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Issue 412643002: Hide shadow layer when border exceeds layer bounds. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Separate the shadow layer associated with NinePatchLayer from the container parent layer. Created 6 years, 5 months ago
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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/wm/core/shadow.h" 5 #include "ui/wm/core/shadow.h"
6 6
7 #include "grit/ui_resources.h" 7 #include "grit/ui_resources.h"
8 #include "third_party/skia/include/core/SkBitmap.h" 8 #include "third_party/skia/include/core/SkBitmap.h"
9 #include "ui/base/resource/resource_bundle.h" 9 #include "ui/base/resource/resource_bundle.h"
10 #include "ui/compositor/layer.h" 10 #include "ui/compositor/layer.h"
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74 74
75 Shadow::Shadow() : style_(STYLE_ACTIVE), interior_inset_(0) { 75 Shadow::Shadow() : style_(STYLE_ACTIVE), interior_inset_(0) {
76 } 76 }
77 77
78 Shadow::~Shadow() { 78 Shadow::~Shadow() {
79 } 79 }
80 80
81 void Shadow::Init(Style style) { 81 void Shadow::Init(Style style) {
82 style_ = style; 82 style_ = style;
83 83
84 layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH)); 84 layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN));
85 shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH));
86 layer()->Add(shadow_layer_.get());
87
85 UpdateImagesForStyle(); 88 UpdateImagesForStyle();
86 layer()->set_name("Shadow"); 89 shadow_layer_->set_name("Shadow");
87 layer()->SetVisible(true); 90 shadow_layer_->SetVisible(true);
88 layer()->SetFillsBoundsOpaquely(false); 91 shadow_layer_->SetFillsBoundsOpaquely(false);
89 layer()->SetOpacity(GetOpacityForStyle(style_)); 92 shadow_layer_->SetOpacity(GetOpacityForStyle(style_));
90 } 93 }
91 94
92 void Shadow::SetContentBounds(const gfx::Rect& content_bounds) { 95 void Shadow::SetContentBounds(const gfx::Rect& content_bounds) {
93 content_bounds_ = content_bounds; 96 content_bounds_ = content_bounds;
94 UpdateLayerBounds(); 97 UpdateLayerBounds();
95 } 98 }
96 99
97 void Shadow::SetStyle(Style style) { 100 void Shadow::SetStyle(Style style) {
98 if (style_ == style) 101 if (style_ == style)
99 return; 102 return;
100 103
101 Style old_style = style_; 104 Style old_style = style_;
102 style_ = style; 105 style_ = style;
103 106
104 // Stop waiting for any as yet unfinished implicit animations. 107 // Stop waiting for any as yet unfinished implicit animations.
105 StopObservingImplicitAnimations(); 108 StopObservingImplicitAnimations();
106 109
107 // If we're switching to or from the small style, don't bother with 110 // If we're switching to or from the small style, don't bother with
108 // animations. 111 // animations.
109 if (style == STYLE_SMALL || old_style == STYLE_SMALL) { 112 if (style == STYLE_SMALL || old_style == STYLE_SMALL) {
110 UpdateImagesForStyle(); 113 UpdateImagesForStyle();
111 layer()->SetOpacity(GetOpacityForStyle(style)); 114 shadow_layer_->SetOpacity(GetOpacityForStyle(style));
112 return; 115 return;
113 } 116 }
114 117
115 // If we're becoming active, switch images now. Because the inactive image 118 // If we're becoming active, switch images now. Because the inactive image
116 // has a very low opacity the switch isn't noticeable and this approach 119 // has a very low opacity the switch isn't noticeable and this approach
117 // allows us to use only a single set of shadow images at a time. 120 // allows us to use only a single set of shadow images at a time.
118 if (style == STYLE_ACTIVE) { 121 if (style == STYLE_ACTIVE) {
119 UpdateImagesForStyle(); 122 UpdateImagesForStyle();
120 // Opacity was baked into inactive image, start opacity low to match. 123 // Opacity was baked into inactive image, start opacity low to match.
121 layer()->SetOpacity(kInactiveShadowOpacity); 124 shadow_layer_->SetOpacity(kInactiveShadowOpacity);
122 } 125 }
123 126
124 { 127 {
125 // Property sets within this scope will be implicitly animated. 128 // Property sets within this scope will be implicitly animated.
126 ui::ScopedLayerAnimationSettings settings(layer()->GetAnimator()); 129 ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator());
127 settings.AddObserver(this); 130 settings.AddObserver(this);
128 settings.SetTransitionDuration( 131 settings.SetTransitionDuration(
129 base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs)); 132 base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs));
130 switch (style_) { 133 switch (style_) {
131 case STYLE_ACTIVE: 134 case STYLE_ACTIVE:
132 layer()->SetOpacity(kActiveShadowOpacity); 135 shadow_layer_->SetOpacity(kActiveShadowOpacity);
133 break; 136 break;
134 case STYLE_INACTIVE: 137 case STYLE_INACTIVE:
135 layer()->SetOpacity(kInactiveShadowOpacity); 138 shadow_layer_->SetOpacity(kInactiveShadowOpacity);
136 break; 139 break;
137 default: 140 default:
138 NOTREACHED() << "Unhandled style " << style_; 141 NOTREACHED() << "Unhandled style " << style_;
139 break; 142 break;
140 } 143 }
141 } 144 }
142 } 145 }
143 146
144 void Shadow::OnImplicitAnimationsCompleted() { 147 void Shadow::OnImplicitAnimationsCompleted() {
145 // If we just finished going inactive, switch images. This doesn't cause 148 // If we just finished going inactive, switch images. This doesn't cause
146 // a visual pop because the inactive image opacity is so low. 149 // a visual pop because the inactive image opacity is so low.
147 if (style_ == STYLE_INACTIVE) { 150 if (style_ == STYLE_INACTIVE) {
148 UpdateImagesForStyle(); 151 UpdateImagesForStyle();
149 // Opacity is baked into inactive image, so set fully opaque. 152 // Opacity is baked into inactive image, so set fully opaque.
150 layer()->SetOpacity(1.0f); 153 shadow_layer_->SetOpacity(1.0f);
151 } 154 }
152 } 155 }
153 156
154 void Shadow::UpdateImagesForStyle() { 157 void Shadow::UpdateImagesForStyle() {
155 ResourceBundle& res = ResourceBundle::GetSharedInstance(); 158 ResourceBundle& res = ResourceBundle::GetSharedInstance();
156 gfx::Image image; 159 gfx::Image image;
157 switch (style_) { 160 switch (style_) {
158 case STYLE_ACTIVE: 161 case STYLE_ACTIVE:
159 image = res.GetImageNamed(IDR_AURA_SHADOW_ACTIVE); 162 image = res.GetImageNamed(IDR_AURA_SHADOW_ACTIVE);
160 break; 163 break;
161 case STYLE_INACTIVE: 164 case STYLE_INACTIVE:
162 image = res.GetImageNamed(IDR_AURA_SHADOW_INACTIVE); 165 image = res.GetImageNamed(IDR_AURA_SHADOW_INACTIVE);
163 break; 166 break;
164 case STYLE_SMALL: 167 case STYLE_SMALL:
165 image = res.GetImageNamed(IDR_WINDOW_BUBBLE_SHADOW_SMALL); 168 image = res.GetImageNamed(IDR_WINDOW_BUBBLE_SHADOW_SMALL);
166 break; 169 break;
167 default: 170 default:
168 NOTREACHED() << "Unhandled style " << style_; 171 NOTREACHED() << "Unhandled style " << style_;
169 break; 172 break;
170 } 173 }
171 174
172 // Calculate shadow aperture for style. 175 // Calculate shadow aperture for style.
173 int shadow_aperture = GetShadowApertureForStyle(style_); 176 int shadow_aperture = GetShadowApertureForStyle(style_);
174 gfx::Rect aperture(shadow_aperture, 177 gfx::Rect aperture(shadow_aperture,
175 shadow_aperture, 178 shadow_aperture,
176 image.Width() - shadow_aperture * 2, 179 image.Width() - shadow_aperture * 2,
177 image.Height() - shadow_aperture * 2); 180 image.Height() - shadow_aperture * 2);
178 181
179 // Update nine-patch layer with new bitmap and aperture. 182 // Update nine-patch layer with new bitmap and aperture.
180 layer()->UpdateNinePatchLayerBitmap(image.AsBitmap(), aperture); 183 shadow_layer_->UpdateNinePatchLayerBitmap(image.AsBitmap(), aperture);
181 184
182 // Update interior inset for style. 185 // Update interior inset for style.
183 interior_inset_ = GetInteriorInsetForStyle(style_); 186 interior_inset_ = GetInteriorInsetForStyle(style_);
184 187
185 // Image sizes may have changed. 188 // Image sizes may have changed.
186 UpdateLayerBounds(); 189 UpdateLayerBounds();
187 } 190 }
188 191
189 void Shadow::UpdateLayerBounds() { 192 void Shadow::UpdateLayerBounds() {
190 // Update bounds based on content bounds and interior inset. 193 // Update bounds based on content bounds and interior inset.
191 gfx::Rect layer_bounds = content_bounds_; 194 gfx::Rect layer_bounds = content_bounds_;
192 layer_bounds.Inset(-interior_inset_, -interior_inset_); 195 layer_bounds.Inset(-interior_inset_, -interior_inset_);
193 layer()->SetBounds(layer_bounds); 196 layer()->SetBounds(layer_bounds);
197 shadow_layer_->SetBounds(gfx::Rect(layer_bounds.size()));
194 198
195 // Calculate shadow border for style. Note that |border| is in layer space 199 // Calculate shadow border for style. Note that border is in layer space
196 // and it cannot exceed the bounds of the layer. 200 // and it cannot exceed the bounds of the layer.
197 int shadow_aperture = GetShadowApertureForStyle(style_); 201 int shadow_aperture = GetShadowApertureForStyle(style_);
198 int border_width = std::min(shadow_aperture * 2, layer_bounds.width()); 202 gfx::Rect border(shadow_aperture, shadow_aperture,
199 int border_height = std::min(shadow_aperture * 2, layer_bounds.height()); 203 shadow_aperture * 2, shadow_aperture * 2);
200 gfx::Rect border(border_width / 2, 204 if (layer_bounds.width() < border.width() ||
201 border_height / 2, 205 layer_bounds.height() < border.height()) {
202 border_width, 206 shadow_layer_->SetVisible(false);
203 border_height); 207 } else {
204 layer()->UpdateNinePatchLayerBorder(border); 208 shadow_layer_->SetVisible(true);
209 shadow_layer_->UpdateNinePatchLayerBorder(border);
210 }
205 } 211 }
206 212
207 } // namespace wm 213 } // namespace wm
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