// Copyright 2021 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef ASH_CAPTURE_MODE_USER_NUDGE_CONTROLLER_H_
#define ASH_CAPTURE_MODE_USER_NUDGE_CONTROLLER_H_
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/timer/timer.h"
#include "ui/compositor/layer.h"
namespace aura {
class Window;
} // namespace aura
namespace views {
class View;
} // namespace views
namespace ash {
class CaptureModeSession;
// Controls the user nudge animation and toast widget which are used to draw the
// user's attention towards the given `view_to_be_highlighted`. In the current
// iteration, this view is the settings button on the capture mode bar, and the
// desire to inform the users about the newly added ability to change where
// captured images and videos are saved. In upcoming iteration, the camera nudge
// will be shown instead once the selfie camera feature is enabled.
class UserNudgeController {
public:
explicit UserNudgeController(CaptureModeSession* session,
views::View* view_to_be_highlighted);
UserNudgeController(const UserNudgeController&) = delete;
UserNudgeController& operator=(const UserNudgeController&) = delete;
~UserNudgeController();
bool is_visible() const { return is_visible_; }
void set_should_dismiss_nudge_forever(bool value) {
should_dismiss_nudge_forever_ = value;
}
bool should_dismiss_nudge_forever() const {
return should_dismiss_nudge_forever_;
}
// Repositions the animation layers such that they're correctly parented with
// the correct bounds on the correct display.
void Reposition();
// Animates the animation layers towards the given visibility state `visible`.
void SetVisible(bool visible);
private:
// Triggers all the nudge animations performed by the below functions.
void PerformNudgeAnimations();
// Animates the base ring (which is a circle highlight around the
// `view_to_be_highlighted_`) in a way that grabs the user's attention.
void PerformBaseRingAnimation();
// Animates the ripple ring (which is another circle highlight around the
// `view_to_be_highlighted_` but animates to a bigger size while fading out).
void PerformRippleRingAnimation();
// Scales up the `view_to_be_highlighted_` itself so its icon appears to be
// growing with the base ring animation.
void PerformViewScaleAnimation();
// Called back when the base ring animation finishes so that we can schedule
// a repeat of this animation after a certain delay using `timer_`.
void OnBaseRingAnimationEnded();
// This is the window that will be used to as the parent of our animation
// layers (`base_ring_` and `ripple_ring_`).
aura::Window* GetParentWindow() const;
// The session that owns `this`. Guaranteed to be non null for the lifetime of
// `this`.
const raw_ptr<CaptureModeSession> capture_session_;
// The view to which we're trying to grab the user's attention.
const raw_ptr<views::View> view_to_be_highlighted_;
// These are the two animation layers that will be used to highlight
// `view_to_be_highlighted_` to nudge the user towards it.
ui::Layer base_ring_{ui::LAYER_SOLID_COLOR};
ui::Layer ripple_ring_{ui::LAYER_SOLID_COLOR};
// The timer used to repeat the nudge animation after a certain delay.
base::OneShotTimer timer_;
// The current visibility state of the nudge elements.
bool is_visible_ = false;
// If set to true, we will set a user pref to disable this nudge forever at
// the time when `this` is destroyed.
bool should_dismiss_nudge_forever_ = false;
base::WeakPtrFactory<UserNudgeController> weak_ptr_factory_{this};
};
} // namespace ash
#endif // ASH_CAPTURE_MODE_USER_NUDGE_CONTROLLER_H_