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Diffstat (limited to 'ui/gfx/shadow_value.h')
-rw-r--r-- | ui/gfx/shadow_value.h | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/ui/gfx/shadow_value.h b/ui/gfx/shadow_value.h new file mode 100644 index 0000000..8ca9196 --- /dev/null +++ b/ui/gfx/shadow_value.h @@ -0,0 +1,58 @@ +// Copyright (c) 2012 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. + +#ifndef UI_GFX_SHADOW_VALUE_ +#define UI_GFX_SHADOW_VALUE_ +#pragma once + +#include <string> +#include <vector> + +#include "third_party/skia/include/core/SkColor.h" +#include "ui/base/ui_export.h" +#include "ui/gfx/point.h" + +namespace gfx { + +class Insets; + +// ShadowValue encapsulates parameters needed to define a shadow, including the +// shadow's offset, blur amount and color. +class UI_EXPORT ShadowValue { + public: + ShadowValue(); + ShadowValue(const gfx::Point& offset, double blur, SkColor color); + ~ShadowValue(); + + int x() const { return offset_.x(); } + int y() const { return offset_.y(); } + const gfx::Point& offset() const { return offset_; } + double blur() const { return blur_; } + SkColor color() const { return color_; } + + std::string ToString() const; + + // Gets margin space needed for shadows. Note that values in returned Insets + // are negative because shadow margins are outside a boundary. + static Insets GetMargin(const std::vector<ShadowValue>& shadows); + + private: + gfx::Point offset_; + + // Blur amount of the shadow in pixels. If underlying implementation supports + // (e.g. Skia), it can have fraction part such as 0.5 pixel. The value + // defines a range from full shadow color at the start point inside the + // shadow to fully transparent at the end point outside it. The range is + // perpendicular to and centered on the shadow edge. For example, a blur + // amount of 4.0 means to have a blurry shadow edge of 4 pixels that + // transitions from full shadow color to fully transparent and with 2 pixels + // inside the shadow and 2 pixels goes beyond the edge. + double blur_; + + SkColor color_; +}; + +} // namespace gfx + +#endif // UI_GFX_SHADOW_VALUE_ |