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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_
#pragma once
#include "base/compiler_specific.h"
#include "ui/views/background.h"
#include "ui/views/border.h"
class SkBitmap;
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 views::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.
enum ArrowLocation {
TOP_LEFT = 0,
TOP_RIGHT = 1,
BOTTOM_LEFT = 2,
BOTTOM_RIGHT = 3,
LEFT_TOP = 4,
RIGHT_TOP = 5,
LEFT_BOTTOM = 6,
RIGHT_BOTTOM = 7,
NONE = 8, // No arrow. Positioned under the supplied rect.
FLOAT = 9 // No arrow. Centered over the supplied rect.
};
enum Shadow {
SHADOW = 0,
NO_SHADOW = 1
};
// The position of the bubble in relation to the anchor.
enum BubbleAlignment {
// The tip of the arrow points to the middle of the anchor.
ALIGN_ARROW_TO_MID_ANCHOR,
// The edge nearest to the arrow is lined up with the edge of the anchor.
ALIGN_EDGE_TO_ANCHOR_EDGE
};
BubbleBorder(ArrowLocation arrow_location, Shadow shadow);
// Returns the radius of the corner of the border.
static int GetCornerRadius() {
// We can't safely calculate a border radius by comparing the sizes of the
// side and corner images, because either may have been extended in various
// directions in order to do more subtle dropshadow fading or other effects.
// So we hardcode the most accurate value.
return 4;
}
// Sets the location for the arrow.
void set_arrow_location(ArrowLocation loc) { arrow_location_ = loc; }
ArrowLocation arrow_location() const { return arrow_location_; }
// Sets the alignment.
void set_alignment(BubbleAlignment alignment) { alignment_ = alignment; }
BubbleAlignment alignment() const { return alignment_; }
static ArrowLocation horizontal_mirror(ArrowLocation loc) {
return loc >= NONE ? loc : static_cast<ArrowLocation>(loc ^ 1);
}
static ArrowLocation vertical_mirror(ArrowLocation loc) {
return loc >= NONE ? loc : static_cast<ArrowLocation>(loc ^ 2);
}
static bool has_arrow(ArrowLocation loc) {
return loc >= NONE ? false : true;
}
static bool is_arrow_on_left(ArrowLocation loc) {
return loc >= NONE ? false : !(loc & 1);
}
static bool is_arrow_on_top(ArrowLocation loc) {
return loc >= NONE ? false : !(loc & 2);
}
static bool is_arrow_on_horizontal(ArrowLocation loc) {
return loc >= NONE ? false : !(loc & 4);
}
// Sets the background color for the arrow body. This is irrelevant if you do
// not also set the arrow location to something other than NONE.
void set_background_color(SkColor color) { background_color_ = color; }
SkColor background_color() const { return background_color_; }
void set_client_bounds(const gfx::Rect& bounds) { client_bounds_ = bounds; }
const gfx::Rect& client_bounds() const { return client_bounds_; }
// For borders with an arrow, gives the desired bounds (in screen coordinates)
// given the rect to point to and the size of the contained contents. This
// depends on the arrow location, so if you change that, you should call this
// again to find out the new coordinates.
gfx::Rect GetBounds(const gfx::Rect& position_relative_to,
const gfx::Size& contents_size) const;
// Sets a fixed offset for the arrow from the beginning of corresponding edge.
// The arrow will still point to the same location but the bubble will shift
// location to make that happen. Returns actuall arrow offset, in case of
// overflow it differ from desired.
int SetArrowOffset(int offset, const gfx::Size& contents_size);
// Overridden from views::Border:
virtual void GetInsets(gfx::Insets* insets) const OVERRIDE;
// How many pixels the bubble border is from the edge of the images.
int border_thickness() const;
private:
struct BorderImages;
// Loads images if necessary.
static BorderImages* GetBorderImages(Shadow shadow);
virtual ~BubbleBorder();
// Overridden from views::Border:
virtual void Paint(const views::View& view,
gfx::Canvas* canvas) const OVERRIDE;
void DrawEdgeWithArrow(gfx::Canvas* canvas,
bool is_horizontal,
SkBitmap* edge,
SkBitmap* arrow,
int start_x,
int start_y,
int before_arrow,
int after_arrow,
int offset) const;
void DrawArrowInterior(gfx::Canvas* canvas,
bool is_horizontal,
int tip_x,
int tip_y,
int shift_x,
int shift_y) const;
// Border graphics.
struct BorderImages* images_;
// Image bundles.
static struct BorderImages* normal_images_;
static struct BorderImages* shadow_images_;
// Minimal offset of the arrow from the closet edge of bounding rect.
int arrow_offset_;
// If specified, overrides the pre-calculated |arrow_offset_| of the arrow.
int override_arrow_offset_;
ArrowLocation arrow_location_;
BubbleAlignment alignment_;
SkColor background_color_;
// The client/content bounds; must be clipped from the background on Windows.
// TODO(msw): Clean this up when Windows native controls are no longer needed.
gfx::Rect client_bounds_;
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 views::Background {
public:
explicit BubbleBackground(BubbleBorder* border) : border_(border) {}
// Background overrides.
virtual void Paint(gfx::Canvas* canvas, views::View* view) const OVERRIDE;
private:
BubbleBorder* border_;
DISALLOW_COPY_AND_ASSIGN(BubbleBackground);
};
} // namespace views
#endif // UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_