// 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_H_ #define UI_GFX_SHADOW_VALUE_H_ #include #include #include "third_party/skia/include/core/SkColor.h" #include "ui/gfx/geometry/vector2d.h" #include "ui/gfx/gfx_export.h" namespace gfx { class Insets; class ShadowValue; typedef std::vector ShadowValues; // ShadowValue encapsulates parameters needed to define a shadow, including the // shadow's offset, blur amount and color. class GFX_EXPORT ShadowValue { public: ShadowValue(); ShadowValue(const gfx::Vector2d& offset, double blur, SkColor color); ~ShadowValue(); int x() const { return offset_.x(); } int y() const { return offset_.y(); } const gfx::Vector2d& offset() const { return offset_; } double blur() const { return blur_; } SkColor color() const { return color_; } ShadowValue Scale(float scale) const; 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 ShadowValues& shadows); private: gfx::Vector2d 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_H_