#include "ui/compositor_extra/shadow.h"
#include "ui/base/resource/resource_bundle.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/gfx/geometry/insets.h"
#include "ui/gfx/shadow_util.h"
namespace ui {
namespace {
constexpr int kShadowAnimationDurationMs = …;
}
Shadow::Shadow() : … { … }
Shadow::~Shadow() = default;
void Shadow::Init(int elevation) { … }
void Shadow::SetContentBounds(const gfx::Rect& content_bounds) { … }
void Shadow::SetElevation(int elevation) { … }
void Shadow::SetRoundedCornerRadius(int rounded_corner_radius) { … }
void Shadow::SetShadowStyle(gfx::ShadowStyle style) { … }
void Shadow::SetElevationToColorsMap(const ElevationToColorsMap& color_map) { … }
void Shadow::OnImplicitAnimationsCompleted() { … }
Shadow::ShadowLayerOwner::ShadowLayerOwner(Shadow* owner,
std::unique_ptr<Layer> layer)
: … { … }
Shadow::ShadowLayerOwner::~ShadowLayerOwner() = default;
std::unique_ptr<Layer> Shadow::ShadowLayerOwner::RecreateLayer() { … }
void Shadow::RecreateShadowLayer() { … }
void Shadow::UpdateShadowAppearance() { … }
}