| // Copyright 2015 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 "mash/wm/shadow.h" |
| |
| #include "mash/wm/property_util.h" |
| #include "third_party/skia/include/core/SkBitmap.h" |
| #include "ui/base/resource/resource_bundle.h" |
| #include "ui/compositor/layer.h" |
| #include "ui/compositor/scoped_layer_animation_settings.h" |
| #include "ui/resources/grit/ui_resources.h" |
| |
| namespace mash { |
| namespace wm { |
| |
| namespace { |
| |
| // The opacity used for active shadow when animating between |
| // inactive/active shadow. |
| const float kInactiveShadowAnimationOpacity = 0.2f; |
| |
| // Shadow aperture for different styles. |
| // Note that this may be greater than interior inset to allow shadows with |
| // curved corners that extend inwards beyond a window's borders. |
| const int kActiveInteriorAperture = 134; |
| const int kInactiveInteriorAperture = 134; |
| const int kSmallInteriorAperture = 9; |
| |
| // Interior inset for different styles. |
| const int kActiveInteriorInset = 64; |
| const int kInactiveInteriorInset = 64; |
| const int kSmallInteriorInset = 4; |
| |
| // Duration for opacity animation in milliseconds. |
| const int kShadowAnimationDurationMs = 100; |
| |
| int GetShadowApertureForStyle(wm::Shadow::Style style) { |
| switch (style) { |
| case wm::Shadow::STYLE_ACTIVE: |
| return kActiveInteriorAperture; |
| case wm::Shadow::STYLE_INACTIVE: |
| return kInactiveInteriorAperture; |
| case wm::Shadow::STYLE_SMALL: |
| return kSmallInteriorAperture; |
| } |
| return 0; |
| } |
| |
| } // namespace |
| |
| Shadow::Shadow() : style_(STYLE_ACTIVE), interior_inset_(0), window_(nullptr) { |
| } |
| |
| Shadow::~Shadow() { |
| if (window_) { |
| SetShadow(window_, nullptr); |
| window_->RemoveObserver(this); |
| } |
| } |
| |
| void Shadow::Init(Style style) { |
| style_ = style; |
| |
| layer_.reset(new ui::Layer(ui::LAYER_NOT_DRAWN)); |
| shadow_layer_.reset(new ui::Layer(ui::LAYER_NINE_PATCH)); |
| layer()->Add(shadow_layer_.get()); |
| |
| UpdateImagesForStyle(); |
| shadow_layer_->set_name("Shadow"); |
| shadow_layer_->SetVisible(true); |
| shadow_layer_->SetFillsBoundsOpaquely(false); |
| } |
| |
| // static |
| int Shadow::GetInteriorInsetForStyle(Shadow::Style style) { |
| switch (style) { |
| case Shadow::STYLE_ACTIVE: |
| return kActiveInteriorInset; |
| case Shadow::STYLE_INACTIVE: |
| return kInactiveInteriorInset; |
| case Shadow::STYLE_SMALL: |
| return kSmallInteriorInset; |
| } |
| return 0; |
| } |
| |
| void Shadow::SetContentBounds(const gfx::Rect& content_bounds) { |
| content_bounds_ = content_bounds; |
| UpdateLayerBounds(); |
| } |
| |
| void Shadow::SetStyle(Style style) { |
| if (style_ == style) |
| return; |
| |
| Style old_style = style_; |
| style_ = style; |
| |
| // Stop waiting for any as yet unfinished implicit animations. |
| StopObservingImplicitAnimations(); |
| |
| // If we're switching to or from the small style, don't bother with |
| // animations. |
| if (style == STYLE_SMALL || old_style == STYLE_SMALL) { |
| UpdateImagesForStyle(); |
| // Make sure the shadow is fully opaque. |
| shadow_layer_->SetOpacity(1.0f); |
| return; |
| } |
| |
| // If we're becoming active, switch images now. Because the inactive image |
| // has a very low opacity the switch isn't noticeable and this approach |
| // allows us to use only a single set of shadow images at a time. |
| if (style == STYLE_ACTIVE) { |
| UpdateImagesForStyle(); |
| // Opacity was baked into inactive image, start opacity low to match. |
| shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity); |
| } |
| |
| { |
| // Property sets within this scope will be implicitly animated. |
| ui::ScopedLayerAnimationSettings settings(shadow_layer_->GetAnimator()); |
| settings.AddObserver(this); |
| settings.SetTransitionDuration( |
| base::TimeDelta::FromMilliseconds(kShadowAnimationDurationMs)); |
| switch (style_) { |
| case STYLE_ACTIVE: |
| // Animate the active shadow from kInactiveShadowAnimationOpacity to |
| // 1.0f. |
| shadow_layer_->SetOpacity(1.0f); |
| break; |
| case STYLE_INACTIVE: |
| // The opacity will be reset to 1.0f when animation is completed. |
| shadow_layer_->SetOpacity(kInactiveShadowAnimationOpacity); |
| break; |
| default: |
| NOTREACHED() << "Unhandled style " << style_; |
| break; |
| } |
| } |
| } |
| |
| void Shadow::Install(mus::Window* window) { |
| SetShadow(window, this); |
| window_ = window; |
| window_->AddObserver(this); |
| } |
| |
| void Shadow::OnImplicitAnimationsCompleted() { |
| // If we just finished going inactive, switch images. This doesn't cause |
| // a visual pop because the inactive image opacity is so low. |
| if (style_ == STYLE_INACTIVE) { |
| UpdateImagesForStyle(); |
| // Opacity is baked into inactive image, so set fully opaque. |
| shadow_layer_->SetOpacity(1.0f); |
| } |
| } |
| |
| void Shadow::UpdateImagesForStyle() { |
| ResourceBundle& res = ResourceBundle::GetSharedInstance(); |
| gfx::Image image; |
| switch (style_) { |
| case STYLE_ACTIVE: |
| image = res.GetImageNamed(IDR_AURA_SHADOW_ACTIVE); |
| break; |
| case STYLE_INACTIVE: |
| image = res.GetImageNamed(IDR_AURA_SHADOW_INACTIVE); |
| break; |
| case STYLE_SMALL: |
| image = res.GetImageNamed(IDR_WINDOW_BUBBLE_SHADOW_SMALL); |
| break; |
| default: |
| NOTREACHED() << "Unhandled style " << style_; |
| break; |
| } |
| |
| shadow_layer_->UpdateNinePatchLayerImage(image.AsImageSkia()); |
| image_size_ = image.Size(); |
| interior_inset_ = GetInteriorInsetForStyle(style_); |
| |
| // Image sizes may have changed. |
| UpdateLayerBounds(); |
| } |
| |
| void Shadow::UpdateLayerBounds() { |
| // Update bounds based on content bounds and interior inset. |
| gfx::Rect layer_bounds = content_bounds_; |
| layer_bounds.Inset(-interior_inset_, -interior_inset_); |
| layer()->SetBounds(layer_bounds); |
| shadow_layer_->SetBounds(gfx::Rect(layer_bounds.size())); |
| |
| // Update the shadow aperture and border for style. Note that border is in |
| // layer space and it cannot exceed the bounds of the layer. |
| int aperture = GetShadowApertureForStyle(style_); |
| int aperture_x = std::min(aperture, layer_bounds.width() / 2); |
| int aperture_y = std::min(aperture, layer_bounds.height() / 2); |
| shadow_layer_->UpdateNinePatchLayerAperture( |
| gfx::Rect(aperture_x, aperture_y, |
| image_size_.width() - aperture_x * 2, |
| image_size_.height() - aperture_y * 2)); |
| shadow_layer_->UpdateNinePatchOcclusion( |
| content_bounds_ + gfx::Vector2d(interior_inset_, interior_inset_)); |
| } |
| |
| void Shadow::OnWindowDestroyed(mus::Window* window) { |
| DCHECK_EQ(window_, window); |
| window_ = nullptr; |
| } |
| |
| } // namespace wm |
| } // namespace mash |