#ifndef ASH_AUTH_VIEWS_FINGERPRINT_VIEW_H_
#define ASH_AUTH_VIEWS_FINGERPRINT_VIEW_H_
#include "ash/ash_export.h"
#include "ash/login/ui/animated_rounded_image_view.h"
#include "ash/public/cpp/login_types.h"
#include "ash/style/ash_color_id.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/scoped_observation.h"
#include "base/timer/timer.h"
#include "ui/accessibility/ax_node_data.h"
#include "ui/base/metadata/metadata_header_macros.h"
#include "ui/gfx/geometry/size.h"
#include "ui/lottie/animation_observer.h"
#include "ui/views/controls/animated_image_view.h"
#include "ui/views/controls/label.h"
#include "ui/views/view.h"
namespace ash {
class ASH_EXPORT FingerprintView : public views::View,
public lottie::AnimationObserver {
METADATA_HEADER(FingerprintView, views::View)
public:
class TestApi {
public:
explicit TestApi(FingerprintView* view);
~TestApi();
void SetEnabled(bool enabled);
bool GetEnabled() const;
FingerprintView* GetView();
views::Label* GetLabel();
AnimatedRoundedImageView* GetIcon();
FingerprintState GetState() const;
void ShowFirstFrame();
void ShowLastFrame();
private:
const raw_ptr<FingerprintView> view_;
};
FingerprintView();
FingerprintView(const FingerprintView&) = delete;
FingerprintView& operator=(const FingerprintView&) = delete;
~FingerprintView() override;
void OnGestureEvent(ui::GestureEvent* event) override;
void SetState(FingerprintState state);
void SetHasPin(bool has_pin);
void NotifyAuthSuccess(base::OnceClosure on_success_animation_finished);
void NotifyAuthFailure();
gfx::Size CalculatePreferredSize(
const views::SizeBounds& available_size) const override;
void AnimationCycleEnded(const lottie::Animation* animation) override;
private:
void DisplayCurrentState();
void SetIcon();
ui::ColorId GetIconColorIdFromState() const;
int GetTextIdFromState() const;
int GetA11yTextIdFromState() const;
bool NeedA11yAlertFromState() const;
raw_ptr<views::Label> label_ = nullptr;
raw_ptr<AnimatedRoundedImageView> icon_ = nullptr;
raw_ptr<views::AnimatedImageView> lottie_animation_view_;
base::ScopedObservation<lottie::Animation, lottie::AnimationObserver>
scoped_animation_observer_{this};
base::OnceClosure on_success_animation_finished_;
bool has_success_ = false;
FingerprintState state_ = FingerprintState::UNAVAILABLE;
bool has_pin_ = false;
base::OneShotTimer reset_state_;
base::WeakPtrFactory<FingerprintView> weak_ptr_factory_{this};
};
}
#endif