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Unified Diff: ash/mus/shadow.cc

Issue 2690363002: chromeos: removes mash shadows (Closed)
Patch Set: merge Created 3 years, 10 months ago
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Index: ash/mus/shadow.cc
diff --git a/ash/mus/shadow.cc b/ash/mus/shadow.cc
deleted file mode 100644
index c37a5a2a862fc00be7282fa1626983a08234d929..0000000000000000000000000000000000000000
--- a/ash/mus/shadow.cc
+++ /dev/null
@@ -1,234 +0,0 @@
-// Copyright 2015 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.
-
-#include "ash/mus/shadow.h"
-
-#include "third_party/skia/include/core/SkBitmap.h"
-#include "ui/aura/window.h"
-#include "ui/base/class_property.h"
-#include "ui/base/resource/resource_bundle.h"
-#include "ui/compositor/layer.h"
-#include "ui/compositor/scoped_layer_animation_settings.h"
-#include "ui/resources/grit/ui_resources.h"
-
-DECLARE_UI_CLASS_PROPERTY_TYPE(ash::mus::Shadow*);
-
-namespace ash {
-namespace mus {
-namespace {
-
-DEFINE_UI_CLASS_PROPERTY_KEY(Shadow*, kShadowProperty, nullptr);
-
-// The opacity used for active shadow when animating between
-// inactive/active shadow.
-const float kInactiveShadowAnimationOpacity = 0.2f;
-
-// Shadow aperture for different styles.
-// Note that this may be greater than interior inset to allow shadows with
-// curved corners that extend inwards beyond a window's borders.
-const int kActiveInteriorAperture = 134;
-const int kInactiveInteriorAperture = 134;
-const int kSmallInteriorAperture = 9;
-
-// Interior inset for different styles.
-const int kActiveInteriorInset = 64;
-const int kInactiveInteriorInset = 64;
-const int kSmallInteriorInset = 4;
-
-// Rounded corners are overdrawn on top of the window's content layer,
-// we need to exclude them from the occlusion area.
-const int kRoundedCornerRadius = 2;
-
-// Duration for opacity animation in milliseconds.
-const int kShadowAnimationDurationMs = 100;
-
-int GetShadowApertureForStyle(Shadow::Style style) {
- switch (style) {
- case Shadow::STYLE_ACTIVE:
- return kActiveInteriorAperture;
- case Shadow::STYLE_INACTIVE:
- return kInactiveInteriorAperture;
- case Shadow::STYLE_SMALL:
- return kSmallInteriorAperture;
- }
- return 0;
-}
-
-} // namespace
-
-Shadow::Shadow() : style_(STYLE_ACTIVE), interior_inset_(0), window_(nullptr) {}
-
-Shadow::~Shadow() {
- if (window_) {
- window_->ClearProperty(kShadowProperty);
- window_->RemoveObserver(this);
- }
-}
-
-void Shadow::Init(Style style) {
- style_ = style;
-
- layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN));
- shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH));
- layer()->Add(shadow_layer_.get());
-
- UpdateImagesForStyle();
- shadow_layer_->set_name("Shadow");
- shadow_layer_->SetVisible(true);
- shadow_layer_->SetFillsBoundsOpaquely(false);
-}
-
-// static
-Shadow* Shadow::Get(aura::Window* window) {
- return window->GetProperty(kShadowProperty);
-}
-
-// static
-int Shadow::GetInteriorInsetForStyle(Shadow::Style style) {
- switch (style) {
- case Shadow::STYLE_ACTIVE:
- return kActiveInteriorInset;
- case Shadow::STYLE_INACTIVE:
- return kInactiveInteriorInset;
- case Shadow::STYLE_SMALL:
- return kSmallInteriorInset;
- }
- return 0;
-}
-
-void Shadow::SetContentBounds(const gfx::Rect& content_bounds) {
- content_bounds_ = content_bounds;
- UpdateLayerBounds();
-}
-
-void Shadow::SetStyle(Style style) {
- if (style_ == style)
- return;
-
- Style old_style = style_;
- style_ = style;
-
- // Stop waiting for any as yet unfinished implicit animations.
- StopObservingImplicitAnimations();
-
- // If we're switching to or from the small style, don't bother with
- // animations.
- if (style == STYLE_SMALL || old_style == STYLE_SMALL) {
- UpdateImagesForStyle();
- // Make sure the shadow is fully opaque.
- shadow_layer_->SetOpacity(1.0f);
- return;
- }
-
- // If we're becoming active, switch images now. Because the inactive image
- // has a very low opacity the switch isn't noticeable and this approach
- // allows us to use only a single set of shadow images at a time.
- if (style == STYLE_ACTIVE) {
- UpdateImagesForStyle();
- // Opacity was baked into inactive image, start opacity low to match.
- shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity);
- }
-
- {
- // Property sets within this scope will be implicitly animated.
- ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator());
- settings.AddObserver(this);
- settings.SetTransitionDuration(
- base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs));
- switch (style_) {
- case STYLE_ACTIVE:
- // Animate the active shadow from kInactiveShadowAnimationOpacity to
- // 1.0f.
- shadow_layer_->SetOpacity(1.0f);
- break;
- case STYLE_INACTIVE:
- // The opacity will be reset to 1.0f when animation is completed.
- shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity);
- break;
- default:
- NOTREACHED() << "Unhandled style " << style_;
- break;
- }
- }
-}
-
-void Shadow::Install(aura::Window* window) {
- window->SetProperty(kShadowProperty, this);
- window_ = window;
- window_->AddObserver(this);
-}
-
-void Shadow::OnImplicitAnimationsCompleted() {
- // If we just finished going inactive, switch images. This doesn't cause
- // a visual pop because the inactive image opacity is so low.
- if (style_ == STYLE_INACTIVE) {
- UpdateImagesForStyle();
- // Opacity is baked into inactive image, so set fully opaque.
- shadow_layer_->SetOpacity(1.0f);
- }
-}
-
-void Shadow::UpdateImagesForStyle() {
- ResourceBundle& res = ResourceBundle::GetSharedInstance();
- gfx::Image image;
- switch (style_) {
- case STYLE_ACTIVE:
- image = res.GetImageNamed(IDR_AURA_SHADOW_ACTIVE);
- break;
- case STYLE_INACTIVE:
- image = res.GetImageNamed(IDR_AURA_SHADOW_INACTIVE);
- break;
- case STYLE_SMALL:
- image = res.GetImageNamed(IDR_WINDOW_BUBBLE_SHADOW_SMALL);
- break;
- default:
- NOTREACHED() << "Unhandled style " << style_;
- break;
- }
-
- shadow_layer_->UpdateNinePatchLayerImage(image.AsImageSkia());
- image_size_ = image.Size();
- interior_inset_ = GetInteriorInsetForStyle(style_);
-
- // Image sizes may have changed.
- UpdateLayerBounds();
-}
-
-void Shadow::UpdateLayerBounds() {
- // Update bounds based on content bounds and interior inset.
- gfx::Rect layer_bounds = content_bounds_;
- layer_bounds.Inset(-interior_inset_, -interior_inset_);
- layer()->SetBounds(layer_bounds);
- shadow_layer_->SetBounds(gfx::Rect(layer_bounds.size()));
-
- // Update the shadow aperture and border for style. Note that border is in
- // layer space and it cannot exceed the bounds of the layer.
- int aperture = GetShadowApertureForStyle(style_);
- int aperture_x = std::min(aperture, layer_bounds.width() / 2);
- int aperture_y = std::min(aperture, layer_bounds.height() / 2);
- gfx::Rect aperture_rect(aperture_x, aperture_y,
- image_size_.width() - aperture_x * 2,
- image_size_.height() - aperture_y * 2);
-
- shadow_layer_->UpdateNinePatchLayerAperture(aperture_rect);
- shadow_layer_->UpdateNinePatchLayerBorder(
- gfx::Rect(aperture_x, aperture_y, aperture_x * 2, aperture_y * 2));
-
- // The content bounds in the shadow's layer space are offsetted by
- // |interior_inset_|. The occlusion area also has to be shrunk to allow
- // rounded corners overdrawing on top of the window's content.
- gfx::Rect content_bounds(interior_inset_ + kRoundedCornerRadius,
- interior_inset_ + kRoundedCornerRadius,
- content_bounds_.width() - 2 * kRoundedCornerRadius,
- content_bounds_.height() - 2 * kRoundedCornerRadius);
- shadow_layer_->UpdateNinePatchOcclusion(content_bounds);
-}
-
-void Shadow::OnWindowDestroyed(aura::Window* window) {
- DCHECK_EQ(window_, window);
- window_ = nullptr;
-}
-
-} // namespace mus
-} // namespace ash
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