/* -*- 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 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 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(aVM)->ClearVibrantRegion(*aVibrantRegion); return PL_DHASH_NEXT; } void VibrancyManager::ClearVibrantAreas() const { mVibrantRegions.EnumerateRead(ClearVibrantRegionFunc, const_cast(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& 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]; } @interface NSView(FontSmoothingBackgroundColor) - (NSColor*)fontSmoothingBackgroundColor; @end NSColor* VibrancyManager::VibrancyFontSmoothingBackgroundColorForType(VibrancyType aType) { const nsTArray& views = mVibrantRegions.LookupOrAdd(uint32_t(aType))->effectViews; if (!views.IsEmpty() && [views[0] respondsToSelector:@selector(fontSmoothingBackgroundColor)]) { return [views[0] fontSmoothingBackgroundColor]; } return [NSColor clearColor]; } 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 BOOL AllowsVibrancyYes(id self, SEL _cmd) { // Means that the foreground is blended using a vibrant blend mode. return YES; } static Class CreateEffectViewClass(BOOL aForegroundVibrancy) { // Create a class called EffectView that inherits from NSVisualEffectView // and overrides the methods -[NSVisualEffectView drawRect:] and // -[NSView hitTest:]. Class NSVisualEffectViewClass = NSClassFromString(@"NSVisualEffectView"); const char* className = aForegroundVibrancy ? "EffectViewWithForegroundVibrancy" : "EffectViewWithoutForegroundVibrancy"; Class EffectViewClass = objc_allocateClassPair(NSVisualEffectViewClass, className, 0); class_addMethod(EffectViewClass, @selector(drawRect:), (IMP)DrawRectNothing, "v@:{CGRect={CGPoint=dd}{CGSize=dd}}"); class_addMethod(EffectViewClass, @selector(hitTest:), (IMP)HitTestNil, "@@:{CGPoint=dd}"); if (aForegroundVibrancy) { // Also override the -[NSView allowsVibrancy] method to return YES. class_addMethod(EffectViewClass, @selector(allowsVibrancy), (IMP)AllowsVibrancyYes, "I@:"); } return EffectViewClass; } static id AppearanceForVibrancyType(VibrancyType aType) { Class NSAppearanceClass = NSClassFromString(@"NSAppearance"); switch (aType) { case VibrancyType::LIGHT: case VibrancyType::TOOLTIP: case VibrancyType::MENU: case VibrancyType::HIGHLIGHTED_MENUITEM: return [NSAppearanceClass performSelector:@selector(appearanceNamed:) withObject:@"NSAppearanceNameVibrantLight"]; case VibrancyType::DARK: return [NSAppearanceClass performSelector:@selector(appearanceNamed:) withObject:@"NSAppearanceNameVibrantDark"]; } } #if !defined(MAC_OS_X_VERSION_10_10) || MAC_OS_X_VERSION_MAX_ALLOWED < MAC_OS_X_VERSION_10_10 enum { NSVisualEffectStateFollowsWindowActiveState, NSVisualEffectStateActive, NSVisualEffectStateInactive }; enum { NSVisualEffectMaterialTitlebar = 3 }; #endif static NSUInteger VisualEffectStateForVibrancyType(VibrancyType aType) { switch (aType) { case VibrancyType::TOOLTIP: case VibrancyType::MENU: case VibrancyType::HIGHLIGHTED_MENUITEM: // Tooltip and menu windows are never "key", so we need to tell the // vibrancy effect to look active regardless of window state. return NSVisualEffectStateActive; default: return NSVisualEffectStateFollowsWindowActiveState; } } static BOOL HasVibrantForeground(VibrancyType aType) { switch (aType) { case VibrancyType::MENU: return YES; default: return NO; } } enum { NSVisualEffectMaterialMenuItem = 4 }; @interface NSView(NSVisualEffectViewMethods) - (void)setState:(NSUInteger)state; - (void)setMaterial:(NSUInteger)material; - (void)setEmphasized:(BOOL)emphasized; @end NSView* VibrancyManager::CreateEffectView(VibrancyType aType, NSRect aRect) { static Class EffectViewClassWithoutForegroundVibrancy = CreateEffectViewClass(NO); static Class EffectViewClassWithForegroundVibrancy = CreateEffectViewClass(YES); Class EffectViewClass = HasVibrantForeground(aType) ? EffectViewClassWithForegroundVibrancy : EffectViewClassWithoutForegroundVibrancy; NSView* effectView = [[EffectViewClass alloc] initWithFrame:aRect]; [effectView performSelector:@selector(setAppearance:) withObject:AppearanceForVibrancyType(aType)]; [effectView setState:VisualEffectStateForVibrancyType(aType)]; if (aType == VibrancyType::MENU) { // NSVisualEffectMaterialTitlebar doesn't match the native menu look // perfectly but comes pretty close. Ideally we'd use a material with // materialTypeName "MacLight", since that's what menus use, but there's // no entry with that material in the internalMaterialType-to- // CGSWindowBackdropViewSpec table which NSVisualEffectView consults when // setting up the effect. [effectView setMaterial:NSVisualEffectMaterialTitlebar]; } else if (aType == VibrancyType::HIGHLIGHTED_MENUITEM) { [effectView setMaterial:NSVisualEffectMaterialMenuItem]; if ([effectView respondsToSelector:@selector(setEmphasized:)]) { [effectView setEmphasized:YES]; } } return effectView; } static bool ComputeSystemSupportsVibrancy() { #ifdef __x86_64__ return NSClassFromString(@"NSAppearance") && NSClassFromString(@"NSVisualEffectView"); #else // objc_allocateClassPair doesn't work in 32 bit mode, so turn off vibrancy. return false; #endif } /* static */ bool VibrancyManager::SystemSupportsVibrancy() { static bool supportsVibrancy = ComputeSystemSupportsVibrancy(); return supportsVibrancy; }