| OLD | NEW |
| 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/shadow_value.h" | 5 #include "ui/gfx/shadow_value.h" |
| 6 | 6 |
| 7 #include <stddef.h> | 7 #include <stddef.h> |
| 8 | 8 |
| 9 #include <algorithm> | 9 #include <algorithm> |
| 10 | 10 |
| 11 #include "base/strings/stringprintf.h" | 11 #include "base/strings/stringprintf.h" |
| 12 #include "ui/gfx/geometry/insets.h" | 12 #include "ui/gfx/geometry/insets.h" |
| 13 #include "ui/gfx/geometry/vector2d_conversions.h" | 13 #include "ui/gfx/geometry/vector2d_conversions.h" |
| 14 | 14 |
| 15 namespace gfx { | 15 namespace gfx { |
| 16 | 16 |
| 17 ShadowValue::ShadowValue() | 17 namespace { |
| 18 : blur_(0), | 18 |
| 19 color_(0) { | 19 Insets GetInsets(const ShadowValues& shadows, bool include_inner_blur) { |
| 20 int left = 0; |
| 21 int top = 0; |
| 22 int right = 0; |
| 23 int bottom = 0; |
| 24 |
| 25 for (size_t i = 0; i < shadows.size(); ++i) { |
| 26 const ShadowValue& shadow = shadows[i]; |
| 27 |
| 28 double blur = shadow.blur(); |
| 29 if (!include_inner_blur) |
| 30 blur /= 2; |
| 31 // Add 0.5 to round up to the next integer. |
| 32 int blur_length = static_cast<int>(blur + 0.5); |
| 33 |
| 34 left = std::max(left, blur_length - shadow.x()); |
| 35 top = std::max(top, blur_length - shadow.y()); |
| 36 right = std::max(right, blur_length + shadow.x()); |
| 37 bottom = std::max(bottom, blur_length + shadow.y()); |
| 38 } |
| 39 |
| 40 return Insets(top, left, bottom, right); |
| 20 } | 41 } |
| 21 | 42 |
| 43 } // namespace |
| 44 |
| 45 ShadowValue::ShadowValue() : blur_(0), color_(0) {} |
| 46 |
| 22 ShadowValue::ShadowValue(const gfx::Vector2d& offset, | 47 ShadowValue::ShadowValue(const gfx::Vector2d& offset, |
| 23 double blur, | 48 double blur, |
| 24 SkColor color) | 49 SkColor color) |
| 25 : offset_(offset), blur_(blur), color_(color) { | 50 : offset_(offset), blur_(blur), color_(color) { |
| 26 } | 51 } |
| 27 | 52 |
| 28 ShadowValue::~ShadowValue() { | 53 ShadowValue::~ShadowValue() {} |
| 29 } | |
| 30 | 54 |
| 31 ShadowValue ShadowValue::Scale(float scale) const { | 55 ShadowValue ShadowValue::Scale(float scale) const { |
| 32 gfx::Vector2d scaled_offset = | 56 gfx::Vector2d scaled_offset = |
| 33 gfx::ToFlooredVector2d(gfx::ScaleVector2d(offset_, scale)); | 57 gfx::ToFlooredVector2d(gfx::ScaleVector2d(offset_, scale)); |
| 34 return ShadowValue(scaled_offset, blur_ * scale, color_); | 58 return ShadowValue(scaled_offset, blur_ * scale, color_); |
| 35 } | 59 } |
| 36 | 60 |
| 37 std::string ShadowValue::ToString() const { | 61 std::string ShadowValue::ToString() const { |
| 38 return base::StringPrintf( | 62 return base::StringPrintf( |
| 39 "(%d,%d),%.2f,rgba(%d,%d,%d,%d)", | 63 "(%d,%d),%.2f,rgba(%d,%d,%d,%d)", |
| 40 offset_.x(), offset_.y(), | 64 offset_.x(), offset_.y(), |
| 41 blur_, | 65 blur_, |
| 42 SkColorGetR(color_), | 66 SkColorGetR(color_), |
| 43 SkColorGetG(color_), | 67 SkColorGetG(color_), |
| 44 SkColorGetB(color_), | 68 SkColorGetB(color_), |
| 45 SkColorGetA(color_)); | 69 SkColorGetA(color_)); |
| 46 } | 70 } |
| 47 | 71 |
| 48 // static | 72 // static |
| 49 Insets ShadowValue::GetMargin(const ShadowValues& shadows) { | 73 Insets ShadowValue::GetMargin(const ShadowValues& shadows) { |
| 50 int left = 0; | 74 gfx::Insets margins = GetInsets(shadows, false); |
| 51 int top = 0; | 75 return -margins; |
| 52 int right = 0; | 76 } |
| 53 int bottom = 0; | |
| 54 | 77 |
| 55 for (size_t i = 0; i < shadows.size(); ++i) { | 78 // static |
| 56 const ShadowValue& shadow = shadows[i]; | 79 Insets ShadowValue::GetBlurRegion(const ShadowValues& shadows) { |
| 57 | 80 return GetInsets(shadows, true); |
| 58 // Add 0.5 to round up to the next integer. | |
| 59 int blur = static_cast<int>(shadow.blur() / 2 + 0.5); | |
| 60 | |
| 61 left = std::max(left, blur - shadow.x()); | |
| 62 top = std::max(top, blur - shadow.y()); | |
| 63 right = std::max(right, blur + shadow.x()); | |
| 64 bottom = std::max(bottom, blur + shadow.y()); | |
| 65 } | |
| 66 | |
| 67 return Insets(-top, -left, -bottom, -right); | |
| 68 } | 81 } |
| 69 | 82 |
| 70 } // namespace gfx | 83 } // namespace gfx |
| OLD | NEW |