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/*
* Copyright (C) 2012 - Canonical Ltd.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>
*
* Authored by: Daniel d'Andrada <daniel.dandrada@canonical.com>
*/
#include <gtest/gtest.h>
#include <Nux/KineticScrolling/AxisDecelerationAnimation.h>
using namespace nux;
TEST(AxisDecelerationAnimation, ComesToAHalt)
{
AxisDecelerationAnimation animation;
float min_pos = 0.0f;
float max_pos = 100.0f;
float start_pos = 10.0f;
animation.SetMinimumPosition(min_pos);
animation.SetMaximumPosition(max_pos);
animation.SetStartPosition(start_pos);
animation.SetStartVelocity(100.0f);
animation.SetOvershootBoundsEnabled(false);
animation.Start();
float last_pos = start_pos;
float last_movement = 0.0f;
for (int i = 0; i < 1000 && animation.IsActive(); ++i)
{
animation.Update(16);
/* Check that it's moving along the velocity direction */
ASSERT_TRUE(animation.GetPosition() > last_pos);
float movement = animation.GetPosition() - last_pos;
if (i > 0)
{
/* Check that it's decelerating */
ASSERT_TRUE(movement - last_movement);
}
last_pos = animation.GetPosition();
last_movement = movement;
}
/* Check that it came to a halt */
ASSERT_FALSE(animation.IsActive());
}
TEST(AxisDecelerationAnimation, StopAtBounds)
{
AxisDecelerationAnimation animation;
float min_pos = 0.0f;
float max_pos = 100.0f;
float start_pos = 50.0f;
animation.SetMinimumPosition(min_pos);
animation.SetMaximumPosition(max_pos);
/* test different velocities on both directions */
std::vector<int> velocities;
for (int i = 1; i <= 100; ++i)
{
velocities.push_back(i);
}
for (int i = -1; i >= -100; --i)
{
velocities.push_back(i);
}
for (size_t i = 0; i < velocities.size(); ++i)
{
animation.SetStartPosition(start_pos);
animation.SetStartVelocity(velocities[i]);
animation.Start();
for (int j = 0; j < 1000 && animation.IsActive(); ++j)
{
animation.Update(16);
}
ASSERT_FALSE(animation.IsActive());
ASSERT_LE(animation.GetPosition(), max_pos);
ASSERT_GE(animation.GetPosition(), min_pos);
}
}
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