gecko/widget/cocoa/VibrancyManager.mm

178 lines
5.8 KiB
Plaintext
Raw Normal View History

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "VibrancyManager.h"
#include "nsChildView.h"
#import <objc/message.h>
using namespace mozilla;
void
VibrancyManager::UpdateVibrantRegion(VibrancyType aType, const nsIntRegion& aRegion)
{
auto& vr = *mVibrantRegions.LookupOrAdd(uint32_t(aType));
if (vr.region == aRegion) {
return;
}
// We need to construct the required region using as many EffectViews
// as necessary. We try to update the geometry of existing views if
// possible, or create new ones or remove old ones if the number of
// rects in the region has changed.
nsTArray<NSView*> viewsToRecycle;
vr.effectViews.SwapElements(viewsToRecycle);
// vr.effectViews is now empty.
nsIntRegionRectIterator iter(aRegion);
const nsIntRect* iterRect = nullptr;
for (size_t i = 0; (iterRect = iter.Next()) || i < viewsToRecycle.Length(); ++i) {
if (iterRect) {
NSView* view = nil;
NSRect rect = mCoordinateConverter.DevPixelsToCocoaPoints(*iterRect);
if (i < viewsToRecycle.Length()) {
view = viewsToRecycle[i];
[view setFrame:rect];
} else {
view = CreateEffectView(aType, rect);
[mContainerView addSubview:view];
// Now that the view is in the view hierarchy, it'll be kept alive by
// its superview, so we can drop our reference.
[view release];
}
vr.effectViews.AppendElement(view);
} else {
// Our new region is made of less rects than the old region, so we can
// remove this view. We only have a weak reference to it, so removing it
// from the view hierarchy will release it.
[viewsToRecycle[i] removeFromSuperview];
}
}
vr.region = aRegion;
}
static PLDHashOperator
ClearVibrantRegionFunc(const uint32_t& aVibrancyType,
VibrancyManager::VibrantRegion* aVibrantRegion,
void* aVM)
{
static_cast<VibrancyManager*>(aVM)->ClearVibrantRegion(*aVibrantRegion);
return PL_DHASH_NEXT;
}
void
VibrancyManager::ClearVibrantAreas() const
{
mVibrantRegions.EnumerateRead(ClearVibrantRegionFunc,
const_cast<VibrancyManager*>(this));
}
void
VibrancyManager::ClearVibrantRegion(const VibrantRegion& aVibrantRegion) const
{
[[NSColor clearColor] set];
nsIntRegionRectIterator iter(aVibrantRegion.region);
while (const nsIntRect* rect = iter.Next()) {
NSRectFill(mCoordinateConverter.DevPixelsToCocoaPoints(*rect));
}
}
@interface NSView(CurrentFillColor)
- (NSColor*)_currentFillColor;
@end
NSColor*
VibrancyManager::VibrancyFillColorForType(VibrancyType aType)
{
const nsTArray<NSView*>& views =
mVibrantRegions.LookupOrAdd(uint32_t(aType))->effectViews;
if (!views.IsEmpty() &&
[views[0] respondsToSelector:@selector(_currentFillColor)]) {
// -[NSVisualEffectView _currentFillColor] is the color that our view
// would draw during its drawRect implementation, if we hadn't
// disabled that.
return [views[0] _currentFillColor];
}
return [NSColor whiteColor];
}
static void
DrawRectNothing(id self, SEL _cmd, NSRect aRect)
{
// The super implementation would clear the background.
// That's fine for views that are placed below their content, but our
// setup is different: Our drawn content is drawn to mContainerView, which
// sits below this EffectView. So we must not clear the background here,
// because we'd erase that drawn content.
// Of course the regular content drawing still needs to clear the background
// behind vibrant areas. This is taken care of by having nsNativeThemeCocoa
// return true from NeedToClearBackgroundBehindWidget for vibrant widgets.
}
static NSView*
HitTestNil(id self, SEL _cmd, NSPoint aPoint)
{
// This view must be transparent to mouse events.
return nil;
}
static Class
CreateEffectViewClass()
{
// Create a class called EffectView that inherits from NSVisualEffectView
// and overrides the methods -[NSVisualEffectView drawRect:] and
// -[NSView hitTest:].
Class NSVisualEffectViewClass = NSClassFromString(@"NSVisualEffectView");
Class EffectViewClass = objc_allocateClassPair(NSVisualEffectViewClass, "EffectView", 0);
class_addMethod(EffectViewClass, @selector(drawRect:), (IMP)DrawRectNothing,
"v@:{CGRect={CGPoint=dd}{CGSize=dd}}");
class_addMethod(EffectViewClass, @selector(hitTest:), (IMP)HitTestNil,
"@@:{CGPoint=dd}");
return EffectViewClass;
}
static id
AppearanceForVibrancyType(VibrancyType aType)
{
Class NSAppearanceClass = NSClassFromString(@"NSAppearance");
switch (aType) {
case VibrancyType::LIGHT:
return [NSAppearanceClass performSelector:@selector(appearanceNamed:)
withObject:@"NSAppearanceNameVibrantLight"];
case VibrancyType::DARK:
return [NSAppearanceClass performSelector:@selector(appearanceNamed:)
withObject:@"NSAppearanceNameVibrantDark"];
}
}
NSView*
VibrancyManager::CreateEffectView(VibrancyType aType, NSRect aRect)
{
static Class EffectViewClass = CreateEffectViewClass();
NSView* effectView = [[EffectViewClass alloc] initWithFrame:aRect];
[effectView performSelector:@selector(setAppearance:)
withObject:AppearanceForVibrancyType(aType)];
return effectView;
}
static bool
ComputeSystemSupportsVibrancy()
{
return NSClassFromString(@"NSAppearance") &&
NSClassFromString(@"NSVisualEffectView");
}
/* static */ bool
VibrancyManager::SystemSupportsVibrancy()
{
static bool supportsVibrancy = ComputeSystemSupportsVibrancy();
return supportsVibrancy;
}