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Issue 2029883002: Moves mash/wm into ash/mus (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@remove_static_assert
Patch Set: move comment Created 4 years, 6 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "mash/wm/shadow.h"
6
7 #include "mash/wm/property_util.h"
8 #include "third_party/skia/include/core/SkBitmap.h"
9 #include "ui/base/resource/resource_bundle.h"
10 #include "ui/compositor/layer.h"
11 #include "ui/compositor/scoped_layer_animation_settings.h"
12 #include "ui/resources/grit/ui_resources.h"
13
14 namespace mash {
15 namespace wm {
16
17 namespace {
18
19 // The opacity used for active shadow when animating between
20 // inactive/active shadow.
21 const float kInactiveShadowAnimationOpacity = 0.2f;
22
23 // Shadow aperture for different styles.
24 // Note that this may be greater than interior inset to allow shadows with
25 // curved corners that extend inwards beyond a window's borders.
26 const int kActiveInteriorAperture = 134;
27 const int kInactiveInteriorAperture = 134;
28 const int kSmallInteriorAperture = 9;
29
30 // Interior inset for different styles.
31 const int kActiveInteriorInset = 64;
32 const int kInactiveInteriorInset = 64;
33 const int kSmallInteriorInset = 4;
34
35 // Duration for opacity animation in milliseconds.
36 const int kShadowAnimationDurationMs = 100;
37
38 int GetShadowApertureForStyle(wm::Shadow::Style style) {
39 switch (style) {
40 case wm::Shadow::STYLE_ACTIVE:
41 return kActiveInteriorAperture;
42 case wm::Shadow::STYLE_INACTIVE:
43 return kInactiveInteriorAperture;
44 case wm::Shadow::STYLE_SMALL:
45 return kSmallInteriorAperture;
46 }
47 return 0;
48 }
49
50 } // namespace
51
52 Shadow::Shadow() : style_(STYLE_ACTIVE), interior_inset_(0), window_(nullptr) {
53 }
54
55 Shadow::~Shadow() {
56 if (window_) {
57 SetShadow(window_, nullptr);
58 window_->RemoveObserver(this);
59 }
60 }
61
62 void Shadow::Init(Style style) {
63 style_ = style;
64
65 layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN));
66 shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH));
67 layer()->Add(shadow_layer_.get());
68
69 UpdateImagesForStyle();
70 shadow_layer_->set_name("Shadow");
71 shadow_layer_->SetVisible(true);
72 shadow_layer_->SetFillsBoundsOpaquely(false);
73 }
74
75 // static
76 int Shadow::GetInteriorInsetForStyle(Shadow::Style style) {
77 switch (style) {
78 case Shadow::STYLE_ACTIVE:
79 return kActiveInteriorInset;
80 case Shadow::STYLE_INACTIVE:
81 return kInactiveInteriorInset;
82 case Shadow::STYLE_SMALL:
83 return kSmallInteriorInset;
84 }
85 return 0;
86 }
87
88 void Shadow::SetContentBounds(const gfx::Rect& content_bounds) {
89 content_bounds_ = content_bounds;
90 UpdateLayerBounds();
91 }
92
93 void Shadow::SetStyle(Style style) {
94 if (style_ == style)
95 return;
96
97 Style old_style = style_;
98 style_ = style;
99
100 // Stop waiting for any as yet unfinished implicit animations.
101 StopObservingImplicitAnimations();
102
103 // If we're switching to or from the small style, don't bother with
104 // animations.
105 if (style == STYLE_SMALL || old_style == STYLE_SMALL) {
106 UpdateImagesForStyle();
107 // Make sure the shadow is fully opaque.
108 shadow_layer_->SetOpacity(1.0f);
109 return;
110 }
111
112 // If we're becoming active, switch images now. Because the inactive image
113 // has a very low opacity the switch isn't noticeable and this approach
114 // allows us to use only a single set of shadow images at a time.
115 if (style == STYLE_ACTIVE) {
116 UpdateImagesForStyle();
117 // Opacity was baked into inactive image, start opacity low to match.
118 shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity);
119 }
120
121 {
122 // Property sets within this scope will be implicitly animated.
123 ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator());
124 settings.AddObserver(this);
125 settings.SetTransitionDuration(
126 base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs));
127 switch (style_) {
128 case STYLE_ACTIVE:
129 // Animate the active shadow from kInactiveShadowAnimationOpacity to
130 // 1.0f.
131 shadow_layer_->SetOpacity(1.0f);
132 break;
133 case STYLE_INACTIVE:
134 // The opacity will be reset to 1.0f when animation is completed.
135 shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity);
136 break;
137 default:
138 NOTREACHED() << "Unhandled style " << style_;
139 break;
140 }
141 }
142 }
143
144 void Shadow::Install(mus::Window* window) {
145 SetShadow(window, this);
146 window_ = window;
147 window_->AddObserver(this);
148 }
149
150 void Shadow::OnImplicitAnimationsCompleted() {
151 // If we just finished going inactive, switch images. This doesn't cause
152 // a visual pop because the inactive image opacity is so low.
153 if (style_ == STYLE_INACTIVE) {
154 UpdateImagesForStyle();
155 // Opacity is baked into inactive image, so set fully opaque.
156 shadow_layer_->SetOpacity(1.0f);
157 }
158 }
159
160 void Shadow::UpdateImagesForStyle() {
161 ResourceBundle& res = ResourceBundle::GetSharedInstance();
162 gfx::Image image;
163 switch (style_) {
164 case STYLE_ACTIVE:
165 image = res.GetImageNamed(IDR_AURA_SHADOW_ACTIVE);
166 break;
167 case STYLE_INACTIVE:
168 image = res.GetImageNamed(IDR_AURA_SHADOW_INACTIVE);
169 break;
170 case STYLE_SMALL:
171 image = res.GetImageNamed(IDR_WINDOW_BUBBLE_SHADOW_SMALL);
172 break;
173 default:
174 NOTREACHED() << "Unhandled style " << style_;
175 break;
176 }
177
178 shadow_layer_->UpdateNinePatchLayerImage(image.AsImageSkia());
179 image_size_ = image.Size();
180 interior_inset_ = GetInteriorInsetForStyle(style_);
181
182 // Image sizes may have changed.
183 UpdateLayerBounds();
184 }
185
186 void Shadow::UpdateLayerBounds() {
187 // Update bounds based on content bounds and interior inset.
188 gfx::Rect layer_bounds = content_bounds_;
189 layer_bounds.Inset(-interior_inset_, -interior_inset_);
190 layer()->SetBounds(layer_bounds);
191 shadow_layer_->SetBounds(gfx::Rect(layer_bounds.size()));
192
193 // Update the shadow aperture and border for style. Note that border is in
194 // layer space and it cannot exceed the bounds of the layer.
195 int aperture = GetShadowApertureForStyle(style_);
196 int aperture_x = std::min(aperture, layer_bounds.width() / 2);
197 int aperture_y = std::min(aperture, layer_bounds.height() / 2);
198 shadow_layer_->UpdateNinePatchLayerAperture(
199 gfx::Rect(aperture_x, aperture_y,
200 image_size_.width() - aperture_x * 2,
201 image_size_.height() - aperture_y * 2));
202 shadow_layer_->UpdateNinePatchLayerBorder(
203 gfx::Rect(aperture_x, aperture_y, aperture_x * 2, aperture_y * 2));
204 }
205
206 void Shadow::OnWindowDestroyed(mus::Window* window) {
207 DCHECK_EQ(window_, window);
208 window_ = nullptr;
209 }
210
211 } // namespace wm
212 } // namespace mash
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