->ContainersAreAnimated( SessionStateAnimator::kAllContainersMask, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY)); GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); } // Test that we display the fast-close animation and shut down when we get an // outside request to shut down (e.g. from the login or lock screen). TEST_F(LockStateControllerTest, RequestShutdownFromLoginScreen) { Initialize(false, user::LOGGED_IN_NONE); CreateWindowForLockscreen(); lock_state_controller_->RequestShutdown(); ExpectShutdownAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); EXPECT_EQ(0, NumShutdownRequests()); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } TEST_F(LockStateControllerTest, RequestShutdownFromLockScreen) { Initialize(false, user::LOGGED_IN_USER); SystemLocks(); CreateWindowForLockscreen(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectPastLockAnimationFinished(); lock_state_controller_->RequestShutdown(); ExpectShutdownAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); GenerateMouseMoveEvent(); EXPECT_FALSE(cursor_visible()); EXPECT_EQ(0, NumShutdownRequests()); EXPECT_TRUE(test_api_->real_shutdown_timer_is_running()); test_api_->trigger_real_shutdown_timeout(); EXPECT_EQ(1, NumShutdownRequests()); } // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_RequestAndCancelShutdownFromLockScreen) { Initialize(false, user::LOGGED_IN_USER); SystemLocks(); Advance(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); ExpectLockedState(); // Press the power button and check that we start the shutdown timer. PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); EXPECT_TRUE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationStarted(); AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN, 0.5f); float grayscale_before_button_release = Shell::GetPrimaryRootWindow()->layer()->layer_grayscale(); // Release the power button before the shutdown timer fires. ReleasePowerButton(); EXPECT_FALSE(test_api_->shutdown_timer_is_running()); ExpectShutdownAnimationCancel(); float grayscale_after_button_release = Shell::GetPrimaryRootWindow()->layer()->layer_grayscale(); // Expect no flickering in undo animation. EXPECT_EQ(grayscale_before_button_release, grayscale_after_button_release); Advance(SessionStateAnimator::ANIMATION_SPEED_REVERT); ExpectLockedState(); } // Test that we ignore power button presses when the screen is turned off. TEST_F(LockStateControllerTest, IgnorePowerButtonIfScreenIsOff) { Initialize(false, user::LOGGED_IN_USER); // When the screen brightness is at 0%, we shouldn't do anything in response // to power button presses. controller_->OnScreenBrightnessChanged(0.0); PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleasePowerButton(); // After increasing the brightness to 10%, we should start the timer like // usual. controller_->OnScreenBrightnessChanged(10.0); PressPowerButton(); EXPECT_TRUE(test_api_->is_animating_lock()); ReleasePowerButton(); } #if defined(OS_CHROMEOS) && defined(USE_X11) TEST_F(LockStateControllerTest, HonorPowerButtonInDockedMode) { ScopedVector<const ui::DisplayMode> modes; modes.push_back(new ui::DisplayMode(gfx::Size(1, 1), false, 60.0f)); // Create two outputs, the first internal and the second external. ui::DisplayConfigurator::DisplayStateList outputs; ui::DisplayConfigurator::DisplayState internal_output; ui::TestDisplaySnapshot internal_display; internal_display.set_type(ui::DISPLAY_CONNECTION_TYPE_INTERNAL); internal_display.set_modes(modes.get()); internal_output.display = &internal_display; outputs.push_back(internal_output); ui::DisplayConfigurator::DisplayState external_output; ui::TestDisplaySnapshot external_display; external_display.set_type(ui::DISPLAY_CONNECTION_TYPE_HDMI); external_display.set_modes(modes.get()); external_output.display = &external_display; outputs.push_back(external_output); // When all of the displays are turned off (e.g. due to user inactivity), the // power button should be ignored. controller_->OnScreenBrightnessChanged(0.0); static_cast<ui::TestDisplaySnapshot*>(outputs[0].display) ->set_current_mode(NULL); static_cast<ui::TestDisplaySnapshot*>(outputs[1].display) ->set_current_mode(NULL); controller_->OnDisplayModeChanged(outputs); PressPowerButton(); EXPECT_FALSE(test_api_->is_animating_lock()); ReleasePowerButton(); // When the screen brightness is 0% but the external display is still turned // on (indicating either docked mode or the user having manually decreased the // brightness to 0%), the power button should still be handled. static_cast<ui::TestDisplaySnapshot*>(outputs[1].display) ->set_current_mode(modes[0]); controller_->OnDisplayModeChanged(outputs); PressPowerButton(); EXPECT_TRUE(test_api_->is_animating_lock()); ReleasePowerButton(); } #endif // Test that hidden background appears and revers correctly on lock/cancel. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_TestHiddenBackgroundLockCancel) { Initialize(false, user::LOGGED_IN_USER); HideBackground(); EXPECT_TRUE(IsBackgroundHidden()); ExpectUnlockedState(); PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_FALSE(IsBackgroundHidden()); ExpectBackgroundIsShowing(); // Forward only half way through. AdvancePartially(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, 0.5f); // Release the button before the lock timer fires. ReleasePowerButton(); ExpectPreLockAnimationCancel(); ExpectBackgroundIsHiding(); EXPECT_FALSE(IsBackgroundHidden()); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockedState(); EXPECT_TRUE(IsBackgroundHidden()); } // Test that hidden background appears and revers correctly on lock/unlock. // TODO(antrim): Reenable this: http://crbug.com/167048 TEST_F(LockStateControllerTest, DISABLED_TestHiddenBackgroundLockUnlock) { Initialize(false, user::LOGGED_IN_USER); HideBackground(); EXPECT_TRUE(IsBackgroundHidden()); ExpectUnlockedState(); // Press the power button and check that the lock timer is started and that we // start lifting the non-screen-locker containers. PressPowerButton(); ExpectPreLockAnimationStarted(); EXPECT_FALSE(IsBackgroundHidden()); ExpectBackgroundIsShowing(); Advance(SessionStateAnimator::ANIMATION_SPEED_UNDOABLE); ExpectPreLockAnimationFinished(); SystemLocks(); ReleasePowerButton(); ExpectPostLockAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectPastLockAnimationFinished(); ExpectLockedState(); SuccessfulAuthentication(NULL); ExpectUnlockBeforeUIDestroyedAnimationStarted(); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockBeforeUIDestroyedAnimationFinished(); SystemUnlocks(); ExpectUnlockAfterUIDestroyedAnimationStarted(); ExpectBackgroundIsHiding(); EXPECT_FALSE(IsBackgroundHidden()); Advance(SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS); ExpectUnlockAfterUIDestroyedAnimationFinished(); EXPECT_TRUE(IsBackgroundHidden()); ExpectUnlockedState(); } } // namespace test } // namespace ash