// 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/status_bubble_views.h" #include #include "app/gfx/canvas.h" #include "app/gfx/text_elider.h" #include "app/l10n_util.h" #include "app/l10n_util_win.h" #include "app/animation.h" #include "app/resource_bundle.h" #include "base/string_util.h" #include "googleurl/src/gurl.h" #include "grit/generated_resources.h" #include "grit/theme_resources.h" #include "net/base/net_util.h" #include "third_party/skia/include/core/SkPaint.h" #include "third_party/skia/include/core/SkPath.h" #include "third_party/skia/include/core/SkRect.h" #include "views/controls/label.h" #include "views/widget/root_view.h" #include "views/widget/widget_win.h" // The color of the background bubble. static const SkColor kBubbleColor = SkColorSetRGB(222, 234, 248); // The alpha and color of the bubble's shadow. static const SkColor kShadowColor = SkColorSetARGB(30, 0, 0, 0); // The roundedness of the edges of our bubble. static const int kBubbleCornerRadius = 4; // How close the mouse can get to the infobubble before it starts sliding // off-screen. static const int kMousePadding = 20; // The color of the text static const SkColor kTextColor = SkColorSetRGB(100, 100, 100); // The color of the highlight text static const SkColor kTextHighlightColor = SkColorSetRGB(242, 250, 255); // The horizontal offset of the text within the status bubble, not including the // outer shadow ring. static const int kTextPositionX = 3; // The minimum horizontal space between the (right) end of the text and the edge // of the status bubble, not including the outer shadow ring, or a 1 px gap we // leave so we can shit all the text by 1 px to produce a "highlight" effect. static const int kTextHorizPadding = 1; // Delays before we start hiding or showing the bubble after we receive a // show or hide request. static const int kShowDelay = 80; static const int kHideDelay = 250; // How long each fade should last for. static const int kShowFadeDurationMS = 120; static const int kHideFadeDurationMS = 200; static const int kFramerate = 25; // View ----------------------------------------------------------------------- // StatusView manages the display of the bubble, applying text changes and // fading in or out the bubble as required. class StatusBubbleViews::StatusView : public views::Label, public Animation, public AnimationDelegate { public: StatusView(StatusBubble* status_bubble, views::WidgetWin* popup) : Animation(kFramerate, this), status_bubble_(status_bubble), popup_(popup), stage_(BUBBLE_HIDDEN), style_(STYLE_STANDARD), timer_factory_(this), opacity_start_(0), opacity_end_(0) { ResourceBundle& rb = ResourceBundle::GetSharedInstance(); gfx::Font font(rb.GetFont(ResourceBundle::BaseFont)); SetFont(font); } ~StatusView() { Stop(); CancelTimer(); } // The bubble can be in one of many stages: typedef enum BubbleStage { BUBBLE_HIDDEN, // Entirely BUBBLE_HIDDEN. BUBBLE_HIDING_FADE, // In a fade-out transition. BUBBLE_HIDING_TIMER, // Waiting before a fade-out. BUBBLE_SHOWING_TIMER, // Waiting before a fade-in. BUBBLE_SHOWING_FADE, // In a fade-in transition. BUBBLE_SHOWN // Fully visible. }; typedef enum BubbleStyle { STYLE_BOTTOM, STYLE_FLOATING, STYLE_STANDARD, STYLE_STANDARD_RIGHT }; // Set the bubble text to a certain value, hides the bubble if text is // an empty string. void SetText(const std::wstring& text); BubbleStage GetState() const { return stage_; } void SetStyle(BubbleStyle style); BubbleStyle GetStyle() const { return style_; } // Show the bubble instantly. void Show(); // Hide the bubble instantly. void Hide(); // Resets any timers we have. Typically called when the user moves a // mouse. void ResetTimer(); private: class InitialTimer; // Manage the timers that control the delay before a fade begins or ends. void StartTimer(int time); void OnTimer(); void CancelTimer(); void RestartTimer(int delay); // Manage the fades and starting and stopping the animations correctly. void StartFade(double start, double end, int duration); void StartHiding(); void StartShowing(); // Animation functions. double GetCurrentOpacity(); void SetOpacity(double opacity); void AnimateToState(double state); void AnimationEnded(const Animation* animation); virtual void Paint(gfx::Canvas* canvas); BubbleStage stage_; BubbleStyle style_; ScopedRunnableMethodFactory timer_factory_; // Manager, owns us. StatusBubble* status_bubble_; // Handle to the HWND that contains us. views::WidgetWin* popup_; // The currently-displayed text. std::wstring text_; // Start and end opacities for the current transition - note that as a // fade-in can easily turn into a fade out, opacity_start_ is sometimes // a value between 0 and 1. double opacity_start_; double opacity_end_; }; void StatusBubbleViews::StatusView::SetText(const std::wstring& text) { if (text.empty()) { // The string was empty. StartHiding(); } else { // We want to show the string. text_ = text; StartShowing(); } SchedulePaint(); } void StatusBubbleViews::StatusView::Show() { Stop(); CancelTimer(); SetOpacity(1.0); stage_ = BUBBLE_SHOWN; PaintNow(); } void StatusBubbleViews::StatusView::Hide() { Stop(); CancelTimer(); SetOpacity(0.0); text_.clear(); stage_ = BUBBLE_HIDDEN; } void StatusBubbleViews::StatusView::StartTimer(int time) { if (!timer_factory_.empty()) timer_factory_.RevokeAll(); MessageLoop::current()->PostDelayedTask(FROM_HERE, timer_factory_.NewRunnableMethod(&StatusBubbleViews::StatusView::OnTimer), time); } void StatusBubbleViews::StatusView::OnTimer() { if (stage_ == BUBBLE_HIDING_TIMER) { stage_ = BUBBLE_HIDING_FADE; StartFade(1.0, 0.0, kHideFadeDurationMS); } else if (stage_ == BUBBLE_SHOWING_TIMER) { stage_ = BUBBLE_SHOWING_FADE; StartFade(0.0, 1.0, kShowFadeDurationMS); } } void StatusBubbleViews::StatusView::CancelTimer() { if (!timer_factory_.empty()) { timer_factory_.RevokeAll(); } } void StatusBubbleViews::StatusView::RestartTimer(int delay) { CancelTimer(); StartTimer(delay); } void StatusBubbleViews::StatusView::ResetTimer() { if (stage_ == BUBBLE_SHOWING_TIMER) { // We hadn't yet begun showing anything when we received a new request // for something to show, so we start from scratch. RestartTimer(kShowDelay); } } void StatusBubbleViews::StatusView::StartFade(double start, double end, int duration) { opacity_start_ = start; opacity_end_ = end; // This will also reset the currently-occurring animation. SetDuration(duration); Start(); } void StatusBubbleViews::StatusView::StartHiding() { if (stage_ == BUBBLE_SHOWN) { stage_ = BUBBLE_HIDING_TIMER; StartTimer(kHideDelay); } else if (stage_ == BUBBLE_SHOWING_TIMER) { stage_ = BUBBLE_HIDDEN; CancelTimer(); } else if (stage_ == BUBBLE_SHOWING_FADE) { stage_ = BUBBLE_HIDING_FADE; // Figure out where we are in the current fade. double current_opacity = GetCurrentOpacity(); // Start a fade in the opposite direction. StartFade(current_opacity, 0.0, static_cast(kHideFadeDurationMS * current_opacity)); } } void StatusBubbleViews::StatusView::StartShowing() { if (stage_ == BUBBLE_HIDDEN) { stage_ = BUBBLE_SHOWING_TIMER; StartTimer(kShowDelay); } else if (stage_ == BUBBLE_HIDING_TIMER) { stage_ = BUBBLE_SHOWN; CancelTimer(); } else if (stage_ == BUBBLE_HIDING_FADE) { // We're partway through a fade. stage_ = BUBBLE_SHOWING_FADE; // Figure out where we are in the current fade. double current_opacity = GetCurrentOpacity(); // Start a fade in the opposite direction. StartFade(current_opacity, 1.0, static_cast(kShowFadeDurationMS * current_opacity)); } else if (stage_ == BUBBLE_SHOWING_TIMER) { // We hadn't yet begun showing anything when we received a new request // for something to show, so we start from scratch. ResetTimer(); } } // Animation functions. double StatusBubbleViews::StatusView::GetCurrentOpacity() { return opacity_start_ + (opacity_end_ - opacity_start_) * Animation::GetCurrentValue(); } void StatusBubbleViews::StatusView::SetOpacity(double opacity) { popup_->SetLayeredAlpha(static_cast(opacity * 255)); SchedulePaint(); } void StatusBubbleViews::StatusView::AnimateToState(double state) { SetOpacity(GetCurrentOpacity()); } void StatusBubbleViews::StatusView::AnimationEnded( const Animation* animation) { SetOpacity(opacity_end_); if (stage_ == BUBBLE_HIDING_FADE) { stage_ = BUBBLE_HIDDEN; } else if (stage_ == BUBBLE_SHOWING_FADE) { stage_ = BUBBLE_SHOWN; } } void StatusBubbleViews::StatusView::SetStyle(BubbleStyle style) { if (style_ != style) { style_ = style; SchedulePaint(); } } void StatusBubbleViews::StatusView::Paint(gfx::Canvas* canvas) { SkPaint paint; paint.setStyle(SkPaint::kFill_Style); paint.setFlags(SkPaint::kAntiAlias_Flag); paint.setColor(kBubbleColor); RECT parent_rect; ::GetWindowRect(popup_->GetNativeView(), &parent_rect); // Figure out how to round the bubble's four corners. SkScalar rad[8]; // Top Edges - if the bubble is in its bottom position (sticking downwards), // then we square the top edges. Otherwise, we square the edges based on the // position of the bubble within the window (the bubble is positioned in the // southeast corner in RTL and in the southwest corner in LTR). if (style_ == STYLE_BOTTOM) { // Top Left corner. rad[0] = 0; rad[1] = 0; // Top Right corner. rad[2] = 0; rad[3] = 0; } else { if (UILayoutIsRightToLeft() ^ (style_ == STYLE_STANDARD_RIGHT)) { // The text is RtL or the bubble is on the right side (but not both). // Top Left corner. rad[0] = SkIntToScalar(kBubbleCornerRadius); rad[1] = SkIntToScalar(kBubbleCornerRadius); // Top Right corner. rad[2] = 0; rad[3] = 0; } else { // Top Left corner. rad[0] = 0; rad[1] = 0; // Top Right corner. rad[2] = SkIntToScalar(kBubbleCornerRadius); rad[3] = SkIntToScalar(kBubbleCornerRadius); } } // Bottom edges - square these off if the bubble is in its standard position // (sticking upward). if (style_ == STYLE_STANDARD || style_ == STYLE_STANDARD_RIGHT) { // Bottom Right Corner. rad[4] = 0; rad[5] = 0; // Bottom Left Corner. rad[6] = 0; rad[7] = 0; } else { // Bottom Right Corner. rad[4] = SkIntToScalar(kBubbleCornerRadius); rad[5] = SkIntToScalar(kBubbleCornerRadius); // Bottom Left Corner. rad[6] = SkIntToScalar(kBubbleCornerRadius); rad[7] = SkIntToScalar(kBubbleCornerRadius); } // Draw the bubble's shadow. int width = parent_rect.right - parent_rect.left; int height = parent_rect.bottom - parent_rect.top; SkRect rect; rect.set(0, 0, SkIntToScalar(width), SkIntToScalar(height)); SkPath shadow_path; shadow_path.addRoundRect(rect, rad, SkPath::kCW_Direction); SkPaint shadow_paint; shadow_paint.setFlags(SkPaint::kAntiAlias_Flag); shadow_paint.setColor(kShadowColor); canvas->drawPath(shadow_path, shadow_paint); // Draw the bubble. rect.set(SkIntToScalar(kShadowThickness), SkIntToScalar(kShadowThickness), SkIntToScalar(width - kShadowThickness), SkIntToScalar(height - kShadowThickness)); SkPath path; path.addRoundRect(rect, rad, SkPath::kCW_Direction); canvas->drawPath(path, paint); // Draw highlight text and then the text body. In order to make sure the text // is aligned to the right on RTL UIs, we mirror the text bounds if the // locale is RTL. // The "- 1" on the end of the width and height ensures that when we add one // to x() and y() for the highlight text, we still won't overlap the shadow. int text_width = std::min(views::Label::GetFont().GetStringWidth(text_), width - (kShadowThickness * 2) - kTextPositionX - kTextHorizPadding - 1); int text_height = height - (kShadowThickness * 2) - 1; gfx::Rect body_bounds(kShadowThickness + kTextPositionX, kShadowThickness, std::max(0, text_width), std::max(0, text_height)); body_bounds.set_x(MirroredLeftPointForRect(body_bounds)); canvas->DrawStringInt(text_, views::Label::GetFont(), kTextHighlightColor, body_bounds.x() + 1, body_bounds.y() + 1, body_bounds.width(), body_bounds.height()); canvas->DrawStringInt(text_, views::Label::GetFont(), kTextColor, body_bounds.x(), body_bounds.y(), body_bounds.width(), body_bounds.height()); } // StatusBubble --------------------------------------------------------------- const int StatusBubbleViews::kShadowThickness = 1; StatusBubbleViews::StatusBubbleViews(views::Widget* frame) : popup_(NULL), frame_(frame), view_(NULL), opacity_(0), position_(0, 0), size_(0, 0), offset_(0) { } StatusBubbleViews::~StatusBubbleViews() { if (popup_.get()) popup_->CloseNow(); position_ = NULL; size_ = NULL; } void StatusBubbleViews::Init() { if (!popup_.get()) { popup_.reset(new views::WidgetWin()); popup_->set_delete_on_destroy(false); if (!view_) view_ = new StatusView(this, popup_.get()); gfx::Rect rc(0, 0, 0, 0); popup_->set_window_style(WS_POPUP); popup_->set_window_ex_style(WS_EX_LAYERED | WS_EX_TOOLWINDOW | WS_EX_TRANSPARENT | l10n_util::GetExtendedTooltipStyles()); popup_->SetLayeredAlpha(0x00); popup_->Init(frame_->GetNativeView(), rc, false); popup_->SetContentsView(view_); Reposition(); popup_->Show(); } } void StatusBubbleViews::SetStatus(const std::wstring& status_text) { if (status_text_ == status_text) return; Init(); status_text_ = status_text; if (!status_text_.empty()) { view_->SetText(status_text); view_->Show(); } else if (!url_text_.empty()) { view_->SetText(url_text_); } else { view_->SetText(std::wstring()); } } void StatusBubbleViews::SetURL(const GURL& url, const std::wstring& languages) { Init(); // If we want to clear a displayed URL but there is a status still to // display, display that status instead. if (url.is_empty() && !status_text_.empty()) { url_text_ = std::wstring(); view_->SetText(status_text_); return; } // Set Elided Text corresponding to the GURL object. RECT parent_rect; ::GetWindowRect(popup_->GetNativeView(), &parent_rect); int text_width = static_cast(parent_rect.right - parent_rect.left - (kShadowThickness * 2) - kTextPositionX - kTextHorizPadding - 1); url_text_ = gfx::ElideUrl(url, view_->Label::GetFont(), text_width, languages); // An URL is always treated as a left-to-right string. On right-to-left UIs // we need to explicitly mark the URL as LTR to make sure it is displayed // correctly. if (l10n_util::GetTextDirection() == l10n_util::RIGHT_TO_LEFT && !url_text_.empty()) l10n_util::WrapStringWithLTRFormatting(&url_text_); view_->SetText(url_text_); } void StatusBubbleViews::Hide() { status_text_ = std::wstring(); url_text_ = std::wstring(); if (view_) view_->Hide(); } void StatusBubbleViews::MouseMoved() { if (view_) { view_->ResetTimer(); if (view_->GetState() != StatusView::BUBBLE_HIDDEN && view_->GetState() != StatusView::BUBBLE_HIDING_FADE && view_->GetState() != StatusView::BUBBLE_HIDING_TIMER) { AvoidMouse(); } } } void StatusBubbleViews::AvoidMouse() { // Our status bubble is located in screen coordinates, so we should get // those rather than attempting to reverse decode the web contents // coordinates. CPoint cursor_location; GetCursorPos(&cursor_location); // Get the position of the frame. gfx::Point top_left; views::RootView* root = frame_->GetRootView(); views::View::ConvertPointToScreen(root, &top_left); // Get the cursor position relative to the popup. cursor_location.x -= (top_left.x() + position_.x); cursor_location.y -= (top_left.y() + position_.y); // If the mouse is in a position where we think it would move the // status bubble, figure out where and how the bubble should be moved. if (cursor_location.y > -kMousePadding && cursor_location.x < size_.cx + kMousePadding) { int offset = kMousePadding + cursor_location.y; // Make the movement non-linear. offset = offset * offset / kMousePadding; // When the mouse is entering from the right, we want the offset to be // scaled by how horizontally far away the cursor is from the bubble. if (cursor_location.x > size_.cx) { offset = static_cast(static_cast(offset) * ( static_cast(kMousePadding - (cursor_location.x - size_.cx)) / static_cast(kMousePadding))); } // Cap the offset and change the visual presentation of the bubble // depending on where it ends up (so that rounded corners square off // and mate to the edges of the tab content). if (offset >= size_.cy - kShadowThickness * 2) { offset = size_.cy - kShadowThickness * 2; view_->SetStyle(StatusView::STYLE_BOTTOM); } else if (offset > kBubbleCornerRadius / 2 - kShadowThickness) { view_->SetStyle(StatusView::STYLE_FLOATING); } else { view_->SetStyle(StatusView::STYLE_STANDARD); } // Check if the bubble sticks out from the monitor. MONITORINFO monitor_info; monitor_info.cbSize = sizeof(monitor_info); GetMonitorInfo(MonitorFromWindow(frame_->GetNativeView(), MONITOR_DEFAULTTONEAREST), &monitor_info); gfx::Rect monitor_rect(monitor_info.rcWork); const int bubble_bottom_y = top_left.y() + position_.y + size_.cy; if (bubble_bottom_y + offset > monitor_rect.height()) { // The offset is still too large. Move the bubble to the right and reset // Y offset_ to zero. view_->SetStyle(StatusView::STYLE_STANDARD_RIGHT); offset_ = 0; int root_width = root->GetLocalBounds(true).width(); // border included. // Substract border width + bubble width. int right_position_x = root_width - (position_.x + size_.cx); popup_->MoveWindow(top_left.x() + right_position_x, top_left.y() + position_.y, size_.cx, size_.cy); } else { offset_ = offset; popup_->MoveWindow(top_left.x() + position_.x, top_left.y() + position_.y + offset_, size_.cx, size_.cy); } } else if (offset_ != 0 || view_->GetStyle() == StatusView::STYLE_STANDARD_RIGHT) { offset_ = 0; view_->SetStyle(StatusView::STYLE_STANDARD); popup_->MoveWindow(top_left.x() + position_.x, top_left.y() + position_.y, size_.cx, size_.cy); } } void StatusBubbleViews::Reposition() { if (popup_.get()) { gfx::Point top_left; views::View::ConvertPointToScreen(frame_->GetRootView(), &top_left); popup_->MoveWindow(top_left.x() + position_.x, top_left.y() + position_.y, size_.cx, size_.cy); } } void StatusBubbleViews::SetBounds(int x, int y, int w, int h) { // If the UI layout is RTL, we need to mirror the position of the bubble // relative to the parent. if (l10n_util::GetTextDirection() == l10n_util::RIGHT_TO_LEFT) { gfx::Rect frame_bounds; frame_->GetBounds(&frame_bounds, false); int mirrored_x = frame_bounds.width() - x - w; position_.SetPoint(mirrored_x, y); } else { position_.SetPoint(x, y); } size_.SetSize(w, h); Reposition(); }