1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297
|
/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
* 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/. */
package org.mozilla.gecko.gfx;
import org.mozilla.gecko.util.FloatUtils;
import android.graphics.Bitmap;
import android.graphics.Rect;
import android.graphics.RectF;
import android.opengl.GLES20;
import java.nio.FloatBuffer;
public class ScrollbarLayer extends TileLayer {
public static final long FADE_DELAY = 500; // milliseconds before fade-out starts
private static final float FADE_AMOUNT = 0.03f; // how much (as a percent) the scrollbar should fade per frame
private final boolean mVertical;
private float mOpacity;
// To avoid excessive GC, declare some objects here that would otherwise
// be created and destroyed frequently during draw().
private final RectF mBarRectF;
private final Rect mBarRect;
private final float[] mCoords;
private final RectF mCapRectF;
private LayerRenderer mRenderer;
private int mProgram;
private int mPositionHandle;
private int mTextureHandle;
private int mSampleHandle;
private int mTMatrixHandle;
private int mOpacityHandle;
// Fragment shader used to draw the scroll-bar with opacity
private static final String FRAGMENT_SHADER =
"precision mediump float;\n" +
"varying vec2 vTexCoord;\n" +
"uniform sampler2D sTexture;\n" +
"uniform float uOpacity;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(sTexture, vTexCoord);\n" +
" gl_FragColor.a *= uOpacity;\n" +
"}\n";
// Dimensions of the texture bitmap (will always be power-of-two)
private final int mTexWidth;
private final int mTexHeight;
// Some useful dimensions of the actual content in the bitmap
private final int mBarWidth;
private final int mCapLength;
private final Rect mStartCapTexCoords; // top/left endcap coordinates
private final Rect mBodyTexCoords; // 1-pixel slice of the texture to be stretched
private final Rect mEndCapTexCoords; // bottom/right endcap coordinates
ScrollbarLayer(LayerRenderer renderer, Bitmap scrollbarImage, IntSize imageSize, boolean vertical) {
super(new BufferedCairoImage(scrollbarImage), TileLayer.PaintMode.NORMAL);
mRenderer = renderer;
mVertical = vertical;
mBarRectF = new RectF();
mBarRect = new Rect();
mCoords = new float[20];
mCapRectF = new RectF();
mTexHeight = scrollbarImage.getHeight();
mTexWidth = scrollbarImage.getWidth();
if (mVertical) {
mBarWidth = imageSize.width;
mCapLength = imageSize.height / 2;
mStartCapTexCoords = new Rect(0, mTexHeight - mCapLength, imageSize.width, mTexHeight);
mBodyTexCoords = new Rect(0, mTexHeight - (mCapLength + 1), imageSize.width, mTexHeight - mCapLength);
mEndCapTexCoords = new Rect(0, mTexHeight - imageSize.height, imageSize.width, mTexHeight - (mCapLength + 1));
} else {
mBarWidth = imageSize.height;
mCapLength = imageSize.width / 2;
mStartCapTexCoords = new Rect(0, mTexHeight - imageSize.height, mCapLength, mTexHeight);
mBodyTexCoords = new Rect(mCapLength, mTexHeight - imageSize.height, mCapLength + 1, mTexHeight);
mEndCapTexCoords = new Rect(mCapLength + 1, mTexHeight - imageSize.height, imageSize.width, mTexHeight);
}
}
private void createProgram() {
int vertexShader = LayerRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
LayerRenderer.DEFAULT_VERTEX_SHADER);
int fragmentShader = LayerRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
FRAGMENT_SHADER);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // creates OpenGL program executables
// Get handles to the shaders' vPosition, aTexCoord, sTexture, and uTMatrix members.
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix");
mOpacityHandle = GLES20.glGetUniformLocation(mProgram, "uOpacity");
}
private void activateProgram() {
// Add the program to the OpenGL environment
GLES20.glUseProgram(mProgram);
// Set the transformation matrix
GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false,
LayerRenderer.DEFAULT_TEXTURE_MATRIX, 0);
// Enable the arrays from which we get the vertex and texture coordinates
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glEnableVertexAttribArray(mTextureHandle);
GLES20.glUniform1i(mSampleHandle, 0);
GLES20.glUniform1f(mOpacityHandle, mOpacity);
}
private void deactivateProgram() {
GLES20.glDisableVertexAttribArray(mTextureHandle);
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glUseProgram(0);
}
/**
* Decrease the opacity of the scrollbar by one frame's worth.
* Return true if the opacity was decreased, or false if the scrollbars
* are already fully faded out.
*/
public boolean fade() {
if (FloatUtils.fuzzyEquals(mOpacity, 0.0f)) {
return false;
}
beginTransaction(); // called on compositor thread
mOpacity = Math.max(mOpacity - FADE_AMOUNT, 0.0f);
endTransaction();
return true;
}
/**
* Restore the opacity of the scrollbar to fully opaque.
* Return true if the opacity was changed, or false if the scrollbars
* are already fully opaque.
*/
public boolean unfade() {
if (FloatUtils.fuzzyEquals(mOpacity, 1.0f)) {
return false;
}
beginTransaction(); // called on compositor thread
mOpacity = 1.0f;
endTransaction();
return true;
}
@Override
public void draw(RenderContext context) {
if (!initialized())
return;
// Create the shader program, if necessary
if (mProgram == 0) {
createProgram();
}
// Enable the shader program
mRenderer.deactivateDefaultProgram();
activateProgram();
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
if (mVertical) {
getVerticalRect(context, mBarRectF);
} else {
getHorizontalRect(context, mBarRectF);
}
RectUtils.round(mBarRectF, mBarRect);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
float viewWidth = context.viewport.width();
float viewHeight = context.viewport.height();
mBarRectF.set(mBarRect.left, viewHeight - mBarRect.top, mBarRect.right, viewHeight - mBarRect.bottom);
mBarRectF.offset(context.offset.x, -context.offset.y);
// We take a 1-pixel slice from the center of the image and scale it to become the bar
fillRectCoordBuffer(mCoords, mBarRectF, viewWidth, viewHeight, mBodyTexCoords, mTexWidth, mTexHeight);
// Get the buffer and handles from the context
FloatBuffer coordBuffer = context.coordBuffer;
int positionHandle = mPositionHandle;
int textureHandle = mTextureHandle;
// Make sure we are at position zero in the buffer in case other draw methods did not
// clean up after themselves
coordBuffer.position(0);
coordBuffer.put(mCoords);
// Unbind any the current array buffer so we can use client side buffers
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// Vertex coordinates are x,y,z starting at position 0 into the buffer.
coordBuffer.position(0);
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
coordBuffer.position(3);
GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Reset the position in the buffer for the next set of vertex and texture coordinates.
coordBuffer.position(0);
if (mVertical) {
// top endcap
mCapRectF.set(mBarRectF.left, mBarRectF.top + mCapLength, mBarRectF.right, mBarRectF.top);
} else {
// left endcap
mCapRectF.set(mBarRectF.left - mCapLength, mBarRectF.bottom + mBarWidth, mBarRectF.left, mBarRectF.bottom);
}
fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, mStartCapTexCoords, mTexWidth, mTexHeight);
coordBuffer.put(mCoords);
// Vertex coordinates are x,y,z starting at position 0 into the buffer.
coordBuffer.position(0);
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
coordBuffer.position(3);
GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Reset the position in the buffer for the next set of vertex and texture coordinates.
coordBuffer.position(0);
if (mVertical) {
// bottom endcap
mCapRectF.set(mBarRectF.left, mBarRectF.bottom, mBarRectF.right, mBarRectF.bottom - mCapLength);
} else {
// right endcap
mCapRectF.set(mBarRectF.right, mBarRectF.bottom + mBarWidth, mBarRectF.right + mCapLength, mBarRectF.bottom);
}
fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, mEndCapTexCoords, mTexWidth, mTexHeight);
coordBuffer.put(mCoords);
// Vertex coordinates are x,y,z starting at position 0 into the buffer.
coordBuffer.position(0);
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
coordBuffer.position(3);
GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Reset the position in the buffer for the next set of vertex and texture coordinates.
coordBuffer.position(0);
// Enable the default shader program again
deactivateProgram();
mRenderer.activateDefaultProgram();
}
private void getVerticalRect(RenderContext context, RectF dest) {
RectF viewport = context.viewport;
RectF pageRect = context.pageRect;
float viewportHeight = viewport.height() - context.offset.y;
float barStart = ((viewport.top - context.offset.y - pageRect.top) * (viewportHeight / pageRect.height())) + mCapLength;
float barEnd = ((viewport.bottom - context.offset.y - pageRect.top) * (viewportHeight / pageRect.height())) - mCapLength;
if (barStart > barEnd) {
float middle = (barStart + barEnd) / 2.0f;
barStart = barEnd = middle;
}
dest.set(viewport.width() - mBarWidth, barStart, viewport.width(), barEnd);
}
private void getHorizontalRect(RenderContext context, RectF dest) {
RectF viewport = context.viewport;
RectF pageRect = context.pageRect;
float viewportWidth = viewport.width() - context.offset.x;
float barStart = ((viewport.left - context.offset.x - pageRect.left) * (viewport.width() / pageRect.width())) + mCapLength;
float barEnd = ((viewport.right - context.offset.x - pageRect.left) * (viewport.width() / pageRect.width())) - mCapLength;
if (barStart > barEnd) {
float middle = (barStart + barEnd) / 2.0f;
barStart = barEnd = middle;
}
dest.set(barStart, viewport.height() - mBarWidth, barEnd, viewport.height());
}
}
|