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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "ui/gfx/render_text.h" | 5 #include "ui/gfx/render_text.h" |
6 | 6 |
7 #include <limits.h> | 7 #include <limits.h> |
8 | 8 |
9 #include <algorithm> | 9 #include <algorithm> |
10 #include <climits> | 10 #include <climits> |
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137 colors->push_back(c1); | 137 colors->push_back(c1); |
138 } | 138 } |
139 | 139 |
140 // Creates a SkShader to fade the text, with |left_part| specifying the left | 140 // Creates a SkShader to fade the text, with |left_part| specifying the left |
141 // fade effect, if any, and |right_part| specifying the right fade effect. | 141 // fade effect, if any, and |right_part| specifying the right fade effect. |
142 skia::RefPtr<SkShader> CreateFadeShader(const FontList& font_list, | 142 skia::RefPtr<SkShader> CreateFadeShader(const FontList& font_list, |
143 const Rect& text_rect, | 143 const Rect& text_rect, |
144 const Rect& left_part, | 144 const Rect& left_part, |
145 const Rect& right_part, | 145 const Rect& right_part, |
146 SkColor color) { | 146 SkColor color) { |
| 147 // The shader should only specify transparency of the fade itself, not the |
| 148 // original transparency, which will be applied by the actual renderer. |
| 149 DCHECK_EQ(SkColorGetA(color), static_cast<uint8_t>(0xff)); |
| 150 |
147 // In general, fade down to 0 alpha. But when the available width is less | 151 // In general, fade down to 0 alpha. But when the available width is less |
148 // than four characters, linearly ramp up the fade target alpha to as high as | 152 // than four characters, linearly ramp up the fade target alpha to as high as |
149 // 20% at zero width. This allows the user to see the last faded characters a | 153 // 20% at zero width. This allows the user to see the last faded characters a |
150 // little better when there are only a few characters shown. | 154 // little better when there are only a few characters shown. |
151 const float width_fraction = | 155 const float width_fraction = |
152 text_rect.width() / static_cast<float>(font_list.GetExpectedTextWidth(4)); | 156 text_rect.width() / static_cast<float>(font_list.GetExpectedTextWidth(4)); |
153 const SkAlpha kAlphaAtZeroWidth = 51; | 157 const SkAlpha kAlphaAtZeroWidth = 51; |
154 const SkAlpha alpha = (width_fraction < 1) ? | 158 const SkAlpha alpha = (width_fraction < 1) ? |
155 static_cast<SkAlpha>(round((1 - width_fraction) * kAlphaAtZeroWidth)) : 0; | 159 static_cast<SkAlpha>(round((1 - width_fraction) * kAlphaAtZeroWidth)) : 0; |
156 const SkColor fade_color = SkColorSetA(color, alpha); | 160 const SkColor fade_color = SkColorSetA(color, alpha); |
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1226 right_part.Inset(solid_part.width() - gradient_width, 0, 0, 0); | 1230 right_part.Inset(solid_part.width() - gradient_width, 0, 0, 0); |
1227 solid_part.Inset(0, 0, gradient_width, 0); | 1231 solid_part.Inset(0, 0, gradient_width, 0); |
1228 } | 1232 } |
1229 | 1233 |
1230 Rect text_rect = display_rect(); | 1234 Rect text_rect = display_rect(); |
1231 text_rect.Inset(GetAlignmentOffset(0).x(), 0, 0, 0); | 1235 text_rect.Inset(GetAlignmentOffset(0).x(), 0, 0, 0); |
1232 | 1236 |
1233 // TODO(msw): Use the actual text colors corresponding to each faded part. | 1237 // TODO(msw): Use the actual text colors corresponding to each faded part. |
1234 skia::RefPtr<SkShader> shader = | 1238 skia::RefPtr<SkShader> shader = |
1235 CreateFadeShader(font_list(), text_rect, left_part, right_part, | 1239 CreateFadeShader(font_list(), text_rect, left_part, right_part, |
1236 colors_.breaks().front().second); | 1240 SkColorSetA(colors_.breaks().front().second, 0xff)); |
1237 if (shader) | 1241 if (shader) |
1238 renderer->SetShader(shader.get()); | 1242 renderer->SetShader(shader.get()); |
1239 } | 1243 } |
1240 | 1244 |
1241 void RenderText::ApplyTextShadows(internal::SkiaTextRenderer* renderer) { | 1245 void RenderText::ApplyTextShadows(internal::SkiaTextRenderer* renderer) { |
1242 skia::RefPtr<SkDrawLooper> looper = CreateShadowDrawLooper(shadows_); | 1246 skia::RefPtr<SkDrawLooper> looper = CreateShadowDrawLooper(shadows_); |
1243 renderer->SetDrawLooper(looper.get()); | 1247 renderer->SetDrawLooper(looper.get()); |
1244 } | 1248 } |
1245 | 1249 |
1246 base::i18n::TextDirection RenderText::GetTextDirection( | 1250 base::i18n::TextDirection RenderText::GetTextDirection( |
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1544 | 1548 |
1545 SetDisplayOffset(display_offset_.x() + delta_x); | 1549 SetDisplayOffset(display_offset_.x() + delta_x); |
1546 } | 1550 } |
1547 | 1551 |
1548 void RenderText::DrawSelection(Canvas* canvas) { | 1552 void RenderText::DrawSelection(Canvas* canvas) { |
1549 for (const Rect& s : GetSubstringBounds(selection())) | 1553 for (const Rect& s : GetSubstringBounds(selection())) |
1550 canvas->FillRect(s, selection_background_focused_color_); | 1554 canvas->FillRect(s, selection_background_focused_color_); |
1551 } | 1555 } |
1552 | 1556 |
1553 } // namespace gfx | 1557 } // namespace gfx |
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