// 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_VIEWS_BUBBLE_BUBBLE_BORDER_H_ #define UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_ #include "base/basictypes.h" #include "base/compiler_specific.h" #include "ui/views/background.h" #include "ui/views/border.h" namespace gfx { class ImageSkia; } namespace views { namespace internal { struct BorderImages; } // Renders a border, with optional arrow, and a custom dropshadow. // This can be used to produce floating "bubble" objects with rounded corners. class VIEWS_EXPORT BubbleBorder : public Border { public: // Possible locations for the (optional) arrow. // 0 bit specifies left or right. // 1 bit specifies top or bottom. // 2 bit specifies horizontal or vertical. // 3 bit specifies whether the arrow at the center of its residing edge. enum ArrowMask { RIGHT = 0x01, BOTTOM = 0x02, VERTICAL = 0x04, CENTER = 0x08, }; enum Arrow { TOP_LEFT = 0, TOP_RIGHT = RIGHT, BOTTOM_LEFT = BOTTOM, BOTTOM_RIGHT = BOTTOM | RIGHT, LEFT_TOP = VERTICAL, RIGHT_TOP = VERTICAL | RIGHT, LEFT_BOTTOM = VERTICAL | BOTTOM, RIGHT_BOTTOM = VERTICAL | BOTTOM | RIGHT, TOP_CENTER = CENTER, BOTTOM_CENTER = CENTER | BOTTOM, LEFT_CENTER = CENTER | VERTICAL, RIGHT_CENTER = CENTER | VERTICAL | RIGHT, NONE = 16, // No arrow. Positioned under the supplied rect. FLOAT = 17, // No arrow. Centered over the supplied rect. }; enum Shadow { SHADOW = 0, NO_SHADOW, NO_SHADOW_OPAQUE_BORDER, BIG_SHADOW, SMALL_SHADOW, SHADOW_COUNT, }; // The position of the bubble in relation to the anchor. enum BubbleAlignment { // The tip of the arrow points to the middle of the anchor. ALIGN_ARROW_TO_MID_ANCHOR, // The edge nearest to the arrow is lined up with the edge of the anchor. ALIGN_EDGE_TO_ANCHOR_EDGE, }; // The way the arrow should be painted. enum ArrowPaintType { // Fully render the arrow. PAINT_NORMAL, // Leave space for the arrow, but do not paint it. PAINT_TRANSPARENT, // Neither paint nor leave space for the arrow. PAINT_NONE, }; BubbleBorder(Arrow arrow, Shadow shadow, SkColor color); virtual ~BubbleBorder(); // Returns the radius of the corner of the border. // TODO(xiyuan): Get rid of this since it's part of BorderImages now? static int GetCornerRadius() { // We can't safely calculate a border radius by comparing the sizes of the // side and corner images, because either may have been extended in various // directions in order to do more subtle dropshadow fading or other effects. // So we hardcode the most accurate value. return 4; } static bool has_arrow(Arrow a) { return a < NONE; } static bool is_arrow_on_left(Arrow a) { return has_arrow(a) && (a == LEFT_CENTER || !(a & (RIGHT | CENTER))); } static bool is_arrow_on_top(Arrow a) { return has_arrow(a) && (a == TOP_CENTER || !(a & (BOTTOM | CENTER))); } static bool is_arrow_on_horizontal(Arrow a) { return a >= NONE ? false : !(a & VERTICAL); } static bool is_arrow_at_center(Arrow a) { return has_arrow(a) && !!(a & CENTER); } static Arrow horizontal_mirror(Arrow a) { return (a == TOP_CENTER || a == BOTTOM_CENTER || a >= NONE) ? a : static_cast(a ^ RIGHT); } static Arrow vertical_mirror(Arrow a) { return (a == LEFT_CENTER || a == RIGHT_CENTER || a >= NONE) ? a : static_cast(a ^ BOTTOM); } // Get or set the arrow type. void set_arrow(Arrow arrow) { arrow_ = arrow; } Arrow arrow() const { return arrow_; } // Get or set the bubble alignment. void set_alignment(BubbleAlignment alignment) { alignment_ = alignment; } BubbleAlignment alignment() const { return alignment_; } // Get the shadow type. Shadow shadow() const { return shadow_; } // Get or set the background color for the bubble and arrow body. void set_background_color(SkColor color) { background_color_ = color; } SkColor background_color() const { return background_color_; } // Get or set the client_bounds, a Windows-only temporary hack. void set_client_bounds(const gfx::Rect& bounds) { client_bounds_ = bounds; } const gfx::Rect& client_bounds() const { return client_bounds_; } // Sets a desired pixel distance between the arrow tip and the outside edge of // the neighboring border image. For example: |----offset----| // '(' represents shadow around the '{' edge: ((({ ^ }))) // The arrow will still anchor to the same location but the bubble will shift // location to place the arrow |offset| pixels from the perpendicular edge. void set_arrow_offset(int offset) { arrow_offset_ = offset; } // Sets the way the arrow is actually painted. Default is PAINT_NORMAL. void set_paint_arrow(ArrowPaintType value) { arrow_paint_type_ = value; } // Get the desired widget bounds (in screen coordinates) given the anchor rect // and bubble content size; calculated from shadow and arrow image dimensions. virtual gfx::Rect GetBounds(const gfx::Rect& anchor_rect, const gfx::Size& contents_size) const; // Get the border exterior thickness, including stroke and shadow, in pixels. int GetBorderThickness() const; // Returns the corner radius of the current image set. int GetBorderCornerRadius() const; // Gets the arrow offset to use. int GetArrowOffset(const gfx::Size& border_size) const; // Overridden from Border: virtual gfx::Insets GetInsets() const OVERRIDE; virtual void Paint(const View& view, gfx::Canvas* canvas) OVERRIDE; private: gfx::ImageSkia* GetArrowImage() const; gfx::Rect GetArrowRect(const gfx::Rect& bounds) const; void DrawArrow(gfx::Canvas* canvas, const gfx::Rect& arrow_bounds) const; Arrow arrow_; int arrow_offset_; ArrowPaintType arrow_paint_type_; BubbleAlignment alignment_; Shadow shadow_; internal::BorderImages* images_; SkColor background_color_; // The client/content bounds; must be clipped from the background on Windows. // TODO(msw): Clean this up when Windows native controls are no longer needed. gfx::Rect client_bounds_; DISALLOW_COPY_AND_ASSIGN(BubbleBorder); }; // A Background that clips itself to the specified BubbleBorder and uses // the background color of the BubbleBorder. class VIEWS_EXPORT BubbleBackground : public Background { public: explicit BubbleBackground(BubbleBorder* border) : border_(border) {} // Overridden from Background: virtual void Paint(gfx::Canvas* canvas, View* view) const OVERRIDE; private: BubbleBorder* border_; DISALLOW_COPY_AND_ASSIGN(BubbleBackground); }; } // namespace views #endif // UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_