mobile/android/base/gfx/ScrollbarLayer.java

Thu, 22 Jan 2015 13:21:57 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 22 Jan 2015 13:21:57 +0100
branch
TOR_BUG_9701
changeset 15
b8a032363ba2
permissions
-rw-r--r--

Incorporate requested changes from Mozilla in review:
https://bugzilla.mozilla.org/show_bug.cgi?id=1123480#c6

     1 /* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
     2  * This Source Code Form is subject to the terms of the Mozilla Public
     3  * License, v. 2.0. If a copy of the MPL was not distributed with this
     4  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     6 package org.mozilla.gecko.gfx;
     8 import org.mozilla.gecko.util.FloatUtils;
    10 import android.graphics.Bitmap;
    11 import android.graphics.Rect;
    12 import android.graphics.RectF;
    13 import android.opengl.GLES20;
    15 import java.nio.FloatBuffer;
    17 public class ScrollbarLayer extends TileLayer {
    18     public static final long FADE_DELAY = 500; // milliseconds before fade-out starts
    19     private static final float FADE_AMOUNT = 0.03f; // how much (as a percent) the scrollbar should fade per frame
    21     private final boolean mVertical;
    22     private float mOpacity;
    24     // To avoid excessive GC, declare some objects here that would otherwise
    25     // be created and destroyed frequently during draw().
    26     private final RectF mBarRectF;
    27     private final Rect mBarRect;
    28     private final float[] mCoords;
    29     private final RectF mCapRectF;
    31     private LayerRenderer mRenderer;
    32     private int mProgram;
    33     private int mPositionHandle;
    34     private int mTextureHandle;
    35     private int mSampleHandle;
    36     private int mTMatrixHandle;
    37     private int mOpacityHandle;
    39     // Fragment shader used to draw the scroll-bar with opacity
    40     private static final String FRAGMENT_SHADER =
    41         "precision mediump float;\n" +
    42         "varying vec2 vTexCoord;\n" +
    43         "uniform sampler2D sTexture;\n" +
    44         "uniform float uOpacity;\n" +
    45         "void main() {\n" +
    46         "    gl_FragColor = texture2D(sTexture, vTexCoord);\n" +
    47         "    gl_FragColor.a *= uOpacity;\n" +
    48         "}\n";
    50     // Dimensions of the texture bitmap (will always be power-of-two)
    51     private final int mTexWidth;
    52     private final int mTexHeight;
    53     // Some useful dimensions of the actual content in the bitmap
    54     private final int mBarWidth;
    55     private final int mCapLength;
    57     private final Rect mStartCapTexCoords;  // top/left endcap coordinates
    58     private final Rect mBodyTexCoords;      // 1-pixel slice of the texture to be stretched
    59     private final Rect mEndCapTexCoords;    // bottom/right endcap coordinates
    61     ScrollbarLayer(LayerRenderer renderer, Bitmap scrollbarImage, IntSize imageSize, boolean vertical) {
    62         super(new BufferedCairoImage(scrollbarImage), TileLayer.PaintMode.NORMAL);
    63         mRenderer = renderer;
    64         mVertical = vertical;
    66         mBarRectF = new RectF();
    67         mBarRect = new Rect();
    68         mCoords = new float[20];
    69         mCapRectF = new RectF();
    71         mTexHeight = scrollbarImage.getHeight();
    72         mTexWidth = scrollbarImage.getWidth();
    74         if (mVertical) {
    75             mBarWidth = imageSize.width;
    76             mCapLength = imageSize.height / 2;
    77             mStartCapTexCoords = new Rect(0, mTexHeight - mCapLength, imageSize.width, mTexHeight);
    78             mBodyTexCoords = new Rect(0, mTexHeight - (mCapLength + 1), imageSize.width, mTexHeight - mCapLength);
    79             mEndCapTexCoords = new Rect(0, mTexHeight - imageSize.height, imageSize.width, mTexHeight - (mCapLength + 1));
    80         } else {
    81             mBarWidth = imageSize.height;
    82             mCapLength = imageSize.width / 2;
    83             mStartCapTexCoords = new Rect(0, mTexHeight - imageSize.height, mCapLength, mTexHeight);
    84             mBodyTexCoords = new Rect(mCapLength, mTexHeight - imageSize.height, mCapLength + 1, mTexHeight);
    85             mEndCapTexCoords = new Rect(mCapLength + 1, mTexHeight - imageSize.height, imageSize.width, mTexHeight);
    86         }
    87     }
    89     private void createProgram() {
    90         int vertexShader = LayerRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
    91                                                     LayerRenderer.DEFAULT_VERTEX_SHADER);
    92         int fragmentShader = LayerRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
    93                                                       FRAGMENT_SHADER);
    95         mProgram = GLES20.glCreateProgram();
    96         GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
    97         GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    98         GLES20.glLinkProgram(mProgram);                  // creates OpenGL program executables
   100         // Get handles to the shaders' vPosition, aTexCoord, sTexture, and uTMatrix members.
   101         mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
   102         mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
   103         mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
   104         mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix");
   105         mOpacityHandle = GLES20.glGetUniformLocation(mProgram, "uOpacity");
   106     }
   108     private void activateProgram() {
   109         // Add the program to the OpenGL environment
   110         GLES20.glUseProgram(mProgram);
   112         // Set the transformation matrix
   113         GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false,
   114                                   LayerRenderer.DEFAULT_TEXTURE_MATRIX, 0);
   116         // Enable the arrays from which we get the vertex and texture coordinates
   117         GLES20.glEnableVertexAttribArray(mPositionHandle);
   118         GLES20.glEnableVertexAttribArray(mTextureHandle);
   120         GLES20.glUniform1i(mSampleHandle, 0);
   121         GLES20.glUniform1f(mOpacityHandle, mOpacity);
   122     }
   124     private void deactivateProgram() {
   125         GLES20.glDisableVertexAttribArray(mTextureHandle);
   126         GLES20.glDisableVertexAttribArray(mPositionHandle);
   127         GLES20.glUseProgram(0);
   128     }
   130     /**
   131      * Decrease the opacity of the scrollbar by one frame's worth.
   132      * Return true if the opacity was decreased, or false if the scrollbars
   133      * are already fully faded out.
   134      */
   135     public boolean fade() {
   136         if (FloatUtils.fuzzyEquals(mOpacity, 0.0f)) {
   137             return false;
   138         }
   139         beginTransaction(); // called on compositor thread
   140         mOpacity = Math.max(mOpacity - FADE_AMOUNT, 0.0f);
   141         endTransaction();
   142         return true;
   143     }
   145     /**
   146      * Restore the opacity of the scrollbar to fully opaque.
   147      * Return true if the opacity was changed, or false if the scrollbars
   148      * are already fully opaque.
   149      */
   150     public boolean unfade() {
   151         if (FloatUtils.fuzzyEquals(mOpacity, 1.0f)) {
   152             return false;
   153         }
   154         beginTransaction(); // called on compositor thread
   155         mOpacity = 1.0f;
   156         endTransaction();
   157         return true;
   158     }
   160     @Override
   161     public void draw(RenderContext context) {
   162         if (!initialized())
   163             return;
   165         // Create the shader program, if necessary
   166         if (mProgram == 0) {
   167             createProgram();
   168         }
   170         // Enable the shader program
   171         mRenderer.deactivateDefaultProgram();
   172         activateProgram();
   174         GLES20.glEnable(GLES20.GL_BLEND);
   175         GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
   177         if (mVertical) {
   178             getVerticalRect(context, mBarRectF);
   179         } else {
   180             getHorizontalRect(context, mBarRectF);
   181         }
   182         RectUtils.round(mBarRectF, mBarRect);
   184         GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
   185         GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
   187         float viewWidth = context.viewport.width();
   188         float viewHeight = context.viewport.height();
   190         mBarRectF.set(mBarRect.left, viewHeight - mBarRect.top, mBarRect.right, viewHeight - mBarRect.bottom);
   191         mBarRectF.offset(context.offset.x, -context.offset.y);
   193         // We take a 1-pixel slice from the center of the image and scale it to become the bar
   194         fillRectCoordBuffer(mCoords, mBarRectF, viewWidth, viewHeight, mBodyTexCoords, mTexWidth, mTexHeight);
   196         // Get the buffer and handles from the context
   197         FloatBuffer coordBuffer = context.coordBuffer;
   198         int positionHandle = mPositionHandle;
   199         int textureHandle = mTextureHandle;
   201         // Make sure we are at position zero in the buffer in case other draw methods did not
   202         // clean up after themselves
   203         coordBuffer.position(0);
   204         coordBuffer.put(mCoords);
   206         // Unbind any the current array buffer so we can use client side buffers
   207         GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
   209         // Vertex coordinates are x,y,z starting at position 0 into the buffer.
   210         coordBuffer.position(0);
   211         GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
   213         // Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
   214         coordBuffer.position(3);
   215         GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
   217         GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
   219         // Reset the position in the buffer for the next set of vertex and texture coordinates.
   220         coordBuffer.position(0);
   221         if (mVertical) {
   222             // top endcap
   223             mCapRectF.set(mBarRectF.left, mBarRectF.top + mCapLength, mBarRectF.right, mBarRectF.top);
   224         } else {
   225             // left endcap
   226             mCapRectF.set(mBarRectF.left - mCapLength, mBarRectF.bottom + mBarWidth, mBarRectF.left, mBarRectF.bottom);
   227         }
   229         fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, mStartCapTexCoords, mTexWidth, mTexHeight);
   230         coordBuffer.put(mCoords);
   232         // Vertex coordinates are x,y,z starting at position 0 into the buffer.
   233         coordBuffer.position(0);
   234         GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
   236         // Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
   237         coordBuffer.position(3);
   238         GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
   240         GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
   242         // Reset the position in the buffer for the next set of vertex and texture coordinates.
   243         coordBuffer.position(0);
   244         if (mVertical) {
   245             // bottom endcap
   246             mCapRectF.set(mBarRectF.left, mBarRectF.bottom, mBarRectF.right, mBarRectF.bottom - mCapLength);
   247         } else {
   248             // right endcap
   249             mCapRectF.set(mBarRectF.right, mBarRectF.bottom + mBarWidth, mBarRectF.right + mCapLength, mBarRectF.bottom);
   250         }
   251         fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, mEndCapTexCoords, mTexWidth, mTexHeight);
   252         coordBuffer.put(mCoords);
   254         // Vertex coordinates are x,y,z starting at position 0 into the buffer.
   255         coordBuffer.position(0);
   256         GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
   258         // Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
   259         coordBuffer.position(3);
   260         GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
   262         GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
   264         // Reset the position in the buffer for the next set of vertex and texture coordinates.
   265         coordBuffer.position(0);
   267         // Enable the default shader program again
   268         deactivateProgram();
   269         mRenderer.activateDefaultProgram();
   270     }
   272     private void getVerticalRect(RenderContext context, RectF dest) {
   273         RectF viewport = context.viewport;
   274         RectF pageRect = context.pageRect;
   275         float viewportHeight = viewport.height() - context.offset.y;
   276         float barStart = ((viewport.top - context.offset.y - pageRect.top) * (viewportHeight / pageRect.height())) + mCapLength;
   277         float barEnd = ((viewport.bottom - context.offset.y - pageRect.top) * (viewportHeight / pageRect.height())) - mCapLength;
   278         if (barStart > barEnd) {
   279             float middle = (barStart + barEnd) / 2.0f;
   280             barStart = barEnd = middle;
   281         }
   282         dest.set(viewport.width() - mBarWidth, barStart, viewport.width(), barEnd);
   283     }
   285     private void getHorizontalRect(RenderContext context, RectF dest) {
   286         RectF viewport = context.viewport;
   287         RectF pageRect = context.pageRect;
   288         float viewportWidth = viewport.width() - context.offset.x;
   289         float barStart = ((viewport.left - context.offset.x - pageRect.left) * (viewport.width() / pageRect.width())) + mCapLength;
   290         float barEnd = ((viewport.right - context.offset.x - pageRect.left) * (viewport.width() / pageRect.width())) - mCapLength;
   291         if (barStart > barEnd) {
   292             float middle = (barStart + barEnd) / 2.0f;
   293             barStart = barEnd = middle;
   294         }
   295         dest.set(barStart, viewport.height() - mBarWidth, barEnd, viewport.height());
   296     }
   297 }

mercurial