blob: 8b282fa8abeaa7d71feaa8cf773f5681e9d0c673 [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/views/bubble/bubble_border.h"
#include <algorithm>
#include "base/logging.h"
#include "third_party/skia/include/core/SkDrawLooper.h"
#include "third_party/skia/include/core/SkPaint.h"
#include "third_party/skia/include/core/SkPath.h"
#include "ui/base/material_design/material_design_controller.h"
#include "ui/base/resource/resource_bundle.h"
#include "ui/gfx/canvas.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/path.h"
#include "ui/gfx/scoped_canvas.h"
#include "ui/gfx/skia_util.h"
#include "ui/resources/grit/ui_resources.h"
#include "ui/views/painter.h"
#include "ui/views/resources/grit/views_resources.h"
#include "ui/views/view.h"
namespace views {
namespace internal {
BorderImages::BorderImages(const int border_image_ids[],
const int arrow_image_ids[],
int border_interior_thickness,
int arrow_interior_thickness,
int corner_radius)
: border_thickness(border_interior_thickness),
border_interior_thickness(border_interior_thickness),
arrow_thickness(arrow_interior_thickness),
arrow_interior_thickness(arrow_interior_thickness),
arrow_width(2 * arrow_interior_thickness),
corner_radius(corner_radius) {
if (!border_image_ids)
return;
border_painter.reset(Painter::CreateImageGridPainter(border_image_ids));
ResourceBundle& rb = ResourceBundle::GetSharedInstance();
border_thickness = rb.GetImageSkiaNamed(border_image_ids[0])->width();
if (arrow_image_ids[0] != 0) {
left_arrow = *rb.GetImageSkiaNamed(arrow_image_ids[0]);
top_arrow = *rb.GetImageSkiaNamed(arrow_image_ids[1]);
right_arrow = *rb.GetImageSkiaNamed(arrow_image_ids[2]);
bottom_arrow = *rb.GetImageSkiaNamed(arrow_image_ids[3]);
arrow_width = top_arrow.width();
arrow_thickness = top_arrow.height();
}
}
BorderImages::~BorderImages() {}
} // namespace internal
namespace {
// The border is stroked at 1px, but for the purposes of reserving space we have
// to deal in dip coordinates, so round up to 1dip.
const int kBorderThicknessDip = 1;
const int kBorderStrokeThicknessPx = 1;
// Blur and offset values for the two shadows drawn around each dialog. The
// values are all in dip.
const int kSmallShadowVerticalOffset = 2;
const int kSmallShadowBlur = 4;
const SkColor kSmallShadowColor = SkColorSetA(SK_ColorBLACK, 0x33);
const int kLargeShadowVerticalOffset = 2;
const int kLargeShadowBlur = 6;
const SkColor kLargeShadowColor = SkColorSetA(SK_ColorBLACK, 0x1A);
bool UseMd() {
return ui::MaterialDesignController::IsSecondaryUiMaterial();
}
// Utility functions for getting alignment points on the edge of a rectangle.
gfx::Point CenterTop(const gfx::Rect& rect) {
return gfx::Point(rect.CenterPoint().x(), rect.y());
}
gfx::Point CenterBottom(const gfx::Rect& rect) {
return gfx::Point(rect.CenterPoint().x(), rect.bottom());
}
gfx::Point LeftCenter(const gfx::Rect& rect) {
return gfx::Point(rect.x(), rect.CenterPoint().y());
}
gfx::Point RightCenter(const gfx::Rect& rect) {
return gfx::Point(rect.right(), rect.CenterPoint().y());
}
// Bubble border and arrow image resource ids. They don't use the IMAGE_GRID
// macro because there is no center image.
const int kNoShadowImages[] = {
IDR_BUBBLE_TL, IDR_BUBBLE_T, IDR_BUBBLE_TR,
IDR_BUBBLE_L, 0, IDR_BUBBLE_R,
IDR_BUBBLE_BL, IDR_BUBBLE_B, IDR_BUBBLE_BR };
const int kNoShadowArrows[] = {
IDR_BUBBLE_L_ARROW, IDR_BUBBLE_T_ARROW,
IDR_BUBBLE_R_ARROW, IDR_BUBBLE_B_ARROW, };
const int kBigShadowImages[] = {
IDR_WINDOW_BUBBLE_SHADOW_BIG_TOP_LEFT,
IDR_WINDOW_BUBBLE_SHADOW_BIG_TOP,
IDR_WINDOW_BUBBLE_SHADOW_BIG_TOP_RIGHT,
IDR_WINDOW_BUBBLE_SHADOW_BIG_LEFT,
0,
IDR_WINDOW_BUBBLE_SHADOW_BIG_RIGHT,
IDR_WINDOW_BUBBLE_SHADOW_BIG_BOTTOM_LEFT,
IDR_WINDOW_BUBBLE_SHADOW_BIG_BOTTOM,
IDR_WINDOW_BUBBLE_SHADOW_BIG_BOTTOM_RIGHT };
const int kBigShadowArrows[] = {
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_BIG_LEFT,
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_BIG_TOP,
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_BIG_RIGHT,
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_BIG_BOTTOM };
const int kSmallShadowImages[] = {
IDR_WINDOW_BUBBLE_SHADOW_SMALL_TOP_LEFT,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_TOP,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_TOP_RIGHT,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_LEFT,
0,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_RIGHT,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_BOTTOM_LEFT,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_BOTTOM,
IDR_WINDOW_BUBBLE_SHADOW_SMALL_BOTTOM_RIGHT };
const int kSmallShadowArrows[] = {
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_SMALL_LEFT,
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_SMALL_TOP,
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_SMALL_RIGHT,
IDR_WINDOW_BUBBLE_SHADOW_SPIKE_SMALL_BOTTOM };
using internal::BorderImages;
// Returns the cached BorderImages for the given |shadow| type.
BorderImages* GetBorderImages(BubbleBorder::Shadow shadow) {
// Keep a cache of bubble border image-set painters, arrows, and metrics.
static BorderImages* kBorderImages[BubbleBorder::SHADOW_COUNT] = { NULL };
CHECK_LT(shadow, BubbleBorder::SHADOW_COUNT);
struct BorderImages*& set = kBorderImages[shadow];
if (set)
return set;
switch (shadow) {
case BubbleBorder::NO_SHADOW:
case BubbleBorder::NO_SHADOW_OPAQUE_BORDER:
set = new BorderImages(kNoShadowImages, kNoShadowArrows, 6, 7, 4);
break;
case BubbleBorder::BIG_SHADOW:
set = new BorderImages(kBigShadowImages, kBigShadowArrows, 23, 9, 2);
break;
case BubbleBorder::SMALL_SHADOW:
set = new BorderImages(kSmallShadowImages, kSmallShadowArrows, 5, 6, 2);
break;
case BubbleBorder::NO_ASSETS:
set = new BorderImages(nullptr, nullptr, 17, 8, 2);
break;
case BubbleBorder::SHADOW_COUNT:
NOTREACHED();
break;
}
return set;
}
} // namespace
const int BubbleBorder::kStroke = 1;
BubbleBorder::BubbleBorder(Arrow arrow, Shadow shadow, SkColor color)
: arrow_(arrow),
arrow_offset_(0),
arrow_paint_type_(PAINT_NORMAL),
alignment_(ALIGN_ARROW_TO_MID_ANCHOR),
shadow_(shadow),
images_(nullptr),
background_color_(color),
use_theme_background_color_(false) {
#if defined(OS_MACOSX)
// On Mac, use the NO_ASSETS bubble border. WindowServer on Mac is able to
// generate drop shadows for dialogs, hence we don't use raster shadows.
shadow_ = NO_ASSETS;
#endif // OS_MACOSX
DCHECK(shadow_ < SHADOW_COUNT);
if (UseMd()) {
// Harmony bubbles don't use arrows.
alignment_ = ALIGN_EDGE_TO_ANCHOR_EDGE;
arrow_paint_type_ = PAINT_NONE;
} else {
images_ = GetBorderImages(shadow_);
}
}
BubbleBorder::~BubbleBorder() {}
void BubbleBorder::set_paint_arrow(ArrowPaintType value) {
if (UseMd())
return;
arrow_paint_type_ = value;
}
gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& anchor_rect,
const gfx::Size& contents_size) const {
// In MD, there are no arrows, so positioning logic is significantly simpler.
// TODO(estade): handle more anchor positions.
if (UseMd() &&
(arrow_ == TOP_RIGHT || arrow_ == TOP_LEFT || arrow_ == BOTTOM_CENTER ||
arrow_ == LEFT_CENTER || arrow_ == RIGHT_CENTER)) {
gfx::Rect contents_bounds(contents_size);
// Apply the border part of the inset before calculating coordinates because
// the border should align with the anchor's border. For the purposes of
// positioning, the border is rounded up to a dip, which may mean we have
// misalignment in scale factors greater than 1.
// TODO(estade): when it becomes possible to provide px bounds instead of
// dip bounds, fix this.
const gfx::Insets border_insets =
shadow_ == NO_ASSETS ? gfx::Insets() : gfx::Insets(kBorderThicknessDip);
const gfx::Insets shadow_insets = GetInsets() - border_insets;
contents_bounds.Inset(-border_insets);
if (arrow_ == TOP_RIGHT) {
contents_bounds +=
anchor_rect.bottom_right() - contents_bounds.top_right();
} else if (arrow_ == TOP_LEFT) {
contents_bounds +=
anchor_rect.bottom_left() - contents_bounds.origin();
} else if (arrow_ == BOTTOM_CENTER) {
contents_bounds += CenterTop(anchor_rect) - CenterBottom(contents_bounds);
} else if (arrow_ == LEFT_CENTER) {
contents_bounds += RightCenter(anchor_rect) - LeftCenter(contents_bounds);
} else if (arrow_ == RIGHT_CENTER) {
contents_bounds += LeftCenter(anchor_rect) - RightCenter(contents_bounds);
}
// With NO_ASSETS, there should be further insets, but the same logic is
// used to position the bubble origin according to |anchor_rect|.
DCHECK(shadow_ != NO_ASSETS || shadow_insets.IsEmpty());
contents_bounds.Inset(-shadow_insets);
// |arrow_offset_| is used to adjust bubbles that would normally be
// partially offscreen.
contents_bounds += gfx::Vector2d(-arrow_offset_, 0);
return contents_bounds;
}
int x = anchor_rect.x();
int y = anchor_rect.y();
int w = anchor_rect.width();
int h = anchor_rect.height();
const gfx::Size size(GetSizeForContentsSize(contents_size));
const int arrow_offset = GetArrowOffset(size);
// |arrow_shift| is necessary to visually align the tip of the bubble arrow
// with the anchor point. This shift is an inverse of the shadow thickness.
int arrow_shift = UseMd() ? 0 :
images_->arrow_interior_thickness + kStroke - images_->arrow_thickness;
// When arrow is painted transparently the visible border of the bubble needs
// to be positioned at the same bounds as when the arrow is shown.
if (arrow_paint_type_ == PAINT_TRANSPARENT)
arrow_shift += images_->arrow_interior_thickness;
const bool mid_anchor = alignment_ == ALIGN_ARROW_TO_MID_ANCHOR;
// Calculate the bubble coordinates based on the border and arrow settings.
if (is_arrow_on_horizontal(arrow_)) {
if (is_arrow_on_left(arrow_)) {
x += mid_anchor ? w / 2 - arrow_offset : kStroke - GetBorderThickness();
} else if (is_arrow_at_center(arrow_)) {
x += w / 2 - arrow_offset;
} else {
x += mid_anchor ? w / 2 + arrow_offset - size.width() :
w - size.width() + GetBorderThickness() - kStroke;
}
y += is_arrow_on_top(arrow_) ? h + arrow_shift
: -arrow_shift - size.height();
} else if (has_arrow(arrow_)) {
x += is_arrow_on_left(arrow_) ? w + arrow_shift
: -arrow_shift - size.width();
if (is_arrow_on_top(arrow_)) {
y += mid_anchor ? h / 2 - arrow_offset : kStroke - GetBorderThickness();
} else if (is_arrow_at_center(arrow_)) {
y += h / 2 - arrow_offset;
} else {
y += mid_anchor ? h / 2 + arrow_offset - size.height() :
h - size.height() + GetBorderThickness() - kStroke;
}
} else {
x += (w - size.width()) / 2;
y += (arrow_ == NONE) ? h : (h - size.height()) / 2;
}
return gfx::Rect(x, y, size.width(), size.height());
}
int BubbleBorder::GetBorderThickness() const {
// TODO(estade): this shouldn't be called in MD.
return UseMd()
? 0
: images_->border_thickness - images_->border_interior_thickness;
}
int BubbleBorder::GetBorderCornerRadius() const {
return UseMd() ? 3 : images_->corner_radius;
}
int BubbleBorder::GetArrowOffset(const gfx::Size& border_size) const {
if (UseMd())
return 0;
const int edge_length = is_arrow_on_horizontal(arrow_) ?
border_size.width() : border_size.height();
if (is_arrow_at_center(arrow_) && arrow_offset_ == 0)
return edge_length / 2;
// Calculate the minimum offset to not overlap arrow and corner images.
const int min = images_->border_thickness + (images_->arrow_width / 2);
// Ensure the returned value will not cause image overlap, if possible.
return std::max(min, std::min(arrow_offset_, edge_length - min));
}
bool BubbleBorder::GetArrowPath(const gfx::Rect& view_bounds,
gfx::Path* path) const {
if (!has_arrow(arrow_) || arrow_paint_type_ != PAINT_NORMAL)
return false;
GetArrowPathFromArrowBounds(GetArrowRect(view_bounds), path);
return true;
}
void BubbleBorder::SetBorderInteriorThickness(int border_interior_thickness) {
// TODO(estade): remove this function.
DCHECK(!UseMd());
images_->border_interior_thickness = border_interior_thickness;
if (!has_arrow(arrow_) || arrow_paint_type_ != PAINT_NORMAL)
images_->border_thickness = border_interior_thickness;
}
void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) {
if (UseMd())
return PaintMd(view, canvas);
gfx::Rect bounds(view.GetContentsBounds());
bounds.Inset(-GetBorderThickness(), -GetBorderThickness());
const gfx::Rect arrow_bounds = GetArrowRect(view.GetLocalBounds());
if (arrow_bounds.IsEmpty()) {
if (images_->border_painter)
Painter::PaintPainterAt(canvas, images_->border_painter.get(), bounds);
return;
}
if (!images_->border_painter) {
DrawArrow(canvas, arrow_bounds);
return;
}
// Clip the arrow bounds out to avoid painting the overlapping edge area.
canvas->Save();
canvas->ClipRect(arrow_bounds, kDifference_SkClipOp);
Painter::PaintPainterAt(canvas, images_->border_painter.get(), bounds);
canvas->Restore();
DrawArrow(canvas, arrow_bounds);
}
gfx::Insets BubbleBorder::GetInsets() const {
if (UseMd()) {
if (shadow_ == NO_ASSETS)
return gfx::Insets();
gfx::Insets blur(kLargeShadowBlur);
gfx::Insets offset(-kLargeShadowVerticalOffset, 0,
kLargeShadowVerticalOffset, 0);
return blur + offset;
}
// The insets contain the stroke and shadow pixels outside the bubble fill.
const int inset = GetBorderThickness();
if (arrow_paint_type_ != PAINT_NORMAL || !has_arrow(arrow_))
return gfx::Insets(inset);
int first_inset = inset;
int second_inset = std::max(inset, images_->arrow_thickness);
if (is_arrow_on_horizontal(arrow_) ?
is_arrow_on_top(arrow_) : is_arrow_on_left(arrow_))
std::swap(first_inset, second_inset);
return is_arrow_on_horizontal(arrow_) ?
gfx::Insets(first_inset, inset, second_inset, inset) :
gfx::Insets(inset, first_inset, inset, second_inset);
}
gfx::Size BubbleBorder::GetMinimumSize() const {
return GetSizeForContentsSize(gfx::Size());
}
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());
if (UseMd())
return size;
// Ensure the bubble is large enough to not overlap border and arrow images.
const int min = 2 * images_->border_thickness;
// Only take arrow image sizes into account when the bubble tip is shown.
if (arrow_paint_type_ != PAINT_NORMAL || !has_arrow(arrow_)) {
size.SetToMax(gfx::Size(min, min));
return size;
}
const int min_with_arrow_width = min + images_->arrow_width;
const int min_with_arrow_thickness = images_->border_thickness +
std::max(images_->arrow_thickness + images_->border_interior_thickness,
images_->border_thickness);
if (is_arrow_on_horizontal(arrow_))
size.SetToMax(gfx::Size(min_with_arrow_width, min_with_arrow_thickness));
else
size.SetToMax(gfx::Size(min_with_arrow_thickness, min_with_arrow_width));
return size;
}
gfx::ImageSkia* BubbleBorder::GetArrowImage() const {
if (!has_arrow(arrow_))
return NULL;
if (is_arrow_on_horizontal(arrow_)) {
return is_arrow_on_top(arrow_) ?
&images_->top_arrow : &images_->bottom_arrow;
}
return is_arrow_on_left(arrow_) ?
&images_->left_arrow : &images_->right_arrow;
}
gfx::Rect BubbleBorder::GetArrowRect(const gfx::Rect& bounds) const {
if (!has_arrow(arrow_) || arrow_paint_type_ != PAINT_NORMAL)
return gfx::Rect();
gfx::Point origin;
int offset = GetArrowOffset(bounds.size());
const int half_length = images_->arrow_width / 2;
const gfx::Insets insets = GetInsets();
if (is_arrow_on_horizontal(arrow_)) {
origin.set_x(is_arrow_on_left(arrow_) || is_arrow_at_center(arrow_) ?
offset : bounds.width() - offset);
origin.Offset(-half_length, 0);
if (is_arrow_on_top(arrow_))
origin.set_y(insets.top() - images_->arrow_thickness);
else
origin.set_y(bounds.height() - insets.bottom());
} else {
origin.set_y(is_arrow_on_top(arrow_) || is_arrow_at_center(arrow_) ?
offset : bounds.height() - offset);
origin.Offset(0, -half_length);
if (is_arrow_on_left(arrow_))
origin.set_x(insets.left() - images_->arrow_thickness);
else
origin.set_x(bounds.width() - insets.right());
}
if (shadow_ != NO_ASSETS)
return gfx::Rect(origin, GetArrowImage()->size());
// With no assets, return the size enclosing the path filled in DrawArrow().
DCHECK_EQ(2 * images_->arrow_interior_thickness, images_->arrow_width);
int width = images_->arrow_width;
int height = images_->arrow_interior_thickness;
if (!is_arrow_on_horizontal(arrow_))
std::swap(width, height);
return gfx::Rect(origin, gfx::Size(width, height));
}
void BubbleBorder::GetArrowPathFromArrowBounds(const gfx::Rect& arrow_bounds,
SkPath* path) const {
DCHECK(!UseMd());
const bool horizontal = is_arrow_on_horizontal(arrow_);
const int thickness = images_->arrow_interior_thickness;
float tip_x = horizontal ? arrow_bounds.CenterPoint().x() :
is_arrow_on_left(arrow_) ? arrow_bounds.right() - thickness :
arrow_bounds.x() + thickness;
float tip_y = !horizontal ? arrow_bounds.CenterPoint().y() + 0.5f :
is_arrow_on_top(arrow_) ? arrow_bounds.bottom() - thickness :
arrow_bounds.y() + thickness;
const bool positive_offset = horizontal ?
is_arrow_on_top(arrow_) : is_arrow_on_left(arrow_);
const int offset_to_next_vertex = positive_offset ?
images_->arrow_interior_thickness : -images_->arrow_interior_thickness;
path->incReserve(4);
path->moveTo(SkDoubleToScalar(tip_x), SkDoubleToScalar(tip_y));
path->lineTo(SkDoubleToScalar(tip_x + offset_to_next_vertex),
SkDoubleToScalar(tip_y + offset_to_next_vertex));
const int multiplier = horizontal ? 1 : -1;
path->lineTo(SkDoubleToScalar(tip_x - multiplier * offset_to_next_vertex),
SkDoubleToScalar(tip_y + multiplier * offset_to_next_vertex));
path->close();
}
void BubbleBorder::DrawArrow(gfx::Canvas* canvas,
const gfx::Rect& arrow_bounds) const {
DCHECK(!UseMd());
canvas->DrawImageInt(*GetArrowImage(), arrow_bounds.x(), arrow_bounds.y());
SkPath path;
GetArrowPathFromArrowBounds(arrow_bounds, &path);
SkPaint paint;
paint.setStyle(SkPaint::kFill_Style);
paint.setColor(background_color_);
canvas->DrawPath(path, paint);
}
SkRRect BubbleBorder::GetClientRect(const View& view) const {
gfx::RectF bounds(view.GetLocalBounds());
bounds.Inset(GetInsets());
return SkRRect::MakeRectXY(gfx::RectFToSkRect(bounds),
GetBorderCornerRadius(), GetBorderCornerRadius());
}
void BubbleBorder::PaintMd(const View& view, gfx::Canvas* canvas) {
if (shadow_ == NO_ASSETS)
return PaintNoAssets(view, canvas);
gfx::ScopedCanvas scoped(canvas);
SkPaint paint;
std::vector<gfx::ShadowValue> shadows;
// 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.emplace_back(gfx::Vector2d(0, kSmallShadowVerticalOffset),
2 * kSmallShadowBlur, kSmallShadowColor);
shadows.emplace_back(gfx::Vector2d(0, kLargeShadowVerticalOffset),
2 * kLargeShadowBlur, kLargeShadowColor);
paint.setLooper(gfx::CreateShadowDrawLooperCorrectBlur(shadows));
paint.setColor(SkColorSetA(SK_ColorBLACK, 0x26));
paint.setAntiAlias(true);
SkRRect r_rect = GetClientRect(view);
canvas->sk_canvas()->clipRRect(r_rect, kDifference_SkClipOp,
true /*doAntiAlias*/);
// The border is drawn outside the content area.
const SkScalar one_pixel =
SkFloatToScalar(kBorderStrokeThicknessPx / canvas->image_scale());
r_rect.inset(-one_pixel, -one_pixel);
canvas->sk_canvas()->drawRRect(r_rect, paint);
}
void BubbleBorder::PaintNoAssets(const View& view, gfx::Canvas* canvas) {
gfx::ScopedCanvas scoped(canvas);
canvas->sk_canvas()->clipRRect(GetClientRect(view), kDifference_SkClipOp,
true /*doAntiAlias*/);
canvas->sk_canvas()->drawColor(SK_ColorTRANSPARENT, SkBlendMode::kSrc);
}
internal::BorderImages* BubbleBorder::GetImagesForTest() const {
return images_;
}
void BubbleBackground::Paint(gfx::Canvas* canvas, views::View* view) const {
if (border_->shadow() == BubbleBorder::NO_SHADOW_OPAQUE_BORDER)
canvas->DrawColor(border_->background_color());
// Fill the contents with a round-rect region to match the border images.
SkPaint paint;
paint.setAntiAlias(true);
paint.setStyle(SkPaint::kFill_Style);
paint.setColor(border_->background_color());
SkPath path;
gfx::RectF bounds(view->GetLocalBounds());
bounds.Inset(gfx::InsetsF(border_->GetInsets()));
canvas->DrawRoundRect(bounds, border_->GetBorderCornerRadius(), paint);
}
} // namespace views