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Issue 2690363002: chromeos: removes mash shadows (Closed)
Patch Set: merge Created 3 years, 10 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 "ash/mus/shadow.h"
6
7 #include "third_party/skia/include/core/SkBitmap.h"
8 #include "ui/aura/window.h"
9 #include "ui/base/class_property.h"
10 #include "ui/base/resource/resource_bundle.h"
11 #include "ui/compositor/layer.h"
12 #include "ui/compositor/scoped_layer_animation_settings.h"
13 #include "ui/resources/grit/ui_resources.h"
14
15 DECLARE_UI_CLASS_PROPERTY_TYPE(ash::mus::Shadow*);
16
17 namespace ash {
18 namespace mus {
19 namespace {
20
21 DEFINE_UI_CLASS_PROPERTY_KEY(Shadow*, kShadowProperty, nullptr);
22
23 // The opacity used for active shadow when animating between
24 // inactive/active shadow.
25 const float kInactiveShadowAnimationOpacity = 0.2f;
26
27 // Shadow aperture for different styles.
28 // Note that this may be greater than interior inset to allow shadows with
29 // curved corners that extend inwards beyond a window's borders.
30 const int kActiveInteriorAperture = 134;
31 const int kInactiveInteriorAperture = 134;
32 const int kSmallInteriorAperture = 9;
33
34 // Interior inset for different styles.
35 const int kActiveInteriorInset = 64;
36 const int kInactiveInteriorInset = 64;
37 const int kSmallInteriorInset = 4;
38
39 // Rounded corners are overdrawn on top of the window's content layer,
40 // we need to exclude them from the occlusion area.
41 const int kRoundedCornerRadius = 2;
42
43 // Duration for opacity animation in milliseconds.
44 const int kShadowAnimationDurationMs = 100;
45
46 int GetShadowApertureForStyle(Shadow::Style style) {
47 switch (style) {
48 case Shadow::STYLE_ACTIVE:
49 return kActiveInteriorAperture;
50 case Shadow::STYLE_INACTIVE:
51 return kInactiveInteriorAperture;
52 case Shadow::STYLE_SMALL:
53 return kSmallInteriorAperture;
54 }
55 return 0;
56 }
57
58 } // namespace
59
60 Shadow::Shadow() : style_(STYLE_ACTIVE), interior_inset_(0), window_(nullptr) {}
61
62 Shadow::~Shadow() {
63 if (window_) {
64 window_->ClearProperty(kShadowProperty);
65 window_->RemoveObserver(this);
66 }
67 }
68
69 void Shadow::Init(Style style) {
70 style_ = style;
71
72 layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN));
73 shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH));
74 layer()->Add(shadow_layer_.get());
75
76 UpdateImagesForStyle();
77 shadow_layer_->set_name("Shadow");
78 shadow_layer_->SetVisible(true);
79 shadow_layer_->SetFillsBoundsOpaquely(false);
80 }
81
82 // static
83 Shadow* Shadow::Get(aura::Window* window) {
84 return window->GetProperty(kShadowProperty);
85 }
86
87 // static
88 int Shadow::GetInteriorInsetForStyle(Shadow::Style style) {
89 switch (style) {
90 case Shadow::STYLE_ACTIVE:
91 return kActiveInteriorInset;
92 case Shadow::STYLE_INACTIVE:
93 return kInactiveInteriorInset;
94 case Shadow::STYLE_SMALL:
95 return kSmallInteriorInset;
96 }
97 return 0;
98 }
99
100 void Shadow::SetContentBounds(const gfx::Rect& content_bounds) {
101 content_bounds_ = content_bounds;
102 UpdateLayerBounds();
103 }
104
105 void Shadow::SetStyle(Style style) {
106 if (style_ == style)
107 return;
108
109 Style old_style = style_;
110 style_ = style;
111
112 // Stop waiting for any as yet unfinished implicit animations.
113 StopObservingImplicitAnimations();
114
115 // If we're switching to or from the small style, don't bother with
116 // animations.
117 if (style == STYLE_SMALL || old_style == STYLE_SMALL) {
118 UpdateImagesForStyle();
119 // Make sure the shadow is fully opaque.
120 shadow_layer_->SetOpacity(1.0f);
121 return;
122 }
123
124 // If we're becoming active, switch images now. Because the inactive image
125 // has a very low opacity the switch isn't noticeable and this approach
126 // allows us to use only a single set of shadow images at a time.
127 if (style == STYLE_ACTIVE) {
128 UpdateImagesForStyle();
129 // Opacity was baked into inactive image, start opacity low to match.
130 shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity);
131 }
132
133 {
134 // Property sets within this scope will be implicitly animated.
135 ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator());
136 settings.AddObserver(this);
137 settings.SetTransitionDuration(
138 base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs));
139 switch (style_) {
140 case STYLE_ACTIVE:
141 // Animate the active shadow from kInactiveShadowAnimationOpacity to
142 // 1.0f.
143 shadow_layer_->SetOpacity(1.0f);
144 break;
145 case STYLE_INACTIVE:
146 // The opacity will be reset to 1.0f when animation is completed.
147 shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity);
148 break;
149 default:
150 NOTREACHED() << "Unhandled style " << style_;
151 break;
152 }
153 }
154 }
155
156 void Shadow::Install(aura::Window* window) {
157 window->SetProperty(kShadowProperty, this);
158 window_ = window;
159 window_->AddObserver(this);
160 }
161
162 void Shadow::OnImplicitAnimationsCompleted() {
163 // If we just finished going inactive, switch images. This doesn't cause
164 // a visual pop because the inactive image opacity is so low.
165 if (style_ == STYLE_INACTIVE) {
166 UpdateImagesForStyle();
167 // Opacity is baked into inactive image, so set fully opaque.
168 shadow_layer_->SetOpacity(1.0f);
169 }
170 }
171
172 void Shadow::UpdateImagesForStyle() {
173 ResourceBundle& res = ResourceBundle::GetSharedInstance();
174 gfx::Image image;
175 switch (style_) {
176 case STYLE_ACTIVE:
177 image = res.GetImageNamed(IDR_AURA_SHADOW_ACTIVE);
178 break;
179 case STYLE_INACTIVE:
180 image = res.GetImageNamed(IDR_AURA_SHADOW_INACTIVE);
181 break;
182 case STYLE_SMALL:
183 image = res.GetImageNamed(IDR_WINDOW_BUBBLE_SHADOW_SMALL);
184 break;
185 default:
186 NOTREACHED() << "Unhandled style " << style_;
187 break;
188 }
189
190 shadow_layer_->UpdateNinePatchLayerImage(image.AsImageSkia());
191 image_size_ = image.Size();
192 interior_inset_ = GetInteriorInsetForStyle(style_);
193
194 // Image sizes may have changed.
195 UpdateLayerBounds();
196 }
197
198 void Shadow::UpdateLayerBounds() {
199 // Update bounds based on content bounds and interior inset.
200 gfx::Rect layer_bounds = content_bounds_;
201 layer_bounds.Inset(-interior_inset_, -interior_inset_);
202 layer()->SetBounds(layer_bounds);
203 shadow_layer_->SetBounds(gfx::Rect(layer_bounds.size()));
204
205 // Update the shadow aperture and border for style. Note that border is in
206 // layer space and it cannot exceed the bounds of the layer.
207 int aperture = GetShadowApertureForStyle(style_);
208 int aperture_x = std::min(aperture, layer_bounds.width() / 2);
209 int aperture_y = std::min(aperture, layer_bounds.height() / 2);
210 gfx::Rect aperture_rect(aperture_x, aperture_y,
211 image_size_.width() - aperture_x * 2,
212 image_size_.height() - aperture_y * 2);
213
214 shadow_layer_->UpdateNinePatchLayerAperture(aperture_rect);
215 shadow_layer_->UpdateNinePatchLayerBorder(
216 gfx::Rect(aperture_x, aperture_y, aperture_x * 2, aperture_y * 2));
217
218 // The content bounds in the shadow's layer space are offsetted by
219 // |interior_inset_|. The occlusion area also has to be shrunk to allow
220 // rounded corners overdrawing on top of the window's content.
221 gfx::Rect content_bounds(interior_inset_ + kRoundedCornerRadius,
222 interior_inset_ + kRoundedCornerRadius,
223 content_bounds_.width() - 2 * kRoundedCornerRadius,
224 content_bounds_.height() - 2 * kRoundedCornerRadius);
225 shadow_layer_->UpdateNinePatchOcclusion(content_bounds);
226 }
227
228 void Shadow::OnWindowDestroyed(aura::Window* window) {
229 DCHECK_EQ(window_, window);
230 window_ = nullptr;
231 }
232
233 } // namespace mus
234 } // namespace ash
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