// 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_GFX_SHADOW_VALUE_H_ #define UI_GFX_SHADOW_VALUE_H_ #include #include #include #include "third_party/skia/include/core/SkColor.h" #include "ui/gfx/geometry/vector2d.h" #include "ui/gfx/gfx_export.h" namespace gfx { class Insets; class ShadowValue; typedef std::vector ShadowValues; // ShadowValue encapsulates parameters needed to define a shadow, including the // shadow's offset, blur amount and color. class GFX_EXPORT ShadowValue { public: constexpr ShadowValue() = default; constexpr ShadowValue(const gfx::Vector2d& offset, double blur, SkColor color) : offset_(offset), blur_(blur), color_(color) {} constexpr int x() const { return offset_.x(); } constexpr int y() const { return offset_.y(); } constexpr const gfx::Vector2d& offset() const { return offset_; } constexpr double blur() const { return blur_; } constexpr SkColor color() const { return color_; } constexpr bool operator==(const ShadowValue& other) const { return offset_ == other.offset_ && blur_ == other.blur_ && color_ == other.color_; } ShadowValue Scale(float scale) const; std::string ToString() const; // Gets margin space needed for shadows. Note that values in returned Insets // are negative because shadow margins are outside a boundary. static Insets GetMargin(const ShadowValues& shadows); // Gets the area inside a rectangle that would be affected by shadow blur. // This is similar to the margin except it's positive (the blur region is // inside a hypothetical rectangle) and it accounts for the blur both inside // and outside the bounding box. The region inside the "blur region" would be // a uniform color. static Insets GetBlurRegion(const ShadowValues& shadows); // Makes ShadowValues that should match MD style shadows for the given // elevation. static ShadowValues MakeMdShadowValues(int elevation); private: gfx::Vector2d offset_; // Blur amount of the shadow in pixels. If underlying implementation supports // (e.g. Skia), it can have fraction part such as 0.5 pixel. The value // defines a range from full shadow color at the start point inside the // shadow to fully transparent at the end point outside it. The range is // perpendicular to and centered on the shadow edge. For example, a blur // amount of 4.0 means to have a blurry shadow edge of 4 pixels that // transitions from full shadow color to fully transparent and with 2 pixels // inside the shadow and 2 pixels goes beyond the edge. double blur_ = 0.; SkColor color_ = SK_ColorTRANSPARENT; }; } // namespace gfx #endif // UI_GFX_SHADOW_VALUE_H_