// 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/compositor/layer_owner.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 ui::LayerOwner { 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); // Exposed to allow setting animation parameters for bounds and opacity // animations. ui::Layer* shadow_layer() { return shadow_layer_owner_.layer(); } ui::Layer* fading_layer() { return fading_layer_owner_.layer(); } 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|. // This should be used to adjust the shadow's size and position (rather than // applying transformations to the `layer()` of this Shadow). 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: // A shadow layer owner that correctly updates the nine patch layer details // when it gets recreated. class ShadowLayerOwner : public ui::LayerOwner { public: explicit ShadowLayerOwner(Shadow* owner, std::unique_ptr layer = nullptr); ~ShadowLayerOwner() override; // ui::LayerOwner: std::unique_ptr RecreateLayer() override; private: Shadow* const owner_shadow_; DISALLOW_COPY_AND_ASSIGN(ShadowLayerOwner); }; // 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 owner of the actual shadow layer corresponding to a cc::NinePatchLayer. ShadowLayerOwner shadow_layer_owner_; // When the elevation changes, the old shadow cross-fades with the new one. // When non-null, this owns an old |shadow_layer()| that's being animated out. ui::LayerOwner fading_layer_owner_; // 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_