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// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/views/bubble/bubble_border.h"
#include <algorithm>
#include <map>
#include <tuple>
#include <utility>
#include "base/check_op.h"
#include "base/cxx17_backports.h"
#include "base/logging.h"
#include "base/no_destructor.h"
#include "base/notreached.h"
#include "cc/paint/paint_flags.h"
#include "third_party/skia/include/core/SkBlendMode.h"
#include "third_party/skia/include/core/SkClipOp.h"
#include "third_party/skia/include/core/SkPath.h"
#include "third_party/skia/include/core/SkPoint.h"
#include "third_party/skia/include/core/SkRRect.h"
#include "third_party/skia/include/core/SkRect.h"
#include "third_party/skia/include/core/SkScalar.h"
#include "ui/color/color_id.h"
#include "ui/color/color_provider.h"
#include "ui/gfx/canvas.h"
#include "ui/gfx/color_palette.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rrect_f.h"
#include "ui/gfx/geometry/skia_conversions.h"
#include "ui/gfx/geometry/vector2d.h"
#include "ui/gfx/scoped_canvas.h"
#include "ui/gfx/shadow_value.h"
#include "ui/gfx/skia_paint_util.h"
#include "ui/resources/grit/ui_resources.h"
#include "ui/views/bubble/bubble_border_arrow_utils.h"
#include "ui/views/view.h"
namespace views {
namespace {
// GetShadowValues and GetBorderAndShadowFlags cache their results. The shadow
// values depend on the shadow elevation, color and shadow type, so we create a
// tuple to key the cache.
using ShadowCacheKey = std::tuple<int, SkColor, BubbleBorder::Shadow>;
SkColor GetKeyShadowColor(int elevation,
const ui::ColorProvider* color_provider) {
switch (elevation) {
case 3: {
return color_provider->GetColor(
ui::kColorShadowValueKeyShadowElevationThree);
}
case 16: {
return color_provider->GetColor(
ui::kColorShadowValueKeyShadowElevationSixteen);
}
default:
// This surface has not been updated for Refresh. Fall back to the
// deprecated style.
return color_provider->GetColor(ui::kColorShadowBase);
}
}
SkColor GetAmbientShadowColor(int elevation,
const ui::ColorProvider* color_provider) {
switch (elevation) {
case 3: {
return color_provider->GetColor(
ui::kColorShadowValueAmbientShadowElevationThree);
}
case 16: {
return color_provider->GetColor(
ui::kColorShadowValueAmbientShadowElevationSixteen);
}
default:
// This surface has not been updated for Refresh. Fall back to the
// deprecated style.
return color_provider->GetColor(ui::kColorShadowBase);
}
}
enum BubbleArrowPart { kFill, kBorder };
SkPath GetVisibleArrowPath(BubbleBorder::Arrow arrow,
const gfx::Rect& bounds,
BubbleArrowPart part) {
constexpr size_t kNumPoints = 4;
gfx::RectF bounds_f(bounds);
SkPoint points[kNumPoints];
switch (GetBubbleArrowSide(arrow)) {
case BubbleArrowSide::kRight:
points[0] = {bounds_f.x(), bounds_f.y()};
points[1] = {bounds_f.right(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius - 1};
points[2] = {bounds_f.right(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius};
points[3] = {bounds_f.x(), bounds_f.bottom() - 1};
break;
case BubbleArrowSide::kLeft:
points[0] = {bounds_f.right(), bounds_f.bottom() - 1};
points[1] = {bounds_f.x(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius};
points[2] = {bounds_f.x(),
bounds_f.y() + BubbleBorder::kVisibleArrowRadius - 1};
points[3] = {bounds_f.right(), bounds_f.y()};
break;
case BubbleArrowSide::kTop:
points[0] = {bounds_f.x(), bounds_f.bottom()};
points[1] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius - 1,
bounds_f.y()};
points[2] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius,
bounds_f.y()};
points[3] = {bounds_f.right() - 1, bounds_f.bottom()};
break;
case BubbleArrowSide::kBottom:
points[0] = {bounds_f.right() - 1, bounds_f.y()};
points[1] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius,
bounds_f.bottom()};
points[2] = {bounds_f.x() + BubbleBorder::kVisibleArrowRadius - 1,
bounds_f.bottom()};
points[3] = {bounds_f.x(), bounds_f.y()};
break;
}
return SkPath::Polygon(points, kNumPoints, part == BubbleArrowPart::kFill);
}
const gfx::ShadowValues& GetShadowValues(
const ui::ColorProvider* color_provider,
absl::optional<int> elevation,
BubbleBorder::Shadow shadow_type) {
// If the color provider does not exist the shadow values are being created in
// order to calculate Insets. In that case the color plays no role so always
// set those colors to gfx::kPlaceholderColor.
SkColor color = color_provider
? color_provider->GetColor(ui::kColorShadowBase)
: gfx::kPlaceholderColor;
// The shadows are always the same for any elevation and color combination, so
// construct them once and cache.
static base::NoDestructor<std::map<ShadowCacheKey, gfx::ShadowValues>>
shadow_map;
ShadowCacheKey key(elevation.value_or(-1), color, shadow_type);
if (shadow_map->find(key) != shadow_map->end())
return shadow_map->find(key)->second;
gfx::ShadowValues shadows;
if (elevation.has_value()) {
DCHECK_GE(elevation.value(), 0);
SkColor key_shadow_color =
color_provider ? GetKeyShadowColor(elevation.value(), color_provider)
: gfx::kPlaceholderColor;
SkColor ambient_shadow_color =
color_provider
? GetAmbientShadowColor(elevation.value(), color_provider)
: gfx::kPlaceholderColor;
shadows = gfx::ShadowValue::MakeShadowValues(
elevation.value(), key_shadow_color, ambient_shadow_color);
#if BUILDFLAG(IS_CHROMEOS_ASH)
if (shadow_type == BubbleBorder::CHROMEOS_SYSTEM_UI_SHADOW) {
shadows = gfx::ShadowValue::MakeChromeOSSystemUIShadowValues(
elevation.value(), key_shadow_color);
}
#endif
} else {
constexpr int kSmallShadowVerticalOffset = 2;
constexpr int kSmallShadowBlur = 4;
SkColor kSmallShadowColor =
color_provider
? color_provider->GetColor(ui::kColorBubbleBorderShadowSmall)
: gfx::kPlaceholderColor;
SkColor kLargeShadowColor =
color_provider
? color_provider->GetColor(ui::kColorBubbleBorderShadowLarge)
: gfx::kPlaceholderColor;
// gfx::ShadowValue counts blur pixels both inside and outside the shape,
// whereas these blur values only describe the outside portion, hence they
// must be doubled.
shadows = gfx::ShadowValues({
{gfx::Vector2d(0, kSmallShadowVerticalOffset), 2 * kSmallShadowBlur,
kSmallShadowColor},
{gfx::Vector2d(0, BubbleBorder::kShadowVerticalOffset),
2 * BubbleBorder::kShadowBlur, kLargeShadowColor},
});
}
shadow_map->insert({key, shadows});
return shadow_map->find(key)->second;
}
const cc::PaintFlags& GetBorderAndShadowFlags(
const ui::ColorProvider* color_provider,
absl::optional<int> elevation,
BubbleBorder::Shadow shadow_type) {
// The flags are always the same for any elevation and color combination, so
// construct them once and cache.
static base::NoDestructor<std::map<ShadowCacheKey, cc::PaintFlags>> flag_map;
ShadowCacheKey key(elevation.value_or(-1),
color_provider->GetColor(ui::kColorShadowBase),
shadow_type);
if (flag_map->find(key) != flag_map->end())
return flag_map->find(key)->second;
cc::PaintFlags flags;
flags.setColor(
color_provider->GetColor(ui::kColorBubbleBorderWhenShadowPresent));
flags.setAntiAlias(true);
flags.setLooper(gfx::CreateShadowDrawLooper(
GetShadowValues(color_provider, elevation, shadow_type)));
flag_map->insert({key, flags});
return flag_map->find(key)->second;
}
template <typename T>
void DrawBorderAndShadowImpl(
T rect,
void (cc::PaintCanvas::*draw)(const T&, const cc::PaintFlags&),
gfx::Canvas* canvas,
const ui::ColorProvider* color_provider,
absl::optional<int> shadow_elevation = absl::nullopt,
BubbleBorder::Shadow shadow_type = BubbleBorder::STANDARD_SHADOW) {
// 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(color_provider, shadow_elevation, shadow_type));
}
} // namespace
constexpr int BubbleBorder::kBorderThicknessDip;
constexpr int BubbleBorder::kShadowBlur;
constexpr int BubbleBorder::kShadowVerticalOffset;
constexpr int BubbleBorder::kVisibleArrowGap;
constexpr int BubbleBorder::kVisibleArrowLength;
constexpr int BubbleBorder::kVisibleArrowRadius;
constexpr int BubbleBorder::kVisibleArrowBuffer;
BubbleBorder::BubbleBorder(Arrow arrow, Shadow shadow, ui::ColorId color_id)
: arrow_(arrow), shadow_(shadow), color_id_(color_id) {
DCHECK_LT(shadow_, SHADOW_COUNT);
}
BubbleBorder::~BubbleBorder() = default;
// static
gfx::Insets BubbleBorder::GetBorderAndShadowInsets(
absl::optional<int> elevation,
BubbleBorder::Shadow shadow_type) {
// Borders with custom shadow elevations do not draw the 1px border.
if (elevation.has_value())
return -gfx::ShadowValue::GetMargin(
GetShadowValues(nullptr, elevation, shadow_type));
constexpr gfx::Insets blur(kShadowBlur + kBorderThicknessDip);
constexpr auto offset =
gfx::Insets::TLBR(-kShadowVerticalOffset, 0, kShadowVerticalOffset, 0);
return blur + offset;
}
void BubbleBorder::SetCornerRadius(int corner_radius) {
corner_radius_ = corner_radius;
}
void BubbleBorder::SetRoundedCorners(int top_left,
int top_right,
int bottom_right,
int bottom_left) {
radii_[0].iset(top_left, top_left);
radii_[1].iset(top_right, top_right);
radii_[2].iset(bottom_right, bottom_right);
radii_[3].iset(bottom_left, bottom_left);
}
void BubbleBorder::SetColor(SkColor color) {
requested_color_ = color;
UpdateColor(nullptr);
}
gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& anchor_rect,
const gfx::Size& contents_size) const {
const gfx::Size size(GetSizeForContentsSize(contents_size));
// In floating mode, the bounds of the bubble border and the |anchor_rect|
// have coinciding central points.
if (arrow_ == FLOAT) {
gfx::Rect rect(anchor_rect.CenterPoint(), size);
rect.Offset(gfx::Vector2d(-size.width() / 2, -size.height() / 2));
return rect;
}
// If no arrow is used, in the vertical direction, the bubble is placed below
// the |anchor_rect| while they have coinciding horizontal centers.
if (arrow_ == NONE) {
gfx::Rect rect(anchor_rect.bottom_center(), size);
rect.Offset(gfx::Vector2d(-size.width() / 2, 0));
return rect;
}
// In all other cases, the used arrow determines the placement of the bubble
// with respect to the |anchor_rect|.
gfx::Rect contents_bounds(contents_size);
// Always apply the border part of the inset before calculating coordinates,
// that ensures the bubble's border is aligned with the anchor's border.
// For the purposes of positioning, the border is rounded up to a dip, which
// may cause misalignment in scale factors greater than 1.
// TODO(estade): when it becomes possible to provide px bounds instead of
// dip bounds, fix this.
// Borders with custom shadow elevations do not draw the 1px border.
const gfx::Insets border_insets =
shadow_ == NO_SHADOW || md_shadow_elevation_.has_value()
? gfx::Insets()
: gfx::Insets(kBorderThicknessDip);
const gfx::Insets insets = GetInsets();
const gfx::Insets shadow_insets = insets - border_insets;
// TODO(dfried): Collapse border into visible arrow where applicable.
contents_bounds.Inset(-border_insets);
DCHECK(!avoid_shadow_overlap_ || !visible_arrow_);
// If |avoid_shadow_overlap_| is true, the shadow part of the inset is also
// applied now, to ensure that the shadow itself doesn't overlap the anchor.
if (avoid_shadow_overlap_)
contents_bounds.Inset(-shadow_insets);
// Adjust the contents to align with the arrow. The `anchor_point` is the
// point on `anchor_rect` to offset from; it is also used as part of the
// visible arrow calculation if present.
gfx::Point anchor_point =
GetArrowAnchorPointFromAnchorRect(arrow_, anchor_rect);
contents_bounds += GetContentBoundsOffsetToArrowAnchorPoint(
contents_bounds, arrow_, anchor_point);
// With NO_SHADOW, there should be further insets, but the same logic is
// used to position the bubble origin according to |anchor_rect|.
DCHECK(shadow_ != NO_SHADOW || insets_.has_value() ||
shadow_insets.IsEmpty() || visible_arrow_);
if (!avoid_shadow_overlap_)
contents_bounds.Inset(-shadow_insets);
// |arrow_offset_| is used to adjust bubbles that would normally be
// partially offscreen.
if (is_arrow_on_horizontal(arrow_))
contents_bounds += gfx::Vector2d(-arrow_offset_, 0);
else
contents_bounds += gfx::Vector2d(0, -arrow_offset_);
// If no visible arrow is shown, return the content bounds.
if (!visible_arrow_)
return contents_bounds;
// Finally, get the needed movement vector of |contents_bounds| to create the
// space needed to place the visible arrow. adjustments because we don't want
// the positioning to be altered. Offset by the size of the arrow's inset on
// each side (only one side will be nonzero) to create space for the visible
// arrow.
contents_bounds +=
GetContentsBoundsOffsetToPlaceVisibleArrow(arrow_, /*include_gap=*/true);
// We have an anchor point which is appropriate for the arrow type, but
// when anchoring to a small view it looks better to track from the middle
// of the view rather than a corner. We may still adjust this point if
// it's too close to the edge of the bubble (in this case by adjusting the
// bubble by a few pixels rather than the anchor point).
const gfx::Point anchor_center = anchor_rect.CenterPoint();
const gfx::Point contents_center = contents_bounds.CenterPoint();
if (IsVerticalArrow(arrow_)) {
const int right_bound =
contents_bounds.right() -
(kVisibleArrowBuffer + kVisibleArrowRadius + shadow_insets.right());
const int left_bound = contents_bounds.x() + kVisibleArrowBuffer +
kVisibleArrowRadius + shadow_insets.left();
if (anchor_point.x() > anchor_center.x() &&
anchor_center.x() > contents_center.x()) {
anchor_point.set_x(anchor_center.x());
} else if (anchor_point.x() > right_bound) {
anchor_point.set_x(std::max(anchor_rect.x(), right_bound));
} else if (anchor_point.x() < anchor_center.x() &&
anchor_center.x() < contents_center.x()) {
anchor_point.set_x(anchor_center.x());
} else if (anchor_point.x() < left_bound) {
anchor_point.set_x(std::min(anchor_rect.right(), left_bound));
}
if (anchor_point.x() < left_bound) {
contents_bounds -= gfx::Vector2d(left_bound - anchor_point.x(), 0);
} else if (anchor_point.x() > right_bound) {
contents_bounds += gfx::Vector2d(anchor_point.x() - right_bound, 0);
}
} else {
const int bottom_bound =
contents_bounds.bottom() -
(kVisibleArrowBuffer + kVisibleArrowRadius + shadow_insets.bottom());
const int top_bound = contents_bounds.y() + kVisibleArrowBuffer +
kVisibleArrowRadius + shadow_insets.top();
if (anchor_point.y() > anchor_center.y() &&
anchor_center.y() > contents_center.y()) {
anchor_point.set_y(anchor_center.y());
} else if (anchor_point.y() > bottom_bound) {
anchor_point.set_y(std::max(anchor_rect.y(), bottom_bound));
} else if (anchor_point.y() < anchor_center.y() &&
anchor_center.y() < contents_center.y()) {
anchor_point.set_y(anchor_center.y());
} else if (anchor_point.y() < top_bound) {
anchor_point.set_y(std::min(anchor_rect.bottom(), top_bound));
}
if (anchor_point.y() < top_bound) {
contents_bounds -= gfx::Vector2d(0, top_bound - anchor_point.y());
} else if (anchor_point.y() > bottom_bound) {
contents_bounds += gfx::Vector2d(0, anchor_point.y() - bottom_bound);
}
}
CalculateVisibleArrowRect(contents_bounds, anchor_point);
return contents_bounds;
}
// static
gfx::Vector2d BubbleBorder::GetContentsBoundsOffsetToPlaceVisibleArrow(
BubbleBorder::Arrow arrow,
bool include_gap) {
DCHECK(has_arrow(arrow));
const gfx::Insets visible_arrow_insets =
GetVisibleArrowInsets(arrow, include_gap);
return gfx::Vector2d(
visible_arrow_insets.left() - visible_arrow_insets.right(),
visible_arrow_insets.top() - visible_arrow_insets.bottom());
}
void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) {
if (shadow_ == NO_SHADOW) {
PaintNoShadow(view, canvas);
return;
}
gfx::ScopedCanvas scoped(canvas);
SkRRect r_rect = GetClientRect(view);
canvas->sk_canvas()->clipRRect(r_rect, SkClipOp::kDifference,
true /*doAntiAlias*/);
DrawBorderAndShadowImpl(r_rect, &cc::PaintCanvas::drawRRect, canvas,
view.GetColorProvider(), md_shadow_elevation_,
shadow_);
if (visible_arrow_)
PaintVisibleArrow(view, canvas);
}
// static
void BubbleBorder::DrawBorderAndShadow(
SkRect rect,
gfx::Canvas* canvas,
const ui::ColorProvider* color_provider) {
DrawBorderAndShadowImpl(rect, &cc::PaintCanvas::drawRect, canvas,
color_provider);
}
gfx::Insets BubbleBorder::GetInsets() const {
// Visible arrow is not compatible with OS-drawn shadow or with manual insets.
DCHECK((!insets_ && shadow_ != NO_SHADOW) || !visible_arrow_);
if (insets_.has_value()) {
return insets_.value();
}
gfx::Insets insets;
switch (shadow_) {
case STANDARD_SHADOW:
#if BUILDFLAG(IS_CHROMEOS_ASH)
case CHROMEOS_SYSTEM_UI_SHADOW:
#endif
insets = GetBorderAndShadowInsets(md_shadow_elevation_, shadow_);
break;
default:
break;
}
if (visible_arrow_) {
const gfx::Insets arrow_insets = GetVisibleArrowInsets(arrow_, false);
insets = gfx::Insets::TLBR(std::max(insets.top(), arrow_insets.top()),
std::max(insets.left(), arrow_insets.left()),
std::max(insets.bottom(), arrow_insets.bottom()),
std::max(insets.right(), arrow_insets.right()));
}
return insets;
}
gfx::Size BubbleBorder::GetMinimumSize() const {
return GetSizeForContentsSize(gfx::Size());
}
void BubbleBorder::OnViewThemeChanged(View* view) {
UpdateColor(view);
}
gfx::Size BubbleBorder::GetSizeForContentsSize(
const gfx::Size& contents_size) const {
// Enlarge the contents size by the thickness of the border images.
gfx::Size size(contents_size);
const gfx::Insets insets = GetInsets();
size.Enlarge(insets.width(), insets.height());
return size;
}
bool BubbleBorder::AddArrowToBubbleCornerAndPointTowardsAnchor(
const gfx::Rect& anchor_rect,
gfx::Rect& popup_bounds) {
// This function should only be called for a visible arrow.
DCHECK(arrow_ != Arrow::NONE && arrow_ != Arrow::FLOAT);
// The total size of the arrow in its normal direction.
const int kVisibleArrowDiamater = 2 * kVisibleArrowRadius;
// To store the resulting x and y position of the arrow.
int x_position, y_position;
// The definition of an vertical arrow is inconsistent.
if (IsVerticalArrow(arrow_)) {
// The optimal x position depends on the |arrow_|.
// For a center-aligned arrow, the optimal position of the arrow points
// towards the center of the element. If the arrow is right-aligned, it
// points towards the right edge of the element, and to the left otherwise.
int x_optimal_position =
(int{arrow_} & ArrowMask::CENTER)
? anchor_rect.CenterPoint().x() - kVisibleArrowRadius
: ((int{arrow_} & ArrowMask::RIGHT)
? anchor_rect.right() - kVisibleArrowDiamater
: anchor_rect.x());
// The most left position for the arrow is the left edge of the bubble
// plus the minimum spacing of the arrow from the edge.
int leftmost_position_on_bubble = popup_bounds.x() + kVisibleArrowBuffer;
// Analogous, the most right position is the right side minus the diameter
// of the arrow and the spacing of the arrow from the edge.
int rightmost_position_on_bubble =
popup_bounds.right() - kVisibleArrowDiamater - kVisibleArrowBuffer;
// If the right-most position is smaller than the left-most position, the
// bubble's width is not sufficient to add an arrow.
if (leftmost_position_on_bubble > rightmost_position_on_bubble) {
// Make the arrow invisible because there is not enough space to show it.
set_visible_arrow(false);
return false;
}
// Make sure the x position is limited to the range defined by the bubble.
x_position = base::clamp(x_optimal_position, leftmost_position_on_bubble,
rightmost_position_on_bubble);
// Calculate the y position of the arrow to be either on top of below the
// bubble.
y_position = (int{arrow_} & ArrowMask::BOTTOM)
? popup_bounds.bottom()
: popup_bounds.y() - kVisibleArrowLength;
} else {
// Adjust y position of the popup to keep the arrow pointing exactly in
// the middle of the anchor element, still respecting
// the |kVisibleArrowBuffer| restrictions.
int popup_y_upper_bound = anchor_rect.CenterPoint().y() -
(kVisibleArrowRadius + kVisibleArrowBuffer);
int popup_y_lower_bound = anchor_rect.CenterPoint().y() +
(kVisibleArrowRadius + kVisibleArrowBuffer) -
popup_bounds.height();
// The popup height is not enough to accommodate the arrow.
if (popup_y_upper_bound < popup_y_lower_bound) {
set_visible_arrow(false);
return false;
}
int popup_y_adjusted =
base::clamp(popup_bounds.y(), popup_y_lower_bound, popup_y_upper_bound);
popup_bounds.set_y(popup_y_adjusted);
// For an horizontal arrow, the x position is either the left or the right
// edge of the bubble, taking the length of the arrow into account.
x_position = (int{arrow_} & ArrowMask::RIGHT)
? popup_bounds.right()
: popup_bounds.x() - kVisibleArrowLength;
// Calculate the top- and bottom-most position for the bubble.
int topmost_position_on_bubble = popup_bounds.y() + kVisibleArrowBuffer;
int bottommost_position_on_bubble =
popup_bounds.bottom() - kVisibleArrowDiamater - kVisibleArrowBuffer;
// If the top-most position is below the bottom-most position, the bubble
// has not enough height to place an arrow.
if (topmost_position_on_bubble > bottommost_position_on_bubble) {
// Make the arrow invisible because there is not enough space to show it.
set_visible_arrow(false);
return false;
}
// Align the arrow with the horizontal center of the element.
// Here, there is no differentiation between the different positions of a
// left or right aligned arrow.
y_position =
base::clamp(anchor_rect.CenterPoint().y() - kVisibleArrowRadius,
topmost_position_on_bubble, bottommost_position_on_bubble);
}
visible_arrow_rect_.set_size(GetVisibleArrowSize(arrow_));
visible_arrow_rect_.set_origin({x_position, y_position});
// The arrow is positioned around the popup, but the popup is still in its
// original position and the arrow may overlap the anchor element. To make
// the whole tandem visually pointing to the anchor it must be shifted
// in the opposite direction.
gfx::Vector2d popup_offset =
GetContentsBoundsOffsetToPlaceVisibleArrow(arrow_, false);
popup_bounds.set_origin(popup_bounds.origin() + popup_offset);
visible_arrow_rect_.set_origin(visible_arrow_rect_.origin() + popup_offset);
set_visible_arrow(true);
return true;
}
void BubbleBorder::CalculateVisibleArrowRect(
const gfx::Rect& contents_bounds,
const gfx::Point& anchor_point) const {
const gfx::Insets insets = GetInsets();
gfx::Point new_origin;
switch (GetBubbleArrowSide(arrow_)) {
case BubbleArrowSide::kTop:
new_origin =
gfx::Point(anchor_point.x() - kVisibleArrowRadius + 1,
contents_bounds.y() + insets.top() - kVisibleArrowLength);
break;
case BubbleArrowSide::kBottom:
new_origin = gfx::Point(anchor_point.x() - kVisibleArrowRadius + 1,
contents_bounds.bottom() - insets.bottom());
break;
case BubbleArrowSide::kRight:
new_origin = gfx::Point(contents_bounds.right() - insets.right(),
anchor_point.y() - kVisibleArrowRadius + 1);
break;
case BubbleArrowSide::kLeft:
new_origin =
gfx::Point(contents_bounds.x() + insets.left() - kVisibleArrowLength,
anchor_point.y() - kVisibleArrowRadius + 1);
break;
}
visible_arrow_rect_.set_origin(new_origin);
visible_arrow_rect_.set_size(GetVisibleArrowSize(arrow_));
}
SkRRect BubbleBorder::GetClientRect(const View& view) const {
gfx::RectF bounds(view.GetLocalBounds());
bounds.Inset(gfx::InsetsF(GetInsets()));
SkRRect r_rect = SkRRect::MakeRectXY(gfx::RectFToSkRect(bounds),
corner_radius(), corner_radius());
if (!radii_[0].isZero() || !radii_[1].isZero() || !radii_[2].isZero() ||
!radii_[3].isZero()) {
r_rect.setRectRadii(gfx::RectFToSkRect(bounds), radii_);
}
return r_rect;
}
void BubbleBorder::UpdateColor(View* view) {
const SkColor computed_color =
view ? view->GetColorProvider()->GetColor(color_id_)
: gfx::kPlaceholderColor;
color_ = requested_color_.value_or(computed_color);
if (view)
view->SchedulePaint();
}
void BubbleBorder::PaintNoShadow(const View& view, gfx::Canvas* canvas) {
gfx::ScopedCanvas scoped(canvas);
canvas->sk_canvas()->clipRRect(GetClientRect(view), SkClipOp::kDifference,
true /*doAntiAlias*/);
canvas->sk_canvas()->drawColor(SkColors::kTransparent, SkBlendMode::kSrc);
}
void BubbleBorder::PaintVisibleArrow(const View& view, gfx::Canvas* canvas) {
gfx::Point arrow_origin = visible_arrow_rect_.origin();
View::ConvertPointFromScreen(&view, &arrow_origin);
const gfx::Rect arrow_bounds(arrow_origin, visible_arrow_rect_.size());
// Clip the canvas to a box that's big enough to hold the shadow in every
// dimension but won't overlap the bubble itself.
gfx::ScopedCanvas scoped(canvas);
gfx::Rect clip_rect = arrow_bounds;
const BubbleArrowSide side = GetBubbleArrowSide(arrow_);
clip_rect.Inset(gfx::Insets::TLBR(side == BubbleArrowSide::kBottom ? 0 : -2,
side == BubbleArrowSide::kRight ? 0 : -2,
side == BubbleArrowSide::kTop ? 0 : -2,
side == BubbleArrowSide::kLeft ? 0 : -2));
canvas->ClipRect(clip_rect);
cc::PaintFlags flags;
flags.setStrokeCap(cc::PaintFlags::kRound_Cap);
flags.setColor(view.GetColorProvider()->GetColor(
ui::kColorBubbleBorderWhenShadowPresent));
flags.setStyle(cc::PaintFlags::kStroke_Style);
flags.setStrokeWidth(1.2);
flags.setAntiAlias(true);
canvas->DrawPath(
GetVisibleArrowPath(arrow_, arrow_bounds, BubbleArrowPart::kBorder),
flags);
flags.setColor(color());
flags.setStyle(cc::PaintFlags::kFill_Style);
flags.setStrokeWidth(1.0);
flags.setAntiAlias(true);
canvas->DrawPath(
GetVisibleArrowPath(arrow_, arrow_bounds, BubbleArrowPart::kFill), flags);
}
void BubbleBackground::Paint(gfx::Canvas* canvas, views::View* view) const {
// Fill the contents with a round-rect region to match the border images.
cc::PaintFlags flags;
flags.setAntiAlias(true);
flags.setStyle(cc::PaintFlags::kFill_Style);
flags.setColor(border_->color());
gfx::RectF bounds(view->GetLocalBounds());
bounds.Inset(gfx::InsetsF(border_->GetInsets()));
canvas->DrawRoundRect(bounds, border_->corner_radius(), flags);
}
} // namespace views