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// Copyright 2015 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/android/edge_effect.h"
#include "base/notreached.h"
#include "cc/slim/layer.h"
#include "cc/slim/ui_resource_layer.h"
#include "ui/android/animation_utils.h"
#include "ui/android/resources/resource_manager.h"
#include "ui/android/resources/system_ui_resource_type.h"
#include "ui/android/window_android_compositor.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/size_conversions.h"
namespace ui {
namespace {
// Time it will take the effect to fully recede in ms
const int kRecedeTimeMs = 600;
// Time it will take before a pulled glow begins receding in ms
const int kPullTimeMs = 167;
// Time it will take for a pulled glow to decay to partial strength before
// release
const int kPullDecayTimeMs = 2000;
const float kMaxAlpha = 0.5f;
const float kPullGlowBegin = 0.f;
// Min/max velocity that will be absorbed
const float kMinVelocity = 100.f;
const float kMaxVelocity = 10000.f;
const float kEpsilon = 0.001f;
const float kSin = 0.5f; // sin(PI / 6)
const float kCos = 0.866f; // cos(PI / 6);
// How much dragging should effect the height of the glow image.
// Number determined by user testing.
const float kPullDistanceAlphaGlowFactor = 0.8f;
const int kVelocityGlowFactor = 6;
const ui::SystemUIResourceType kResourceId = ui::OVERSCROLL_GLOW;
// Computes the transform for an edge effect given the |edge|, |viewport_size|
// and edge |offset|. This assumes the the effect transform anchor is at the
// centered edge of the effect.
gfx::Transform ComputeTransform(EdgeEffect::Edge edge,
const gfx::SizeF& viewport_size,
float offset) {
// Transforms assume the edge layers are anchored to their *top center point*.
switch (edge) {
case EdgeEffect::EDGE_TOP:
return gfx::Transform::MakeTranslation(0, offset);
case EdgeEffect::EDGE_LEFT:
return gfx::Transform::MakeTranslation(
-viewport_size.height() / 2.f + offset,
viewport_size.height() / 2.f) *
gfx::Transform::Make270degRotation();
case EdgeEffect::EDGE_BOTTOM:
return gfx::Transform::MakeTranslation(0,
viewport_size.height() + offset) *
gfx::Transform::Make180degRotation();
case EdgeEffect::EDGE_RIGHT:
return gfx::Transform::MakeTranslation(
-viewport_size.height() / 2.f + viewport_size.width() + offset,
viewport_size.height() / 2.f) *
gfx::Transform::Make90degRotation();
default:
NOTREACHED() << "Invalid edge: " << edge;
};
}
// Computes the maximum effect size relative to the screen |edge|. For
// top/bottom edges, this is simply |viewport_size|, while for left/right
// edges this is |viewport_size| with coordinates swapped.
gfx::SizeF ComputeOrientedSize(EdgeEffect::Edge edge,
const gfx::SizeF& viewport_size) {
switch (edge) {
case EdgeEffect::EDGE_TOP:
case EdgeEffect::EDGE_BOTTOM:
return viewport_size;
case EdgeEffect::EDGE_LEFT:
case EdgeEffect::EDGE_RIGHT:
return gfx::SizeF(viewport_size.height(), viewport_size.width());
default:
NOTREACHED() << "Invalid edge: " << edge;
};
}
} // namespace
EdgeEffect::EdgeEffect(ui::ResourceManager* resource_manager)
: resource_manager_(resource_manager),
glow_(cc::slim::UIResourceLayer::Create()),
glow_alpha_(0),
glow_scale_y_(0),
glow_alpha_start_(0),
glow_alpha_finish_(0),
glow_scale_y_start_(0),
glow_scale_y_finish_(0),
displacement_(0.5f),
target_displacement_(0.5f),
state_(STATE_IDLE),
pull_distance_(0) {
// Prevent the provided layers from drawing until the effect is activated.
glow_->SetIsDrawable(false);
}
EdgeEffect::~EdgeEffect() {
glow_->RemoveFromParent();
}
bool EdgeEffect::IsFinished() const {
return state_ == STATE_IDLE;
}
void EdgeEffect::Finish() {
glow_->SetIsDrawable(false);
pull_distance_ = 0;
state_ = STATE_IDLE;
}
void EdgeEffect::Pull(base::TimeTicks current_time,
float delta_distance,
float displacement) {
target_displacement_ = displacement;
if (state_ == STATE_PULL_DECAY && current_time - start_time_ < duration_) {
return;
}
if (state_ != STATE_PULL) {
glow_scale_y_ = std::max(kPullGlowBegin, glow_scale_y_);
}
state_ = STATE_PULL;
start_time_ = current_time;
duration_ = base::Milliseconds(kPullTimeMs);
float abs_delta_distance = std::abs(delta_distance);
pull_distance_ += delta_distance;
glow_alpha_ = glow_alpha_start_ = std::min(
kMaxAlpha,
glow_alpha_ + (abs_delta_distance * kPullDistanceAlphaGlowFactor));
if (pull_distance_ == 0) {
glow_scale_y_ = glow_scale_y_start_ = 0;
} else {
float scale = 1.f -
1.f / std::sqrt(std::abs(pull_distance_) * bounds_.height()) -
0.3f;
glow_scale_y_ = glow_scale_y_start_ = std::max(0.f, scale) / 0.7f;
}
glow_alpha_finish_ = glow_alpha_;
glow_scale_y_finish_ = glow_scale_y_;
}
void EdgeEffect::Release(base::TimeTicks current_time) {
pull_distance_ = 0;
if (state_ != STATE_PULL && state_ != STATE_PULL_DECAY)
return;
state_ = STATE_RECEDE;
glow_alpha_start_ = glow_alpha_;
glow_scale_y_start_ = glow_scale_y_;
glow_alpha_finish_ = 0.f;
glow_scale_y_finish_ = 0.f;
start_time_ = current_time;
duration_ = base::Milliseconds(kRecedeTimeMs);
}
void EdgeEffect::Absorb(base::TimeTicks current_time, float velocity) {
state_ = STATE_ABSORB;
velocity = Clamp(std::abs(velocity), kMinVelocity, kMaxVelocity);
start_time_ = current_time;
// This should never be less than 1 millisecond.
duration_ = base::Milliseconds(0.15f + (velocity * 0.02f));
// The glow depends more on the velocity, and therefore starts out
// nearly invisible.
glow_alpha_start_ = 0.3f;
glow_scale_y_start_ = std::max(glow_scale_y_, 0.f);
// Growth for the size of the glow should be quadratic to properly respond
// to a user's scrolling speed. The faster the scrolling speed, the more
// intense the effect should be for both the size and the saturation.
glow_scale_y_finish_ =
std::min(0.025f + (velocity * (velocity / 100) * 0.00015f) / 2.f, 1.f);
// Alpha should change for the glow as well as size.
glow_alpha_finish_ = Clamp(
glow_alpha_start_, velocity * kVelocityGlowFactor * .00001f, kMaxAlpha);
target_displacement_ = 0.5;
}
bool EdgeEffect::Update(base::TimeTicks current_time) {
if (IsFinished())
return false;
const double t = std::min((current_time - start_time_) / duration_, 1.0);
const float interp = static_cast<float>(Damp(t, 1.0));
glow_alpha_ = Lerp(glow_alpha_start_, glow_alpha_finish_, interp);
glow_scale_y_ = Lerp(glow_scale_y_start_, glow_scale_y_finish_, interp);
displacement_ = (displacement_ + target_displacement_) / 2.f;
if (t >= 1.f - kEpsilon) {
switch (state_) {
case STATE_ABSORB:
state_ = STATE_RECEDE;
start_time_ = current_time;
duration_ = base::Milliseconds(kRecedeTimeMs);
glow_alpha_start_ = glow_alpha_;
glow_scale_y_start_ = glow_scale_y_;
glow_alpha_finish_ = 0.0f;
glow_scale_y_finish_ = 0.0f;
break;
case STATE_PULL:
state_ = STATE_PULL_DECAY;
start_time_ = current_time;
duration_ = base::Milliseconds(kPullDecayTimeMs);
glow_alpha_start_ = glow_alpha_;
glow_scale_y_start_ = glow_scale_y_;
// After pull, the glow should fade to nothing.
glow_alpha_finish_ = 0.0f;
glow_scale_y_finish_ = 0.0f;
break;
case STATE_PULL_DECAY:
state_ = STATE_RECEDE;
break;
case STATE_RECEDE:
Finish();
break;
default:
break;
}
}
bool one_last_frame = false;
if (state_ == STATE_RECEDE && glow_scale_y_ <= 0) {
Finish();
one_last_frame = true;
}
return !IsFinished() || one_last_frame;
}
float EdgeEffect::GetAlpha() const {
return IsFinished() ? 0.f : glow_alpha_;
}
void EdgeEffect::ApplyToLayers(Edge edge,
const gfx::SizeF& viewport_size,
float offset) {
if (IsFinished())
return;
// An empty viewport, while meaningless, is also relatively harmless, and will
// simply prevent any drawing of the layers.
if (viewport_size.IsEmpty()) {
glow_->SetIsDrawable(false);
return;
}
gfx::SizeF size = ComputeOrientedSize(edge, viewport_size);
const float r = size.width() * 0.75f / kSin;
const float y = kCos * r;
const float h = r - y;
const float o_r = size.height() * 0.75f / kSin;
const float o_y = kCos * o_r;
const float o_h = o_r - o_y;
const float base_glow_scale = h > 0.f ? std::min(o_h / h, 1.f) : 1.f;
bounds_ = gfx::Size(size.width(), (int)std::min(size.height(), h));
gfx::Size image_bounds(
r, std::min(1.f, glow_scale_y_) * base_glow_scale * bounds_.height());
// Compute the displaced image rect. This includes both the horizontal
// offset from the |displacement_| factor, as well as the vertical edge offset
// provided by the method call.
const float displacement = Clamp(displacement_, 0.f, 1.f) - 0.5f;
const float displacement_offset_x = bounds_.width() * displacement * 0.5f;
const float image_offset_x = (bounds_.width() - image_bounds.width()) * 0.5f;
gfx::RectF image_rect = gfx::RectF(gfx::SizeF(image_bounds));
image_rect.Offset(image_offset_x - displacement_offset_x, -std::abs(offset));
// Clip the image rect against the viewport. If either rect is empty there's
// no need to draw anything further.
gfx::RectF clipped_rect(size.width(), size.height());
clipped_rect.Intersect(image_rect);
if (clipped_rect.IsEmpty() || image_rect.IsEmpty()) {
glow_->SetIsDrawable(false);
return;
}
// Compute the logical UV coordinates of the clipped rect relative to the
// displaced image rect.
gfx::PointF clipped_top_left = clipped_rect.origin();
gfx::PointF clipped_bottom_right = clipped_rect.bottom_right();
gfx::PointF uv_top_left(
(clipped_top_left.x() - image_rect.x()) / image_rect.width(),
(clipped_top_left.y() - image_rect.y()) / image_rect.height());
gfx::PointF uv_bottom_right(
(clipped_bottom_right.x() - image_rect.x()) / image_rect.width(),
(clipped_bottom_right.y() - image_rect.y()) / image_rect.height());
glow_->SetUV(uv_top_left, uv_bottom_right);
// There's no need to use the provided |offset| when computing the transform;
// the offset is built in to the computed UV coordinates.
glow_->SetTransform(ComputeTransform(edge, viewport_size, 0));
glow_->SetIsDrawable(true);
glow_->SetUIResourceId(resource_manager_->GetUIResourceId(
ui::ANDROID_RESOURCE_TYPE_SYSTEM, kResourceId));
glow_->SetTransformOrigin(gfx::PointF(bounds_.width() * 0.5f, 0));
glow_->SetBounds(gfx::ToRoundedSize(clipped_rect.size()));
glow_->SetContentsOpaque(false);
glow_->SetOpacity(Clamp(glow_alpha_, 0.f, 1.f));
}
void EdgeEffect::SetParent(cc::slim::Layer* parent) {
if (glow_->parent() != parent)
parent->AddChild(glow_);
}
} // namespace ui
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