// Copyright 2022 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_STYLE_SYSTEM_SHADOW_ON_TEXTURE_LAYER_H_
#define ASH_STYLE_SYSTEM_SHADOW_ON_TEXTURE_LAYER_H_
#include "ash/style/system_shadow.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_delegate.h"
#include "ui/compositor_extra/shadow.h"
#include "ui/gfx/shadow_value.h"
namespace ui {
class ColorProvider;
} // namespace ui
namespace ash {
// An implementation of `SystemShadow` that paints shadow on a texture layer,
// which is used to resolve geometry limitations of the
// SystemShadowOnNinePatchLayer. For SystemShadowOnNinePatchLayer that paints
// the shadow on a nine patch layer will limit the shadow elevation to
// (smaller dimension - 2 * corner radius) / 4 (refer to the implementation of
// `ui::Shadow::UpdateLayerBounds`). This will cause the shadow elevation of the
// UI with a large rounded radius decrease, even be 0 if the corner radius is
// half of the UI surface’s height or width. Use the SystemShadowOnTextureLayer
// in this case.
class SystemShadowOnTextureLayer : public SystemShadow,
public ui::LayerDelegate {
public:
explicit SystemShadowOnTextureLayer(SystemShadow::Type type);
SystemShadowOnTextureLayer(const SystemShadowOnTextureLayer&) = delete;
SystemShadowOnTextureLayer& operator=(const SystemShadowOnTextureLayer&) =
delete;
~SystemShadowOnTextureLayer() override;
// SystemShadow:
void SetType(SystemShadow::Type type) override;
void SetContentBounds(const gfx::Rect& bounds) override;
void SetRoundedCornerRadius(int corner_radius) override;
void SetRoundedCorners(const gfx::RoundedCornersF& rounded_corners) override;
const gfx::Rect& GetContentBounds() override;
ui::Layer* GetLayer() override;
ui::Layer* GetNinePatchLayer() override;
const gfx::ShadowValues GetShadowValuesForTesting() const override;
private:
// Calculate layer bounds according to the content bounds and shadow values.
gfx::Rect GetLayerBounds() const;
// Repaint the layer after the shadow attributes change.
void UpdateLayer();
// Update shadow values when the type or color provider source change.
void UpdateShadowValues();
// ui::LayerDelegate:
void OnPaintLayer(const ui::PaintContext& context) override;
void OnDeviceScaleFactorChanged(float old_device_scale_factor,
float new_device_scale_factor) override;
// SystemShadow:
void UpdateShadowColors(const ui::ColorProvider* color_provider) override;
SystemShadow::Type type_;
// The texture layer on which the shadow is painted.
ui::Layer layer_;
// Shadow values generated according to the shadow type.
gfx::ShadowValues shadow_values_;
// The bounds of the content area.
gfx::Rect content_bounds_;
gfx::RoundedCornersF rounded_corners_;
// The shadow colors map.
ui::Shadow::ElevationToColorsMap colors_map_;
};
} // namespace ash
#endif // ASH_STYLE_SYSTEM_SHADOW_ON_TEXTURE_LAYER_H_