#include "ui/gfx/shadow_value.h"
#include <stddef.h>
#include <algorithm>
#include "base/check_op.h"
#include "base/numerics/safe_conversions.h"
#include "base/strings/stringprintf.h"
#include "ui/gfx/color_palette.h"
#include "ui/gfx/geometry/insets.h"
#include "ui/gfx/geometry/vector2d_conversions.h"
namespace gfx {
namespace {
Insets GetInsets(const ShadowValues& shadows, bool include_inner_blur) {
int left = 0;
int top = 0;
int right = 0;
int bottom = 0;
for (size_t i = 0; i < shadows.size(); ++i) {
const ShadowValue& shadow = shadows[i];
double blur = shadow.blur();
if (!include_inner_blur)
blur /= 2;
int blur_length = base::ClampRound(blur);
left = std::max(left, blur_length - shadow.x());
top = std::max(top, blur_length - shadow.y());
right = std::max(right, blur_length + shadow.x());
bottom = std::max(bottom, blur_length + shadow.y());
}
return Insets::TLBR(top, left, bottom, right);
}
}
ShadowValue ShadowValue::Scale(float scale) const {
Vector2d scaled_offset = ToFlooredVector2d(ScaleVector2d(offset_, scale));
return ShadowValue(scaled_offset, blur_ * scale, color_);
}
std::string ShadowValue::ToString() const {
return base::StringPrintf(
"(%d,%d),%.2f,rgba(%d,%d,%d,%d)",
offset_.x(), offset_.y(),
blur_,
SkColorGetR(color_),
SkColorGetG(color_),
SkColorGetB(color_),
SkColorGetA(color_));
}
Insets ShadowValue::GetMargin(const ShadowValues& shadows) {
Insets margins = GetInsets(shadows, false);
return -margins;
}
Insets ShadowValue::GetBlurRegion(const ShadowValues& shadows) {
return GetInsets(shadows, true);
}
ShadowValues ShadowValue::MakeShadowValues(int elevation,
SkColor key_shadow_color,
SkColor ambient_shadow_color) {
const int kBlurCorrection = 2;
switch (elevation) {
case 3: {
ShadowValue key = {Vector2d(0, 1), 12, key_shadow_color};
ShadowValue ambient = {Vector2d(0, 4), 64, ambient_shadow_color};
return {key, ambient};
}
case 16: {
ShadowValue key = {Vector2d(0, 0), kBlurCorrection * 16,
key_shadow_color};
ShadowValue ambient = {Vector2d(0, 12), kBlurCorrection * 16,
ambient_shadow_color};
return {key, ambient};
}
default:
DCHECK_EQ(key_shadow_color, ambient_shadow_color);
return MakeMdShadowValues(elevation, key_shadow_color);
}
}
ShadowValues ShadowValue::MakeMdShadowValues(int elevation, SkColor color) {
ShadowValues shadow_values;
const int kBlurCorrection = 2;
shadow_values.emplace_back(Vector2d(0, elevation),
kBlurCorrection * elevation * 2,
SkColorSetA(color, 0x3d));
shadow_values.emplace_back(Vector2d(), kBlurCorrection * elevation,
SkColorSetA(color, 0x1f));
return shadow_values;
}
#if BUILDFLAG(IS_CHROMEOS_ASH)
ShadowValues ShadowValue::MakeChromeOSSystemUIShadowValues(int elevation,
SkColor color) {
ShadowValues shadow_values;
const int kBlurCorrection = 2;
shadow_values.emplace_back(Vector2d(0, elevation),
kBlurCorrection * elevation,
SkColorSetA(color, 0x3d));
shadow_values.emplace_back(Vector2d(), kBlurCorrection * elevation,
SkColorSetA(color, 0x1a));
return shadow_values;
}
#endif
}