// Copyright (c) 2011 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/ui/views/bubble/bubble_border.h" #include "base/logging.h" #include "grit/theme_resources.h" #include "third_party/skia/include/core/SkBitmap.h" #include "ui/base/resource/resource_bundle.h" #include "ui/gfx/canvas_skia.h" #include "ui/gfx/path.h" // static SkBitmap* BubbleBorder::left_ = NULL; SkBitmap* BubbleBorder::top_left_ = NULL; SkBitmap* BubbleBorder::top_ = NULL; SkBitmap* BubbleBorder::top_right_ = NULL; SkBitmap* BubbleBorder::right_ = NULL; SkBitmap* BubbleBorder::bottom_right_ = NULL; SkBitmap* BubbleBorder::bottom_ = NULL; SkBitmap* BubbleBorder::bottom_left_ = NULL; SkBitmap* BubbleBorder::top_arrow_ = NULL; SkBitmap* BubbleBorder::bottom_arrow_ = NULL; SkBitmap* BubbleBorder::left_arrow_ = NULL; SkBitmap* BubbleBorder::right_arrow_ = NULL; // static int BubbleBorder::arrow_offset_; // The height inside the arrow image, in pixels. static const int kArrowInteriorHeight = 7; gfx::Rect BubbleBorder::GetBounds(const gfx::Rect& position_relative_to, const gfx::Size& contents_size) const { // Desired size is size of contents enlarged by the size of the border images. gfx::Size border_size(contents_size); gfx::Insets insets; GetInsets(&insets); border_size.Enlarge(insets.left() + insets.right(), insets.top() + insets.bottom()); // Screen position depends on the arrow location. // The arrow should overlap the target by some amount since there is space // for shadow between arrow tip and bitmap bounds. const int kArrowOverlap = 3; int x = position_relative_to.x(); int y = position_relative_to.y(); int w = position_relative_to.width(); int h = position_relative_to.height(); int arrow_offset = override_arrow_offset_ ? override_arrow_offset_ : arrow_offset_; // Calculate bubble x coordinate. switch (arrow_location_) { case TOP_LEFT: case BOTTOM_LEFT: x += w / 2 - arrow_offset; break; case TOP_RIGHT: case BOTTOM_RIGHT: x += w / 2 + arrow_offset - border_size.width() + 1; break; case LEFT_TOP: case LEFT_BOTTOM: x += w - kArrowOverlap; break; case RIGHT_TOP: case RIGHT_BOTTOM: x += kArrowOverlap - border_size.width(); break; case NONE: case FLOAT: x += w / 2 - border_size.width() / 2; break; } // Calculate bubble y coordinate. switch (arrow_location_) { case TOP_LEFT: case TOP_RIGHT: y += h - kArrowOverlap; break; case BOTTOM_LEFT: case BOTTOM_RIGHT: y += kArrowOverlap - border_size.height(); break; case LEFT_TOP: case RIGHT_TOP: y += h / 2 - arrow_offset; break; case LEFT_BOTTOM: case RIGHT_BOTTOM: y += h / 2 + arrow_offset - border_size.height() + 1; break; case NONE: y += h; break; case FLOAT: y += h / 2 - border_size.height() / 2; break; } return gfx::Rect(x, y, border_size.width(), border_size.height()); } void BubbleBorder::GetInsets(gfx::Insets* insets) const { int top = top_->height(); int bottom = bottom_->height(); int left = left_->width(); int right = right_->width(); switch (arrow_location_) { case TOP_LEFT: case TOP_RIGHT: top = std::max(top, top_arrow_->height()); break; case BOTTOM_LEFT: case BOTTOM_RIGHT: bottom = std::max(bottom, bottom_arrow_->height()); break; case LEFT_TOP: case LEFT_BOTTOM: left = std::max(left, left_arrow_->width()); break; case RIGHT_TOP: case RIGHT_BOTTOM: right = std::max(right, right_arrow_->width()); break; case NONE: case FLOAT: // Nothing to do. break; } insets->Set(top, left, bottom, right); } int BubbleBorder::SetArrowOffset(int offset, const gfx::Size& contents_size) { gfx::Size border_size(contents_size); gfx::Insets insets; GetInsets(&insets); border_size.Enlarge(insets.left() + insets.right(), insets.top() + insets.bottom()); offset = std::max(arrow_offset_, std::min(offset, (is_arrow_on_horizontal(arrow_location_) ? border_size.width() : border_size.height()) - arrow_offset_)); override_arrow_offset_ = offset; return override_arrow_offset_; } // static void BubbleBorder::InitClass() { static bool initialized = false; if (!initialized) { // Load images. ResourceBundle& rb = ResourceBundle::GetSharedInstance(); left_ = rb.GetBitmapNamed(IDR_BUBBLE_L); top_left_ = rb.GetBitmapNamed(IDR_BUBBLE_TL); top_ = rb.GetBitmapNamed(IDR_BUBBLE_T); top_right_ = rb.GetBitmapNamed(IDR_BUBBLE_TR); right_ = rb.GetBitmapNamed(IDR_BUBBLE_R); bottom_right_ = rb.GetBitmapNamed(IDR_BUBBLE_BR); bottom_ = rb.GetBitmapNamed(IDR_BUBBLE_B); bottom_left_ = rb.GetBitmapNamed(IDR_BUBBLE_BL); left_arrow_ = rb.GetBitmapNamed(IDR_BUBBLE_L_ARROW); top_arrow_ = rb.GetBitmapNamed(IDR_BUBBLE_T_ARROW); right_arrow_ = rb.GetBitmapNamed(IDR_BUBBLE_R_ARROW); bottom_arrow_ = rb.GetBitmapNamed(IDR_BUBBLE_B_ARROW); // Calculate horizontal and vertical insets for arrow by ensuring that // the widest arrow and corner images will have enough room to avoid overlap int offset_x = (std::max(top_arrow_->width(), bottom_arrow_->width()) / 2) + std::max(std::max(top_left_->width(), top_right_->width()), std::max(bottom_left_->width(), bottom_right_->width())); int offset_y = (std::max(left_arrow_->height(), right_arrow_->height()) / 2) + std::max(std::max(top_left_->height(), top_right_->height()), std::max(bottom_left_->height(), bottom_right_->height())); arrow_offset_ = std::max(offset_x, offset_y); initialized = true; } } void BubbleBorder::Paint(const views::View& view, gfx::Canvas* canvas) const { // Convenience shorthand variables. const int tl_width = top_left_->width(); const int tl_height = top_left_->height(); const int t_height = top_->height(); const int tr_width = top_right_->width(); const int tr_height = top_right_->height(); const int l_width = left_->width(); const int r_width = right_->width(); const int br_width = bottom_right_->width(); const int br_height = bottom_right_->height(); const int b_height = bottom_->height(); const int bl_width = bottom_left_->width(); const int bl_height = bottom_left_->height(); gfx::Insets insets; GetInsets(&insets); const int top = insets.top() - t_height; const int bottom = view.height() - insets.bottom() + b_height; const int left = insets.left() - l_width; const int right = view.width() - insets.right() + r_width; const int height = bottom - top; const int width = right - left; // |arrow_offset| is offset of arrow from the begining of the edge. int arrow_offset = arrow_offset_; if (override_arrow_offset_) arrow_offset = override_arrow_offset_; else if (is_arrow_on_horizontal(arrow_location_) && !is_arrow_on_left(arrow_location_)) { arrow_offset = view.width() - arrow_offset - 1; } else if (!is_arrow_on_horizontal(arrow_location_) && !is_arrow_on_top(arrow_location_)) { arrow_offset = view.height() - arrow_offset - 1; } // Left edge. if (arrow_location_ == LEFT_TOP || arrow_location_ == LEFT_BOTTOM) { int start_y = top + tl_height; int before_arrow = arrow_offset - start_y - left_arrow_->height() / 2; int after_arrow = height - tl_height - bl_height - left_arrow_->height() - before_arrow; DrawArrowInterior(canvas, false, left_arrow_->width() - kArrowInteriorHeight, start_y + before_arrow + left_arrow_->height() / 2, kArrowInteriorHeight, left_arrow_->height() / 2 - 1); DrawEdgeWithArrow(canvas, false, left_, left_arrow_, left, start_y, before_arrow, after_arrow, left_->width() - left_arrow_->width()); } else { canvas->TileImageInt(*left_, left, top + tl_height, l_width, height - tl_height - bl_height); } // Top left corner. canvas->DrawBitmapInt(*top_left_, left, top); // Top edge. if (arrow_location_ == TOP_LEFT || arrow_location_ == TOP_RIGHT) { int start_x = left + tl_width; int before_arrow = arrow_offset - start_x - top_arrow_->width() / 2; int after_arrow = width - tl_width - tr_width - top_arrow_->width() - before_arrow; DrawArrowInterior(canvas, true, start_x + before_arrow + top_arrow_->width() / 2, top_arrow_->height() - kArrowInteriorHeight, 1 - top_arrow_->width() / 2, kArrowInteriorHeight); DrawEdgeWithArrow(canvas, true, top_, top_arrow_, start_x, top, before_arrow, after_arrow, top_->height() - top_arrow_->height()); } else { canvas->TileImageInt(*top_, left + tl_width, top, width - tl_width - tr_width, t_height); } // Top right corner. canvas->DrawBitmapInt(*top_right_, right - tr_width, top); // Right edge. if (arrow_location_ == RIGHT_TOP || arrow_location_ == RIGHT_BOTTOM) { int start_y = top + tr_height; int before_arrow = arrow_offset - start_y - right_arrow_->height() / 2; int after_arrow = height - tl_height - bl_height - right_arrow_->height() - before_arrow; DrawArrowInterior(canvas, false, right - r_width + kArrowInteriorHeight, start_y + before_arrow + right_arrow_->height() / 2, -kArrowInteriorHeight, right_arrow_->height() / 2 - 1); DrawEdgeWithArrow(canvas, false, right_, right_arrow_, right - r_width, start_y, before_arrow, after_arrow, 0); } else { canvas->TileImageInt(*right_, right - r_width, top + tr_height, r_width, height - tr_height - br_height); } // Bottom right corner. canvas->DrawBitmapInt(*bottom_right_, right - br_width, bottom - br_height); // Bottom edge. if (arrow_location_ == BOTTOM_LEFT || arrow_location_ == BOTTOM_RIGHT) { int start_x = left + bl_width; int before_arrow = arrow_offset - start_x - bottom_arrow_->width() / 2; int after_arrow = width - bl_width - br_width - bottom_arrow_->width() - before_arrow; DrawArrowInterior(canvas, true, start_x + before_arrow + bottom_arrow_->width() / 2, bottom - b_height + kArrowInteriorHeight, 1 - bottom_arrow_->width() / 2, -kArrowInteriorHeight); DrawEdgeWithArrow(canvas, true, bottom_, bottom_arrow_, start_x, bottom - b_height, before_arrow, after_arrow, 0); } else { canvas->TileImageInt(*bottom_, left + bl_width, bottom - b_height, width - bl_width - br_width, b_height); } // Bottom left corner. canvas->DrawBitmapInt(*bottom_left_, left, bottom - bl_height); } void BubbleBorder::DrawEdgeWithArrow(gfx::Canvas* canvas, bool is_horizontal, SkBitmap* edge, SkBitmap* arrow, int start_x, int start_y, int before_arrow, int after_arrow, int offset) const { /* Here's what the parameters mean: * start_x * . * . ┌───┐ ┬ offset * start_y..........┌────┬────────┤ ▲ ├────────┬────┐ * │ / │--------│∙ ∙│--------│ \ │ * │ / ├────────┴───┴────────┤ \ │ * ├───┬┘ └┬───┤ * └───┬────┘ └───┬────┘ * before_arrow ─┘ └─ after_arrow */ if (before_arrow) { canvas->TileImageInt(*edge, start_x, start_y, is_horizontal ? before_arrow : edge->width(), is_horizontal ? edge->height() : before_arrow); } canvas->DrawBitmapInt(*arrow, start_x + (is_horizontal ? before_arrow : offset), start_y + (is_horizontal ? offset : before_arrow)); if (after_arrow) { start_x += (is_horizontal ? before_arrow + arrow->width() : 0); start_y += (is_horizontal ? 0 : before_arrow + arrow->height()); canvas->TileImageInt(*edge, start_x, start_y, is_horizontal ? after_arrow : edge->width(), is_horizontal ? edge->height() : after_arrow); } } void BubbleBorder::DrawArrowInterior(gfx::Canvas* canvas, bool is_horizontal, int tip_x, int tip_y, int shift_x, int shift_y) const { /* This function fills the interior of the arrow with background color. * It draws isosceles triangle under semitransparent arrow tip. * * Here's what the parameters mean: * * ┌──────── |tip_x| * ┌─────┐ * │ ▲ │ ──── |tip y| * │∙∙∙∙∙│ ┐ * └─────┘ └─── |shift_x| (offset from tip to vertexes of isosceles triangle) * └────────── |shift_y| */ SkPaint paint; paint.setStyle(SkPaint::kFill_Style); paint.setColor(background_color_); gfx::Path path; path.incReserve(4); path.moveTo(SkIntToScalar(tip_x), SkIntToScalar(tip_y)); path.lineTo(SkIntToScalar(tip_x + shift_x), SkIntToScalar(tip_y + shift_y)); if (is_horizontal) path.lineTo(SkIntToScalar(tip_x - shift_x), SkIntToScalar(tip_y + shift_y)); else path.lineTo(SkIntToScalar(tip_x + shift_x), SkIntToScalar(tip_y - shift_y)); path.close(); canvas->AsCanvasSkia()->drawPath(path, paint); } ///////////////////////// void BubbleBackground::Paint(gfx::Canvas* canvas, views::View* view) const { // The border of this view creates an anti-aliased round-rect region for the // contents, which we need to fill with the background color. // NOTE: This doesn't handle an arrow location of "NONE", which has square top // corners. SkPaint paint; paint.setAntiAlias(true); paint.setStyle(SkPaint::kFill_Style); paint.setColor(border_->background_color()); gfx::Path path; gfx::Rect bounds(view->GetContentsBounds()); SkRect rect; rect.set(SkIntToScalar(bounds.x()), SkIntToScalar(bounds.y()), SkIntToScalar(bounds.right()), SkIntToScalar(bounds.bottom())); SkScalar radius = SkIntToScalar(BubbleBorder::GetCornerRadius()); path.addRoundRect(rect, radius, radius); canvas->AsCanvasSkia()->drawPath(path, paint); }