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// Copyright 2012 The Chromium Authors
// 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 <optional>
#include <utility>
#include "base/gtest_prod_util.h"
#include "base/memory/raw_ptr.h"
#include "build/build_config.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkRRect.h"
#include "ui/base/metadata/base_type_conversion.h"
#include "ui/color/color_id.h"
#include "ui/color/color_variant.h"
#include "ui/gfx/color_palette.h"
#include "ui/gfx/geometry/insets.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rounded_corners_f.h"
#include "ui/views/background.h"
#include "ui/views/border.h"
#include "ui/views/views_export.h"
class SkRRect;
struct SkRect;
namespace gfx {
class Canvas;
}
namespace ui {
class ColorProvider;
}
namespace views {
// 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 {
STANDARD_SHADOW = 0,
#if BUILDFLAG(IS_CHROMEOS)
// CHROMEOS_SYSTEM_UI_SHADOW uses ChromeOS system UI shadow style.
CHROMEOS_SYSTEM_UI_SHADOW,
#endif
// NO_SHADOW don't draw a stroke or a shadow. This is used for platforms
// that provide their own shadows or UIs that doesn't need shadows.
NO_SHADOW,
SHADOW_COUNT,
#if BUILDFLAG(IS_MAC)
// On Mac, the native window server should provide its own shadow for
// windows that could overlap the browser window.
DIALOG_SHADOW = NO_SHADOW,
#elif BUILDFLAG(IS_CHROMEOS)
DIALOG_SHADOW = CHROMEOS_SYSTEM_UI_SHADOW,
#else
DIALOG_SHADOW = STANDARD_SHADOW,
#endif
};
// The border is stroked at 1px, but for the purposes of reserving space we
// have to deal in dip coordinates, so round up to 1dip.
static constexpr int kBorderThicknessDip = 1;
// Specific to MD bubbles: size of shadow blur (outside the bubble) in DIP.
static constexpr int kShadowBlur = 6;
// Space between the anchor view and a visible arrow if one is present.
static constexpr int kVisibleArrowGap = 4;
// Length of the visible arrow (distance from the bubble to the tip of the
// arrow) if one is present.
static constexpr int kVisibleArrowLength = 8;
// Radius (half-width) of the visible arrow, when one is present.
static constexpr int kVisibleArrowRadius = 9;
// Distance between the edge of the bubble widget and the edge of the visible
// arrow if one is present.
static constexpr int kVisibleArrowBuffer = 12;
BubbleBorder(Arrow arrow, Shadow shadow);
BubbleBorder(const BubbleBorder&) = delete;
BubbleBorder& operator=(const BubbleBorder&) = delete;
~BubbleBorder() override;
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 : !(int{a} & VERTICAL);
}
static bool is_arrow_at_center(Arrow a) {
return has_arrow(a) && !!(int{a} & CENTER);
}
static Arrow horizontal_mirror(Arrow a) {
return (a == TOP_CENTER || a == BOTTOM_CENTER || a >= NONE)
? a
: static_cast<Arrow>(int{a} ^ RIGHT);
}
static Arrow vertical_mirror(Arrow a) {
return (a == LEFT_CENTER || a == RIGHT_CENTER || a >= NONE)
? a
: static_cast<Arrow>(int{a} ^ BOTTOM);
}
// Returns the insets required by a border and shadow based on
// |shadow_elevation|. This is only used for MD bubbles. A null
// |shadow_elevation| will yield the default BubbleBorder MD insets.
static gfx::Insets GetBorderAndShadowInsets(
const std::optional<int>& shadow_elevation = std::nullopt,
const std::optional<bool>& draw_border_stroke = std::nullopt,
Shadow shadow_type = Shadow::STANDARD_SHADOW);
// Draws a border and shadow outside the |rect| on |canvas|. |color_provider|
// is passed into GetBorderAndShadowFlags to obtain the shadow color.
static void DrawBorderAndShadow(SkRect rect,
gfx::Canvas* canvas,
const ui::ColorProvider* color_provider);
void set_rounded_corners(const gfx::RoundedCornersF& radii) {
rounded_corners_ = radii;
}
const gfx::RoundedCornersF& rounded_corners() const {
return rounded_corners_;
}
// Get or set the arrow type.
void set_arrow(Arrow arrow) { arrow_ = arrow; }
Arrow arrow() const { return arrow_; }
void set_visible_arrow(bool visible_arrow) { visible_arrow_ = visible_arrow; }
bool visible_arrow() const { return visible_arrow_; }
// Sets whether to draw the border stroke. Passing `nullopt` uses the default
// behavior (see comments on `ShouldDrawStroke()` below).
void set_draw_border_stroke(std::optional<bool> draw_border_stroke) {
draw_border_stroke_ = std::move(draw_border_stroke);
}
// Get the shadow type.
Shadow shadow() const { return shadow_; }
// 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; }
int arrow_offset() const { return arrow_offset_; }
// Sets the shadow elevation for MD shadows. A null |shadow_elevation| will
// yield the default BubbleBorder MD shadow.
void set_md_shadow_elevation(int shadow_elevation) {
md_shadow_elevation_ = shadow_elevation;
}
// Set a flag to avoid the bubble's shadow overlapping the anchor.
void set_avoid_shadow_overlap(bool value) { avoid_shadow_overlap_ = value; }
// Sets an explicit insets value to be used.
void set_insets(const gfx::Insets& insets) { insets_ = insets; }
// 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;
// Overridden from Border:
void Paint(const View& view, gfx::Canvas* canvas) override;
gfx::Insets GetInsets() const override;
gfx::Size GetMinimumSize() const override;
void OnViewThemeChanged(View* view) override;
// Sets and activates the visible `arrow`. The position of the visible arrow
// on the edge of the `popup_bounds` is determined using the
// `anchor_rect`. While the side of the arrow is already determined by
// `arrow`, the placement along the side is chosen to point towards the
// `anchor_rect`. For a horizontal bubble with an arrow on either the left
// or right side, the arrow is placed to point towards the vertical center of
// `anchor_rect`. For a vertical arrow that is either on top of below the
// bubble, the placement depends on the specifics of `arrow`:
//
// * A right-aligned arrow (TOP_RIGHT, BOTTOM_RIGHT) optimizes the arrow
// position to point at the right edge of the `element_bounds`.
// * A center-aligned arrow (TOP_CENTER, BOTTOM_CENTER) points towards the
// horizontal center of `element_bounds`.
// * Otherwise, the arrow points towards the left edge of `element_bounds`.
//
// If it is not possible for the arrow to point towards the targeted point
// because there is no overlap between the bubble and the element in the
// significant direction, the arrow is placed at the most extreme allowed
// position that is closest to the targeted point.
//
// Note that `popup_bounds` can be slightly shifted to accommodate appended
// arrow and make the whole popup visually pointing to the anchor element.
// `popup_min_y` limits this shift, which can be used to prevent overlapping
// the browser top elements (e.g., the address bar). The `popup_bounds`
// initial value is expected to not violate the `popup_min_y` restriction.
//
// Returns false if the arrow cannot be added due to missing space on the
// bubble border.
bool AddArrowToBubbleCornerAndPointTowardsAnchor(const gfx::Rect& anchor_rect,
gfx::Rect& popup_bounds,
int popup_min_y);
// Returns a constant reference to the |visible_arrow_rect_| for teseting
// purposes.
const gfx::Rect& GetVisibibleArrowRectForTesting() {
return visible_arrow_rect_;
}
private:
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, GetSizeForContentsSizeTest);
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, GetBoundsOriginTest);
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, ShadowTypes);
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest, VisibleArrowSizesAreConsistent);
FRIEND_TEST_ALL_PREFIXES(BubbleBorderTest,
MoveContentsBoundsToPlaceVisibleArrow);
// Returns the translation vector for a bubble to make space for
// inserting the visible arrow at the right position for |arrow_|.
// |include_gap| controls if the displacement accounts for the
// kVisibleArrowGap.
static gfx::Vector2d GetContentsBoundsOffsetToPlaceVisibleArrow(
BubbleBorder::Arrow arrow,
bool include_gap = true);
// The border and arrow stroke size used in image assets, in pixels.
static constexpr int kStroke = 1;
gfx::Size GetSizeForContentsSize(const gfx::Size& contents_size) const;
// Calculates and assigns the |visible_arrow_rect_| for the given
// |contents_bounds| and the |anchor_point| in which the arrow is rendered to.
void CalculateVisibleArrowRect(const gfx::Rect& contents_bounds,
const gfx::Point& anchor_point) const;
// Returns the region within |view| representing the client area. This can be
// set as a canvas clip to ensure any fill or shadow from the border does not
// draw over the contents of the bubble.
SkRRect GetClientRect(const View& view) const;
// Returns whether to draw the border stroke. By default the stroke is drawn
// iff there is a visible shadow and it does not have a custom elevation.
bool ShouldDrawStroke() const;
// Paint for the NO_SHADOW shadow type. This just paints transparent pixels
// to make the window shape based on insets and GetBorderCornerRadius().
void PaintNoShadow(const View& view, gfx::Canvas* canvas);
// Paint a visible arrow pointing to the anchor region.
void PaintVisibleArrow(const View& view, gfx::Canvas* canvas);
Arrow arrow_;
int arrow_offset_ = 0;
gfx::RoundedCornersF rounded_corners_;
// Whether a visible arrow should be present.
bool visible_arrow_ = false;
// Cached arrow bounding box, calculated when bounds are calculated.
mutable gfx::Rect visible_arrow_rect_;
std::optional<bool> draw_border_stroke_;
Shadow shadow_;
std::optional<int> md_shadow_elevation_;
bool avoid_shadow_overlap_ = false;
std::optional<gfx::Insets> insets_;
};
// A Background that clips itself to the specified BubbleBorder and uses the
// color of the BubbleBorder.
class VIEWS_EXPORT BubbleBackground : public Background {
public:
explicit BubbleBackground(BubbleBorder* border) : border_(border) {}
BubbleBackground(const BubbleBackground&) = delete;
BubbleBackground& operator=(const BubbleBackground&) = delete;
// Overridden from Background:
void Paint(gfx::Canvas* canvas, View* view) const override;
private:
const raw_ptr<BubbleBorder> border_;
};
} // namespace views
EXPORT_ENUM_CONVERTERS(views::BubbleBorder::Arrow, VIEWS_EXPORT)
#endif // UI_VIEWS_BUBBLE_BUBBLE_BORDER_H_
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