// Copyright (c) 2012 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. #ifndef UI_COMPOSITOR_EXTRA_SHADOW_H_ #define UI_COMPOSITOR_EXTRA_SHADOW_H_ #include #include "base/macros.h" #include "ui/compositor/layer_animation_observer.h" #include "ui/gfx/geometry/rect.h" namespace gfx { struct ShadowDetails; } // namespace gfx namespace ui { class Layer; // Simple class that draws a drop shadow around content at given bounds. class Shadow : public ui::ImplicitAnimationObserver { public: Shadow(); ~Shadow() override; // Initialize for the the given shadow |elevation|. This is passed to // gfx::ShadowValue::MakeMdShadowValues() and controls the y-offset and blur // for the shadow style. void Init(int elevation); // Returns |layer_.get()|. This is exposed so it can be added to the same // layer as the content and stacked below it. SetContentBounds() should be // used to adjust the shadow's size and position (rather than applying // transformations to this layer). ui::Layer* layer() const { return layer_.get(); } // Exposed to allow setting animation parameters for bounds and opacity // animations. ui::Layer* shadow_layer() const { return shadow_layer_.get(); } const gfx::Rect& content_bounds() const { return content_bounds_; } int desired_elevation() const { return desired_elevation_; } // Moves and resizes the shadow layer to frame |content_bounds|. void SetContentBounds(const gfx::Rect& content_bounds); // Sets the shadow's appearance, animating opacity as necessary. void SetElevation(int elevation); // Sets the radius for the rounded corners to take into account when // adjusting the shadow layer to frame |content_bounds|. 0 or greater. void SetRoundedCornerRadius(int rounded_corner_radius); const gfx::ShadowDetails* details_for_testing() const { return details_; } // ui::ImplicitAnimationObserver overrides: void OnImplicitAnimationsCompleted() override; private: // Updates the shadow layer and its image to reflect |desired_elevation_|. void RecreateShadowLayer(); // Updates the shadow layer bounds based on the inteior inset and the current // |content_bounds_|. void UpdateLayerBounds(); // The goal elevation, set when the transition animation starts. The elevation // dictates the shadow's display characteristics and is proportional to the // size of the blur and its offset. This may not match reality if the window // isn't big enough to support it. int desired_elevation_ = 0; // Rounded corners are drawn on top of the window's content layer, // we need to exclude them from the occlusion area. int rounded_corner_radius_ = 2; // The details of the shadow image that's currently set on |shadow_layer_|. // This will be null until a positive elevation has been set. Once set, it // will always point to a global ShadowDetails instance that is guaranteed // to outlive the Shadow instance. See ui/gfx/shadow_util.h for how these // ShadowDetails instances are created. const gfx::ShadowDetails* details_ = nullptr; // The parent layer of the shadow layer. It serves as a container accessible // from the outside to control the visibility of the shadow. std::unique_ptr layer_; // The actual shadow layer corresponding to a cc::NinePatchLayer. std::unique_ptr shadow_layer_; // When the elevation changes, the old shadow cross-fades with the new one. // When non-null, this is an old |shadow_layer_| that's being animated out. std::unique_ptr fading_layer_; // Bounds of the content that the shadow encloses. gfx::Rect content_bounds_; DISALLOW_COPY_AND_ASSIGN(Shadow); }; } // namespace ui #endif // UI_COMPOSITOR_EXTRA_SHADOW_H_