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-rw-r--r--chrome/browser/views/bubble_border.cc107
1 files changed, 46 insertions, 61 deletions
diff --git a/chrome/browser/views/bubble_border.cc b/chrome/browser/views/bubble_border.cc
index 3548286..230a0f4 100644
--- a/chrome/browser/views/bubble_border.cc
+++ b/chrome/browser/views/bubble_border.cc
@@ -1,6 +1,6 @@
-// Copyright (c) 2010 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.
+// Copyright (c) 2009 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/bubble_border.h"
@@ -31,6 +31,10 @@ static const int kArrowInteriorHeight = 7;
gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& position_relative_to,
const gfx::Size& contents_size) const {
+ // The spacing (in pixels) between |position_relative_to| and the bubble
+ // content.
+ const int kBubbleSpacing = 2;
+
// Desired size is size of contents enlarged by the size of the border images.
gfx::Size border_size(contents_size);
gfx::Insets insets;
@@ -39,40 +43,33 @@ gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& position_relative_to,
insets.top() + insets.bottom());
// Screen position depends on the arrow location.
- // The arrow should overlap the target by some amount since the bottom arrow
- // has lots of shadow below it and the top arrow is given an equivalent amount
- // of padding.
- const int kArrowOverlap = 3;
int x = position_relative_to.x() + (position_relative_to.width() / 2);
- int arrow_offset = override_arrow_x_offset_ ? override_arrow_x_offset_ :
- arrow_x_offset_;
if (arrow_is_left())
- x -= arrow_offset;
+ x -= arrow_x_offset_;
else if (arrow_location_ == NONE)
x -= ((contents_size.width() / 2) + insets.left());
else
- x += (arrow_offset - border_size.width() + 1);
+ x += (arrow_x_offset_ - border_size.width() + 1);
int y = position_relative_to.y();
- if (arrow_is_bottom())
- y += (kArrowOverlap - border_size.height());
- else if (arrow_location_ == NONE)
- y += position_relative_to.height();
- else
- y += (position_relative_to.height() - kArrowOverlap);
+ if (arrow_is_top()) {
+ y += (position_relative_to.height() -
+ (top_arrow_->height() - kBubbleSpacing));
+ } else if (arrow_location_ == NONE) {
+ y += (position_relative_to.height() - (top_->height() - kBubbleSpacing));
+ } else {
+ y += ((bottom_arrow_->height() - kBubbleSpacing) - border_size.height());
+ }
return gfx::Rect(x, y, border_size.width(), border_size.height());
}
void BubbleBorder::GetInsets(gfx::Insets* insets) const {
- int top, bottom;
- if (arrow_is_bottom()) {
- top = top_->height();
- bottom = std::max(bottom_->height(), bottom_arrow_->height());
- } else {
- top = (arrow_location_ == NONE) ?
- 0 : std::max(top_->height(), top_arrow_->height());
- bottom = bottom_->height();
- }
+ int top = top_->height();
+ int bottom = bottom_->height();
+ if (arrow_is_top())
+ top = std::max(top, top_arrow_->height());
+ else if (arrow_location_ != NONE)
+ bottom = std::max(bottom, bottom_arrow_->height());
insets->Set(top, left_->width(), bottom, right_->width());
}
@@ -105,7 +102,7 @@ void BubbleBorder::InitClass() {
}
void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const {
- // Convenience shorthand variables.
+ // Convenience shorthand variables
int width = view.width();
int tl_width = top_left_->width();
int tl_height = top_left_->height();
@@ -135,33 +132,25 @@ void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const {
* border_bottom∙∙∙∙└────┴─┤ ▼ ├──────┤ ▼ ├─┴────┘
* view.height()∙∙∙∙∙∙∙∙∙∙∙└───┘ └───┘
*
- * If |arrow_location_| == NONE, the entire top edge is ommitted, and
- * |tl_bottom| == |tr_bottom| == 0. Otherwise, one of the four arrows will be
- * drawn.
+ * (At most one of the arrows will be drawn)
*/
gfx::Insets insets;
GetInsets(&insets);
int top = insets.top();
+ int border_top = top - t_height;
+ int tl_bottom = border_top + tl_height;
+ int tr_bottom = border_top + tr_height;
int bottom = view.height() - insets.bottom();
int border_bottom = bottom + b_height;
int bl_y = border_bottom - bl_height;
int br_y = border_bottom - br_height;
- int border_top, tl_bottom, tr_bottom;
- if (arrow_location_ == NONE) {
- border_top = tl_bottom = tr_bottom = 0;
- } else {
- border_top = top - t_height;
- tl_bottom = border_top + tl_height;
- tr_bottom = border_top + tr_height;
-
- // Top left corner
- canvas->DrawBitmapInt(*top_left_, 0, border_top);
+ // Top left corner
+ canvas->DrawBitmapInt(*top_left_, 0, border_top);
- // Top right corner
- canvas->DrawBitmapInt(*top_right_, width - tr_width, border_top);
- }
+ // Top right corner
+ canvas->DrawBitmapInt(*top_right_, width - tr_width, border_top);
// Right edge
canvas->TileImageInt(*right_, width - r_width, tr_bottom, r_width,
@@ -178,7 +167,7 @@ void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const {
canvas->TileImageInt(*left_, 0, tl_bottom, left_->width(), bl_y - tl_bottom);
// Arrow edge, if necessary
- bool should_draw_top_edge = false;
+ bool should_draw_top_edge = true;
bool should_draw_bottom_edge = true;
if (arrow_location_ != NONE) {
/* Here's what the variables below mean (without loss of generality):
@@ -205,17 +194,8 @@ void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const {
SkBitmap* arrow;
int left_of_edge, right_of_edge, edge_y, arrow_y;
SkScalar border_y, tip_y;
- if (arrow_is_bottom()) {
- should_draw_top_edge = true;
- should_draw_bottom_edge = false;
- edge = bottom_;
- arrow = bottom_arrow_;
- left_of_edge = bl_width;
- right_of_edge = br_width;
- edge_y = arrow_y = bottom;
- border_y = SkIntToScalar(bottom);
- tip_y = SkIntToScalar(bottom + kArrowInteriorHeight);
- } else {
+ if (arrow_is_top()) {
+ should_draw_top_edge = false;
edge = top_;
arrow = top_arrow_;
left_of_edge = tl_width;
@@ -224,12 +204,19 @@ void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const {
arrow_y = top - top_arrow_->height();
border_y = SkIntToScalar(top);
tip_y = SkIntToScalar(top - kArrowInteriorHeight);
+ } else {
+ should_draw_bottom_edge = false;
+ edge = bottom_;
+ arrow = bottom_arrow_;
+ left_of_edge = bl_width;
+ right_of_edge = br_width;
+ edge_y = arrow_y = bottom;
+ border_y = SkIntToScalar(bottom);
+ tip_y = SkIntToScalar(bottom + kArrowInteriorHeight);
}
- int arrow_offset = override_arrow_x_offset_ ? override_arrow_x_offset_ :
- arrow_x_offset_;
- int arrow_width = arrow->width();
+ int arrow_width = (arrow_is_top() ? top_arrow_ : bottom_arrow_)->width();
int arrow_center = arrow_is_left() ?
- arrow_offset : width - arrow_offset - 1;
+ arrow_x_offset_ : width - arrow_x_offset_ - 1;
int arrow_x = arrow_center - (arrow_width / 2);
SkScalar arrow_interior_x =
SkIntToScalar(arrow_center - kArrowInteriorHeight);
@@ -284,8 +271,6 @@ void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const {
void BubbleBackground::Paint(gfx::Canvas* canvas, views::View* view) const {
// The border of this view creates an anti-aliased round-rect region for the
// contents, which we need to fill with the background color.
- // NOTE: This doesn't handle an arrow location of "NONE", which has square top
- // corners.
SkPaint paint;
paint.setAntiAlias(true);
paint.setStyle(SkPaint::kFill_Style);