eda1606d1413f8978b25fc636ed21f329d9326c9
[platform/framework/web/crosswalk.git] / src / ui / events / gesture_detection / velocity_tracker_unittest.cc
1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "base/basictypes.h"
6 #include "base/logging.h"
7 #include "base/memory/scoped_ptr.h"
8 #include "base/time/time.h"
9 #include "testing/gtest/include/gtest/gtest.h"
10 #include "ui/events/gesture_detection/mock_motion_event.h"
11 #include "ui/events/gesture_detection/velocity_tracker_state.h"
12 #include "ui/gfx/geometry/point_f.h"
13 #include "ui/gfx/geometry/vector2d_f.h"
14
15 using base::TimeDelta;
16 using base::TimeTicks;
17
18 namespace ui {
19 namespace {
20
21 const TimeDelta kTenMillis = TimeDelta::FromMilliseconds(10);
22 const TimeDelta kOneSecond = TimeDelta::FromSeconds(1);
23 const float kEpsilson = .01f;
24
25 const char* GetStrategyName(VelocityTracker::Strategy strategy) {
26   switch (strategy) {
27     case VelocityTracker::LSQ1: return "LSQ1";
28     case VelocityTracker::LSQ2: return "LSQ2";
29     case VelocityTracker::LSQ3: return "LSQ3";
30     case VelocityTracker::WLSQ2_DELTA: return "WLSQ2_DELTA";
31     case VelocityTracker::WLSQ2_CENTRAL: return "WLSQ2_CENTRAL";
32     case VelocityTracker::WLSQ2_RECENT: return "WLSQ2_RECENT";
33     case VelocityTracker::INT1: return "INT1";
34     case VelocityTracker::INT2: return "INT2";
35   };
36   NOTREACHED() << "Invalid strategy";
37   return "";
38 }
39
40 }  // namespace
41
42 class VelocityTrackerTest : public testing::Test {
43  public:
44   VelocityTrackerTest() {}
45   virtual ~VelocityTrackerTest() {}
46
47  protected:
48   static MockMotionEvent Sample(MotionEvent::Action action,
49                                 gfx::PointF p0,
50                                 TimeTicks t0,
51                                 gfx::Vector2dF v,
52                                 TimeDelta dt) {
53     const gfx::PointF p = p0 + ScaleVector2d(v, dt.InSecondsF());
54     return MockMotionEvent(action, t0 + dt, p.x(), p.y());
55   }
56
57   static void ApplyMovementSequence(VelocityTrackerState* state,
58                                     gfx::PointF p0,
59                                     gfx::Vector2dF v,
60                                     TimeTicks t0,
61                                     TimeDelta t,
62                                     size_t samples) {
63     EXPECT_TRUE(!!samples);
64     if (!samples)
65       return;
66     const base::TimeDelta dt = t / samples;
67     state->AddMovement(Sample(MotionEvent::ACTION_DOWN, p0, t0, v, dt * 0));
68     ApplyMovement(state, p0, v, t0, t, samples);
69     state->AddMovement(Sample(MotionEvent::ACTION_UP, p0, t0, v, t));
70   }
71
72   static void ApplyMovement(VelocityTrackerState* state,
73                             gfx::PointF p0,
74                             gfx::Vector2dF v,
75                             TimeTicks t0,
76                             TimeDelta t,
77                             size_t samples) {
78     EXPECT_TRUE(!!samples);
79     if (!samples)
80       return;
81     const base::TimeDelta dt = t / samples;
82     for (size_t i = 0; i < samples; ++i)
83       state->AddMovement(Sample(MotionEvent::ACTION_MOVE, p0, t0, v, dt * i));
84   }
85 };
86
87 TEST_F(VelocityTrackerTest, Basic) {
88   const gfx::PointF p0(0, 0);
89   const gfx::Vector2dF v(0, 500);
90   const size_t samples = 60;
91
92   for (int i = 0; i <= VelocityTracker::STRATEGY_MAX; ++i) {
93     VelocityTracker::Strategy strategy =
94         static_cast<VelocityTracker::Strategy>(i);
95
96     SCOPED_TRACE(GetStrategyName(strategy));
97     VelocityTrackerState state(strategy);
98
99     // Default state should report zero velocity.
100     EXPECT_EQ(0, state.GetXVelocity(0));
101     EXPECT_EQ(0, state.GetYVelocity(0));
102
103     // Sample a constant velocity sequence.
104     ApplyMovementSequence(&state, p0, v, TimeTicks::Now(), kOneSecond, samples);
105
106     // The computed velocity should match that of the input.
107     state.ComputeCurrentVelocity(1000, 20000);
108     EXPECT_NEAR(v.x(), state.GetXVelocity(0), kEpsilson * v.x());
109     EXPECT_NEAR(v.y(), state.GetYVelocity(0), kEpsilson * v.y());
110
111     // A pointer ID of -1 should report the velocity of the active pointer.
112     EXPECT_NEAR(v.x(), state.GetXVelocity(-1), kEpsilson * v.x());
113     EXPECT_NEAR(v.y(), state.GetYVelocity(-1), kEpsilson * v.y());
114
115     // Invalid pointer ID's should report zero velocity.
116     EXPECT_EQ(0, state.GetXVelocity(1));
117     EXPECT_EQ(0, state.GetYVelocity(1));
118     EXPECT_EQ(0, state.GetXVelocity(7));
119     EXPECT_EQ(0, state.GetYVelocity(7));
120   }
121 }
122
123 TEST_F(VelocityTrackerTest, MaxVelocity) {
124   const gfx::PointF p0(0, 0);
125   const gfx::Vector2dF v(-50000, 50000);
126   const size_t samples = 3;
127   const base::TimeDelta dt = kTenMillis * 2;
128
129   VelocityTrackerState state;
130   ApplyMovementSequence(&state, p0, v, TimeTicks::Now(), dt, samples);
131
132   // The computed velocity should be restricted to the provided maximum.
133   state.ComputeCurrentVelocity(1000, 100);
134   EXPECT_NEAR(-100, state.GetXVelocity(0), kEpsilson);
135   EXPECT_NEAR(100, state.GetYVelocity(0), kEpsilson);
136
137   state.ComputeCurrentVelocity(1000, 1000);
138   EXPECT_NEAR(-1000, state.GetXVelocity(0), kEpsilson);
139   EXPECT_NEAR(1000, state.GetYVelocity(0), kEpsilson);
140 }
141
142 TEST_F(VelocityTrackerTest, VaryingVelocity) {
143   const gfx::PointF p0(0, 0);
144   const gfx::Vector2dF vFast(0, 500);
145   const gfx::Vector2dF vSlow = ScaleVector2d(vFast, 0.5f);
146   const size_t samples = 12;
147
148   for (int i = 0; i <= VelocityTracker::STRATEGY_MAX; ++i) {
149     VelocityTracker::Strategy strategy =
150         static_cast<VelocityTracker::Strategy>(i);
151
152     SCOPED_TRACE(GetStrategyName(strategy));
153     VelocityTrackerState state(strategy);
154
155     base::TimeTicks t0 = base::TimeTicks::Now();
156     base::TimeDelta dt = kTenMillis * 10;
157     state.AddMovement(
158         Sample(MotionEvent::ACTION_DOWN, p0, t0, vFast, base::TimeDelta()));
159
160     // Apply some fast movement and compute the velocity.
161     gfx::PointF pCurr = p0;
162     base::TimeTicks tCurr = t0;
163     ApplyMovement(&state, pCurr, vFast, tCurr, dt, samples);
164     state.ComputeCurrentVelocity(1000, 20000);
165     float vOldY = state.GetYVelocity(0);
166
167     // Apply some slow movement.
168     pCurr += ScaleVector2d(vFast, dt.InSecondsF());
169     tCurr += dt;
170     ApplyMovement(&state, pCurr, vSlow, tCurr, dt, samples);
171
172     // The computed velocity should have decreased.
173     state.ComputeCurrentVelocity(1000, 20000);
174     float vCurrentY = state.GetYVelocity(0);
175     EXPECT_GT(vFast.y(), vCurrentY);
176     EXPECT_GT(vOldY, vCurrentY);
177     vOldY = vCurrentY;
178
179     // Apply some additional fast movement.
180     pCurr += ScaleVector2d(vSlow, dt.InSecondsF());
181     tCurr += dt;
182     ApplyMovement(&state, pCurr, vFast, tCurr, dt, samples);
183
184     // The computed velocity should have increased.
185     state.ComputeCurrentVelocity(1000, 20000);
186     vCurrentY = state.GetYVelocity(0);
187     EXPECT_LT(vSlow.y(), vCurrentY);
188     EXPECT_LT(vOldY, vCurrentY);
189   }
190 }
191
192
193 }  // namespace ui