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// 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 "ash/mus/shadow.h"
#include "ash/mus/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 ash {
namespace mus {
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;
// Rounded corners are overdrawn on top of the window's content layer,
// we need to exclude them from the occlusion area.
const int kRoundedCornerRadius = 2;
// Duration for opacity animation in milliseconds.
const int kShadowAnimationDurationMs = 100;
int GetShadowApertureForStyle(Shadow::Style style) {
switch (style) {
case Shadow::STYLE_ACTIVE:
return kActiveInteriorAperture;
case Shadow::STYLE_INACTIVE:
return kInactiveInteriorAperture;
case 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(ui::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);
gfx::Rect aperture_rect(aperture_x, aperture_y,
image_size_.width() - aperture_x * 2,
image_size_.height() - aperture_y * 2);
shadow_layer_->UpdateNinePatchLayerAperture(aperture_rect);
shadow_layer_->UpdateNinePatchLayerBorder(
gfx::Rect(aperture_x, aperture_y, aperture_x * 2, aperture_y * 2));
// The content bounds in the shadow's layer space are offsetted by
// |interior_inset_|. The occlusion area also has to be shrunk to allow
// rounded corners overdrawing on top of the window's content.
gfx::Rect content_bounds(interior_inset_ + kRoundedCornerRadius,
interior_inset_ + kRoundedCornerRadius,
content_bounds_.width() - 2 * kRoundedCornerRadius,
content_bounds_.height() - 2 * kRoundedCornerRadius);
shadow_layer_->UpdateNinePatchOcclusion(content_bounds);
}
void Shadow::OnWindowDestroyed(ui::Window* window) {
DCHECK_EQ(window_, window);
window_ = nullptr;
}
} // namespace mus
} // namespace ash