blob: cfa2883d710e926aa4f77c30b6dc3edddcca0983 [file] [log] [blame]
// 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.
#include "ui/gfx/shadow_value.h"
#include <stddef.h>
#include <algorithm>
#include "base/strings/stringprintf.h"
#include "ui/gfx/color_palette.h"
#include "ui/gfx/geometry/insets.h"
#include "ui/gfx/geometry/safe_integer_conversions.h"
#include "ui/gfx/geometry/vector2d_conversions.h"
namespace gfx {
namespace {
Insets GetInsets(const ShadowValues& shadows, bool include_inner_blur) {
int left = 0;
int top = 0;
int right = 0;
int bottom = 0;
for (size_t i = 0; i < shadows.size(); ++i) {
const ShadowValue& shadow = shadows[i];
double blur = shadow.blur();
if (!include_inner_blur)
blur /= 2;
int blur_length = ToRoundedInt(blur);
left = std::max(left, blur_length - shadow.x());
top = std::max(top, blur_length - shadow.y());
right = std::max(right, blur_length + shadow.x());
bottom = std::max(bottom, blur_length + shadow.y());
}
return Insets(top, left, bottom, right);
}
} // namespace
ShadowValue ShadowValue::Scale(float scale) const {
gfx::Vector2d scaled_offset =
gfx::ToFlooredVector2d(gfx::ScaleVector2d(offset_, scale));
return ShadowValue(scaled_offset, blur_ * scale, color_);
}
std::string ShadowValue::ToString() const {
return base::StringPrintf(
"(%d,%d),%.2f,rgba(%d,%d,%d,%d)",
offset_.x(), offset_.y(),
blur_,
SkColorGetR(color_),
SkColorGetG(color_),
SkColorGetB(color_),
SkColorGetA(color_));
}
// static
Insets ShadowValue::GetMargin(const ShadowValues& shadows) {
gfx::Insets margins = GetInsets(shadows, false);
return -margins;
}
// static
Insets ShadowValue::GetBlurRegion(const ShadowValues& shadows) {
return GetInsets(shadows, true);
}
// static
ShadowValues ShadowValue::MakeRefreshShadowValues(int elevation,
SkColor color) {
// Refresh uses hand-tweaked shadows corresponding to a small set of
// elevations. Use the Refresh spec and designer input to add missing shadow
// values.
// To match the CSS notion of blur (spread outside the bounding box) to the
// Skia notion of blur (spread outside and inside the bounding box), we have
// to double the designer-provided blur values.
const int kBlurCorrection = 2;
switch (elevation) {
case 3: {
ShadowValue key = {gfx::Vector2d(0, 1), 12, SkColorSetA(color, 0x66)};
ShadowValue ambient = {gfx::Vector2d(0, 4), 64, SkColorSetA(color, 0x40)};
return {key, ambient};
}
case 16: {
gfx::ShadowValue key = {gfx::Vector2d(0, 0), kBlurCorrection * 16,
SkColorSetA(color, 0x1a)};
gfx::ShadowValue ambient = {gfx::Vector2d(0, 12), kBlurCorrection * 16,
SkColorSetA(color, 0x3d)};
return {key, ambient};
}
default:
// This surface has not been updated for Refresh. Fall back to the
// deprecated style.
return MakeMdShadowValues(elevation, color);
}
}
// static
ShadowValues ShadowValue::MakeMdShadowValues(int elevation, SkColor color) {
ShadowValues shadow_values;
// To match the CSS notion of blur (spread outside the bounding box) to the
// Skia notion of blur (spread outside and inside the bounding box), we have
// to double the designer-provided blur values.
const int kBlurCorrection = 2;
// "Key shadow": y offset is elevation and blur is twice the elevation.
shadow_values.emplace_back(gfx::Vector2d(0, elevation),
kBlurCorrection * elevation * 2,
SkColorSetA(color, 0x3d));
// "Ambient shadow": no offset and blur matches the elevation.
shadow_values.emplace_back(gfx::Vector2d(), kBlurCorrection * elevation,
SkColorSetA(color, 0x1f));
// To see what this looks like for elevation 24, try this CSS:
// box-shadow: 0 24px 48px rgba(0, 0, 0, .24),
// 0 0 24px rgba(0, 0, 0, .12);
return shadow_values;
}
} // namespace gfx