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+// Copyright (c) 2006-2008 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 "chrome/browser/views/theme_helpers.h"
+
+#include <atlbase.h>
+#include <atlapp.h>
+#include <atltheme.h>
+
+#include "base/logging.h"
+#include "gfx/canvas_skia.h"
+#include "skia/ext/bitmap_platform_device_win.h"
+#include "third_party/skia/include/effects/SkGradientShader.h"
+
+void GetRebarGradientColors(int width, int x1, int x2,
+ SkColor* c1, SkColor* c2) {
+ DCHECK(c1 && c2) <<
+ "ThemeHelpers::GetRebarGradientColors - c1 or c2 is NULL!";
+
+ // To get the colors we need, we draw a horizontal gradient using
+ // DrawThemeBackground, then extract the pixel values from and return
+ // those so calling code can use them to create gradient brushes for use in
+ // rendering in other directions.
+
+ gfx::CanvasSkia canvas(width, 1, true);
+
+ // Render the Rebar gradient into the DIB
+ CTheme theme;
+ if (theme.IsThemingSupported())
+ theme.OpenThemeData(NULL, L"REBAR");
+ // On Windows XP+, if using a Theme, we can ask the theme to render the
+ // gradient for us.
+ if (!theme.IsThemeNull()) {
+ HDC dc = canvas.beginPlatformPaint();
+ RECT rect = { 0, 0, width, 1 };
+ theme.DrawThemeBackground(dc, 0, 0, &rect, NULL);
+ canvas.endPlatformPaint();
+ } else {
+ // On Windows 2000 or Windows XP+ with the Classic theme selected, we need
+ // to build our own gradient using system colors.
+ SkColor grad_colors[2];
+ COLORREF hl_ref = ::GetSysColor(COLOR_3DHILIGHT);
+ grad_colors[0] = SkColorSetRGB(GetRValue(hl_ref), GetGValue(hl_ref),
+ GetBValue(hl_ref));
+ COLORREF face_ref = ::GetSysColor(COLOR_3DFACE);
+ grad_colors[1] = SkColorSetRGB(GetRValue(face_ref), GetGValue(face_ref),
+ GetBValue(face_ref));
+ SkPoint grad_points[2];
+ grad_points[0].set(SkIntToScalar(0), SkIntToScalar(0));
+ grad_points[1].set(SkIntToScalar(width), SkIntToScalar(0));
+ SkShader* gradient_shader = SkGradientShader::CreateLinear(
+ grad_points, grad_colors, NULL, 2, SkShader::kRepeat_TileMode);
+ SkPaint paint;
+ paint.setShader(gradient_shader);
+ // Shader created with a ref count of 1, release as the paint now owns
+ // the gradient.
+ gradient_shader->unref();
+ paint.setStyle(SkPaint::kFill_Style);
+ canvas.drawRectCoords(SkIntToScalar(0), SkIntToScalar(0),
+ SkIntToScalar(width), SkIntToScalar(1), paint);
+ }
+
+ // Extract the color values from the selected pixels
+ // The | in the following operations forces the alpha to 0xFF. This is
+ // needed as windows sets the alpha to 0 when it renders.
+ skia::BitmapPlatformDevice& device =
+ static_cast<skia::BitmapPlatformDevice&>(
+ canvas.getTopPlatformDevice());
+ *c1 = 0xFF000000 | device.getColorAt(x1, 0);
+ *c2 = 0xFF000000 | device.getColorAt(x2, 0);
+}
+
+void GetDarkLineColor(SkColor* dark_color) {
+ DCHECK(dark_color) << "ThemeHelpers::DarkColor - dark_color is NULL!";
+
+ CTheme theme;
+ if (theme.IsThemingSupported())
+ theme.OpenThemeData(NULL, L"REBAR");
+
+ // Note: the alpha values were chosen scientifically according to what looked
+ // best to me at the time! --beng
+ if (!theme.IsThemeNull()) {
+ *dark_color = SkColorSetARGB(60, 0, 0, 0);
+ } else {
+ COLORREF shadow_ref = ::GetSysColor(COLOR_3DSHADOW);
+ *dark_color = SkColorSetARGB(175,
+ GetRValue(shadow_ref),
+ GetGValue(shadow_ref),
+ GetBValue(shadow_ref));
+ }
+}