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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 "third_party/skia/include/core/SkBitmap.h" | 7 #include "third_party/skia/include/core/SkBitmap.h" |
8 #include "ui/base/resource/resource_bundle.h" | 8 #include "ui/base/resource/resource_bundle.h" |
9 #include "ui/compositor/layer.h" | 9 #include "ui/compositor/layer.h" |
10 #include "ui/compositor/scoped_layer_animation_settings.h" | 10 #include "ui/compositor/scoped_layer_animation_settings.h" |
11 #include "ui/resources/grit/ui_resources.h" | 11 #include "ui/resources/grit/ui_resources.h" |
12 | 12 |
13 namespace { | 13 namespace { |
14 | 14 |
15 // Shadow opacity for different styles. | 15 // The opacity used for active shadow when animating between |
16 const float kActiveShadowOpacity = 1.0f; | 16 // inactive/active shadow. |
17 const float kInactiveShadowOpacity = 0.2f; | 17 const float kInactiveShadowAnimationOpacity = 0.2f; |
18 const float kSmallShadowOpacity = 1.0f; | |
19 | 18 |
20 // Shadow aperture for different styles. | 19 // Shadow aperture for different styles. |
21 // Note that this may be greater than interior inset to allow shadows with | 20 // Note that this may be greater than interior inset to allow shadows with |
22 // curved corners that extend inwards beyond a window's borders. | 21 // curved corners that extend inwards beyond a window's borders. |
23 const int kActiveInteriorAperture = 134; | 22 const int kActiveInteriorAperture = 134; |
24 const int kInactiveInteriorAperture = 134; | 23 const int kInactiveInteriorAperture = 134; |
25 const int kSmallInteriorAperture = 9; | 24 const int kSmallInteriorAperture = 9; |
26 | 25 |
27 // Interior inset for different styles. | 26 // Interior inset for different styles. |
28 const int kActiveInteriorInset = 64; | 27 const int kActiveInteriorInset = 64; |
29 const int kInactiveInteriorInset = 64; | 28 const int kInactiveInteriorInset = 64; |
30 const int kSmallInteriorInset = 4; | 29 const int kSmallInteriorInset = 4; |
31 | 30 |
32 // Duration for opacity animation in milliseconds. | 31 // Duration for opacity animation in milliseconds. |
33 const int kShadowAnimationDurationMs = 100; | 32 const int kShadowAnimationDurationMs = 100; |
34 | 33 |
35 float GetOpacityForStyle(wm::Shadow::Style style) { | |
36 switch (style) { | |
37 case wm::Shadow::STYLE_ACTIVE: | |
38 return kActiveShadowOpacity; | |
39 case wm::Shadow::STYLE_INACTIVE: | |
40 return kInactiveShadowOpacity; | |
41 case wm::Shadow::STYLE_SMALL: | |
42 return kSmallShadowOpacity; | |
43 } | |
44 return 1.0f; | |
45 } | |
46 | |
47 int GetShadowApertureForStyle(wm::Shadow::Style style) { | 34 int GetShadowApertureForStyle(wm::Shadow::Style style) { |
48 switch (style) { | 35 switch (style) { |
49 case wm::Shadow::STYLE_ACTIVE: | 36 case wm::Shadow::STYLE_ACTIVE: |
50 return kActiveInteriorAperture; | 37 return kActiveInteriorAperture; |
51 case wm::Shadow::STYLE_INACTIVE: | 38 case wm::Shadow::STYLE_INACTIVE: |
52 return kInactiveInteriorAperture; | 39 return kInactiveInteriorAperture; |
53 case wm::Shadow::STYLE_SMALL: | 40 case wm::Shadow::STYLE_SMALL: |
54 return kSmallInteriorAperture; | 41 return kSmallInteriorAperture; |
55 } | 42 } |
56 return 0; | 43 return 0; |
(...skipping 25 matching lines...) Expand all Loading... |
82 style_ = style; | 69 style_ = style; |
83 | 70 |
84 layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN)); | 71 layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN)); |
85 shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH)); | 72 shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH)); |
86 layer()->Add(shadow_layer_.get()); | 73 layer()->Add(shadow_layer_.get()); |
87 | 74 |
88 UpdateImagesForStyle(); | 75 UpdateImagesForStyle(); |
89 shadow_layer_->set_name("Shadow"); | 76 shadow_layer_->set_name("Shadow"); |
90 shadow_layer_->SetVisible(true); | 77 shadow_layer_->SetVisible(true); |
91 shadow_layer_->SetFillsBoundsOpaquely(false); | 78 shadow_layer_->SetFillsBoundsOpaquely(false); |
92 shadow_layer_->SetOpacity(GetOpacityForStyle(style_)); | |
93 } | 79 } |
94 | 80 |
95 void Shadow::SetContentBounds(const gfx::Rect& content_bounds) { | 81 void Shadow::SetContentBounds(const gfx::Rect& content_bounds) { |
96 content_bounds_ = content_bounds; | 82 content_bounds_ = content_bounds; |
97 UpdateLayerBounds(); | 83 UpdateLayerBounds(); |
98 } | 84 } |
99 | 85 |
100 void Shadow::SetStyle(Style style) { | 86 void Shadow::SetStyle(Style style) { |
101 if (style_ == style) | 87 if (style_ == style) |
102 return; | 88 return; |
103 | 89 |
104 Style old_style = style_; | 90 Style old_style = style_; |
105 style_ = style; | 91 style_ = style; |
106 | 92 |
107 // Stop waiting for any as yet unfinished implicit animations. | 93 // Stop waiting for any as yet unfinished implicit animations. |
108 StopObservingImplicitAnimations(); | 94 StopObservingImplicitAnimations(); |
109 | 95 |
110 // If we're switching to or from the small style, don't bother with | 96 // If we're switching to or from the small style, don't bother with |
111 // animations. | 97 // animations. |
112 if (style == STYLE_SMALL || old_style == STYLE_SMALL) { | 98 if (style == STYLE_SMALL || old_style == STYLE_SMALL) { |
113 UpdateImagesForStyle(); | 99 UpdateImagesForStyle(); |
114 shadow_layer_->SetOpacity(GetOpacityForStyle(style)); | 100 // Make sure the shadow is fully opaque. |
| 101 shadow_layer_->SetOpacity(1.0f); |
115 return; | 102 return; |
116 } | 103 } |
117 | 104 |
118 // If we're becoming active, switch images now. Because the inactive image | 105 // If we're becoming active, switch images now. Because the inactive image |
119 // has a very low opacity the switch isn't noticeable and this approach | 106 // has a very low opacity the switch isn't noticeable and this approach |
120 // allows us to use only a single set of shadow images at a time. | 107 // allows us to use only a single set of shadow images at a time. |
121 if (style == STYLE_ACTIVE) { | 108 if (style == STYLE_ACTIVE) { |
122 UpdateImagesForStyle(); | 109 UpdateImagesForStyle(); |
123 // Opacity was baked into inactive image, start opacity low to match. | 110 // Opacity was baked into inactive image, start opacity low to match. |
124 shadow_layer_->SetOpacity(kInactiveShadowOpacity); | 111 shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity); |
125 } | 112 } |
126 | 113 |
127 { | 114 { |
128 // Property sets within this scope will be implicitly animated. | 115 // Property sets within this scope will be implicitly animated. |
129 ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator()); | 116 ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator()); |
130 settings.AddObserver(this); | 117 settings.AddObserver(this); |
131 settings.SetTransitionDuration( | 118 settings.SetTransitionDuration( |
132 base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs)); | 119 base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs)); |
133 switch (style_) { | 120 switch (style_) { |
134 case STYLE_ACTIVE: | 121 case STYLE_ACTIVE: |
135 shadow_layer_->SetOpacity(kActiveShadowOpacity); | 122 // Animate the active shadow from kInactiveShadowAnimationOpacity to |
| 123 // 1.0f. |
| 124 shadow_layer_->SetOpacity(1.0f); |
136 break; | 125 break; |
137 case STYLE_INACTIVE: | 126 case STYLE_INACTIVE: |
138 shadow_layer_->SetOpacity(kInactiveShadowOpacity); | 127 // The opacity will be reset to 1.0f when animation is completed. |
| 128 shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity); |
139 break; | 129 break; |
140 default: | 130 default: |
141 NOTREACHED() << "Unhandled style " << style_; | 131 NOTREACHED() << "Unhandled style " << style_; |
142 break; | 132 break; |
143 } | 133 } |
144 } | 134 } |
145 } | 135 } |
146 | 136 |
147 void Shadow::OnImplicitAnimationsCompleted() { | 137 void Shadow::OnImplicitAnimationsCompleted() { |
148 // If we just finished going inactive, switch images. This doesn't cause | 138 // If we just finished going inactive, switch images. This doesn't cause |
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194 int aperture_y = std::min(aperture, layer_bounds.height() / 2); | 184 int aperture_y = std::min(aperture, layer_bounds.height() / 2); |
195 shadow_layer_->UpdateNinePatchLayerAperture( | 185 shadow_layer_->UpdateNinePatchLayerAperture( |
196 gfx::Rect(aperture_x, aperture_y, | 186 gfx::Rect(aperture_x, aperture_y, |
197 image_size_.width() - aperture_x * 2, | 187 image_size_.width() - aperture_x * 2, |
198 image_size_.height() - aperture_y * 2)); | 188 image_size_.height() - aperture_y * 2)); |
199 shadow_layer_->UpdateNinePatchLayerBorder( | 189 shadow_layer_->UpdateNinePatchLayerBorder( |
200 gfx::Rect(aperture_x, aperture_y, aperture_x * 2, aperture_y * 2)); | 190 gfx::Rect(aperture_x, aperture_y, aperture_x * 2, aperture_y * 2)); |
201 } | 191 } |
202 | 192 |
203 } // namespace wm | 193 } // namespace wm |
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