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// Copyright (c) 2012 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.
#ifndef UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_
#define UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_
#include <memory>
#include "base/compiler_specific.h"
#include "base/gtest_prod_util.h"
#include "base/macros.h"
#include "build/build_config.h"
#include "ui/gfx/canvas.h"
#include "ui/gfx/color_palette.h"
#include "ui/gfx/image/image_skia.h"
#include "ui/gfx/shadow_value.h"
#include "ui/views/background.h"
#include "ui/views/border.h"
class SkRRect;
namespace gfx {
class Rect;
}
namespace views {
// Renders a border, with optional arrow, and a custom dropshadow.
// This can be used to produce floating "bubble" objects with rounded corners.
class VIEWS_EXPORT BubbleBorder : public Border {
public:
// Possible locations for the (optional) arrow.
// 0 bit specifies left or right.
// 1 bit specifies top or bottom.
// 2 bit specifies horizontal or vertical.
// 3 bit specifies whether the arrow at the center of its residing edge.
enum ArrowMask {
RIGHT = 0x01,
BOTTOM = 0x02,
VERTICAL = 0x04,
CENTER = 0x08,
};
enum Arrow {
TOP_LEFT = 0,
TOP_RIGHT = RIGHT,
BOTTOM_LEFT = BOTTOM,
BOTTOM_RIGHT = BOTTOM | RIGHT,
LEFT_TOP = VERTICAL,
RIGHT_TOP = VERTICAL | RIGHT,
LEFT_BOTTOM = VERTICAL | BOTTOM,
RIGHT_BOTTOM = VERTICAL | BOTTOM | RIGHT,
TOP_CENTER = CENTER,
BOTTOM_CENTER = CENTER | BOTTOM,
LEFT_CENTER = CENTER | VERTICAL,
RIGHT_CENTER = CENTER | VERTICAL | RIGHT,
NONE = 16, // No arrow. Positioned under the supplied rect.
FLOAT = 17, // No arrow. Centered over the supplied rect.
};
enum Shadow {
NO_SHADOW = 0,
NO_SHADOW_OPAQUE_BORDER,
BIG_SHADOW,
SMALL_SHADOW,
// NO_ASSETS borders don't draw a stroke or a shadow. This is used for
// platforms that provide their own shadows.
NO_ASSETS,
SHADOW_COUNT,
#if defined(OS_APPLE)
// On Mac, the native window server should provide its own shadow for
// windows that could overlap the browser window.
DIALOG_SHADOW = NO_ASSETS,
#else
DIALOG_SHADOW = SMALL_SHADOW,
#endif
};
// The border is stroked at 1px, but for the purposes of reserving space we
// have to deal in dip coordinates, so round up to 1dip.
static constexpr int kBorderThicknessDip = 1;
// Specific to MD bubbles: size of shadow blur (outside the bubble) and
// vertical offset, both in DIP.
static constexpr int kShadowBlur = 6;
static constexpr int kShadowVerticalOffset = 2;
BubbleBorder(Arrow arrow, Shadow shadow, SkColor color);
~BubbleBorder() override;
static bool has_arrow(Arrow a) { return a < NONE; }
static bool is_arrow_on_left(Arrow a) {
return has_arrow(a) && (a == LEFT_CENTER || !(a & (RIGHT | CENTER)));
}
static bool is_arrow_on_top(Arrow a) {
return has_arrow(a) && (a == TOP_CENTER || !(a & (BOTTOM | CENTER)));
}
static bool is_arrow_on_horizontal(Arrow a) {
return a >= NONE ? false : !(a & VERTICAL);
}
static bool is_arrow_at_center(Arrow a) {
return has_arrow(a) && !!(a & CENTER);
}
static Arrow horizontal_mirror(Arrow a) {
return (a == TOP_CENTER || a == BOTTOM_CENTER || a >= NONE)
? a
: static_cast<Arrow>(a ^ RIGHT);
}
static Arrow vertical_mirror(Arrow a) {
return (a == LEFT_CENTER || a == RIGHT_CENTER || a >= NONE)
? a
: static_cast<Arrow>(a ^ BOTTOM);
}
// Returns the insets required by a border and shadow based on
// |shadow_elevation|. This is only used for MD bubbles. A null
// |shadow_elevation| will yield the default BubbleBorder MD insets.
static gfx::Insets GetBorderAndShadowInsets(
base::Optional<int> shadow_elevation = base::nullopt);
// Draws a border and shadow based on |shadow_elevation| outside the |rect| on
// |canvas|, using |draw| as the draw function. Templated so as to accept
// either SkRect or SkRRect.
template <typename T>
static void DrawBorderAndShadow(
T rect,
void (cc::PaintCanvas::*draw)(const T&, const cc::PaintFlags&),
gfx::Canvas* canvas,
base::Optional<int> shadow_elevation = base::nullopt,
SkColor shadow_base_color = SK_ColorBLACK) {
// Borders with custom shadow elevations do not draw the 1px border.
if (!shadow_elevation.has_value()) {
// Provide a 1 px border outside the bounds.
constexpr int kBorderStrokeThicknessPx = 1;
const SkScalar one_pixel =
SkFloatToScalar(kBorderStrokeThicknessPx / canvas->image_scale());
rect.outset(one_pixel, one_pixel);
}
(canvas->sk_canvas()->*draw)(
rect, GetBorderAndShadowFlags(shadow_elevation, shadow_base_color));
}
// Set the corner radius, enables Material Design.
void SetCornerRadius(int radius);
// Get or set the arrow type.
void set_arrow(Arrow arrow) { arrow_ = arrow; }
Arrow arrow() const { return arrow_; }
// Get the shadow type.
Shadow shadow() const { return shadow_; }
// Get or set the background color for the bubble and arrow body.
void set_background_color(SkColor color) { background_color_ = color; }
SkColor background_color() const { return background_color_; }
// If true, the background color should be determined by the host's
// NativeTheme.
void set_use_theme_background_color(bool use_theme_background_color) {
use_theme_background_color_ = use_theme_background_color;
}
bool use_theme_background_color() { return use_theme_background_color_; }
// Sets a desired pixel distance between the arrow tip and the outside edge of
// the neighboring border image. For example: |----offset----|
// '(' represents shadow around the '{' edge: ((({ ^ })))
// The arrow will still anchor to the same location but the bubble will shift
// location to place the arrow |offset| pixels from the perpendicular edge.
void set_arrow_offset(int offset) { arrow_offset_ = offset; }
int arrow_offset() const { return arrow_offset_; }
// Sets the shadow elevation for MD shadows. A null |shadow_elevation| will
// yield the default BubbleBorder MD shadow.
void set_md_shadow_elevation(int shadow_elevation) {
md_shadow_elevation_ = shadow_elevation;
}
// Sets the shadow color for MD shadows. Defaults to SK_ColorBLACK.
void set_md_shadow_color(SkColor shadow_color) {
md_shadow_color_ = shadow_color;
}
// Set a flag to avoid the bubble's shadow overlapping the anchor.
void set_avoid_shadow_overlap(bool value) { avoid_shadow_overlap_ = value; }
// Sets an explicit insets value to be used.
void set_insets(const gfx::Insets& insets) { insets_ = insets; }
// Get the desired widget bounds (in screen coordinates) given the anchor rect
// and bubble content size; calculated from shadow and arrow image dimensions.
virtual gfx::Rect GetBounds(const gfx::Rect& anchor_rect,
const gfx::Size& contents_size) const;
// Returns the corner radius of the current image set.
int corner_radius() const { return corner_radius_; }
// Overridden from Border:
void Paint(const View& view, gfx::Canvas* canvas) override;
gfx::Insets GetInsets() const override;
gfx::Size GetMinimumSize() const override;
private:
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, GetSizeForContentsSizeTest);
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, GetBoundsOriginTest);
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, ShadowTypes);
// Returns the shadows based on |shadow_elevation| to use for painting the
// border and shadow, and for getting insets. This is only used for MD
// bubbles. A null |shadow_elevation| will yield the default BubbleBorder MD
// ShadowValues.
static const gfx::ShadowValues& GetShadowValues(
base::Optional<int> shadow_elevation = base::nullopt,
SkColor shadow_base_color = SK_ColorBLACK);
// Returns the paint flags to use for painting the border and shadow based on
// |shadow_elevation|. This is only used for MD bubbles. A null
// |shadow_elevation| will yield the default BubbleBorder MD PaintFlags.
static const cc::PaintFlags& GetBorderAndShadowFlags(
base::Optional<int> shadow_elevation = base::nullopt,
SkColor shadow_base_color = SK_ColorBLACK);
// The border and arrow stroke size used in image assets, in pixels.
static constexpr int kStroke = 1;
gfx::Size GetSizeForContentsSize(const gfx::Size& contents_size) const;
// Returns the region within |view| representing the client area. This can be
// set as a canvas clip to ensure any fill or shadow from the border does not
// draw over the contents of the bubble.
SkRRect GetClientRect(const View& view) const;
// Paint for the NO_ASSETS shadow type. This just paints transparent pixels
// to make the window shape based on insets and GetBorderCornerRadius().
void PaintNoAssets(const View& view, gfx::Canvas* canvas);
// Paint for the NO_SHADOW shadow type. This paints a simple line border.
void PaintNoShadow(const View& view, gfx::Canvas* canvas);
Arrow arrow_;
int arrow_offset_;
// Corner radius for the bubble border. If supplied the border will use
// material design.
int corner_radius_ = 0;
Shadow shadow_;
// Elevation for the MD shadow.
base::Optional<int> md_shadow_elevation_;
// Color for the MD shadow.
SkColor md_shadow_color_ = SK_ColorBLACK;
SkColor background_color_;
bool use_theme_background_color_;
bool avoid_shadow_overlap_ = false;
base::Optional<gfx::Insets> insets_;
DISALLOW_COPY_AND_ASSIGN(BubbleBorder);
};
// A Background that clips itself to the specified BubbleBorder and uses
// the background color of the BubbleBorder.
class VIEWS_EXPORT BubbleBackground : public Background {
public:
explicit BubbleBackground(BubbleBorder* border) : border_(border) {}
// Overridden from Background:
void Paint(gfx::Canvas* canvas, View* view) const override;
private:
BubbleBorder* border_;
DISALLOW_COPY_AND_ASSIGN(BubbleBackground);
};
} // namespace views
#endif // UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_