mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-06 00:55:37 +00:00
449 lines
18 KiB
Java
449 lines
18 KiB
Java
/* -*- 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.mozglue.DirectBufferAllocator;
|
|
import org.mozilla.gecko.util.FloatUtils;
|
|
|
|
import android.graphics.Bitmap;
|
|
import android.graphics.Canvas;
|
|
import android.graphics.Color;
|
|
import android.graphics.Paint;
|
|
import android.graphics.PorterDuff;
|
|
import android.graphics.Rect;
|
|
import android.graphics.RectF;
|
|
import android.opengl.GLES20;
|
|
|
|
import java.nio.ByteBuffer;
|
|
import java.nio.FloatBuffer;
|
|
|
|
/**
|
|
* Draws a small rect. This is scaled to become a scrollbar.
|
|
*/
|
|
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 static final int PADDING = 1; // gap between scrollbar and edge of viewport
|
|
private static final int BAR_SIZE = 6;
|
|
private static final int CAP_RADIUS = (BAR_SIZE / 2);
|
|
|
|
private final boolean mVertical;
|
|
private final Bitmap mBitmap;
|
|
private final Canvas mCanvas;
|
|
private float mOpacity;
|
|
|
|
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 image
|
|
private static final float TEX_HEIGHT = 8.0f;
|
|
private static final float TEX_WIDTH = 8.0f;
|
|
|
|
// Texture coordinates for the scrollbar's body
|
|
// We take a 1x1 pixel from the center of the image and scale it to become the bar
|
|
private static final float[] BODY_TEX_COORDS = {
|
|
// x, y
|
|
CAP_RADIUS/TEX_WIDTH, CAP_RADIUS/TEX_HEIGHT,
|
|
CAP_RADIUS/TEX_WIDTH, (CAP_RADIUS+1)/TEX_HEIGHT,
|
|
(CAP_RADIUS+1)/TEX_WIDTH, CAP_RADIUS/TEX_HEIGHT,
|
|
(CAP_RADIUS+1)/TEX_WIDTH, (CAP_RADIUS+1)/TEX_HEIGHT
|
|
};
|
|
|
|
// Texture coordinates for the top cap of the scrollbar
|
|
private static final float[] TOP_CAP_TEX_COORDS = {
|
|
// x, y
|
|
0 , 1.0f - CAP_RADIUS/TEX_HEIGHT,
|
|
0 , 1.0f,
|
|
BAR_SIZE/TEX_WIDTH, 1.0f - CAP_RADIUS/TEX_HEIGHT,
|
|
BAR_SIZE/TEX_WIDTH, 1.0f
|
|
};
|
|
|
|
// Texture coordinates for the bottom cap of the scrollbar
|
|
private static final float[] BOT_CAP_TEX_COORDS = {
|
|
// x, y
|
|
0 , 1.0f - BAR_SIZE/TEX_HEIGHT,
|
|
0 , 1.0f - CAP_RADIUS/TEX_HEIGHT,
|
|
BAR_SIZE/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
|
|
BAR_SIZE/TEX_WIDTH, 1.0f - CAP_RADIUS/TEX_HEIGHT
|
|
};
|
|
|
|
// Texture coordinates for the left cap of the scrollbar
|
|
private static final float[] LEFT_CAP_TEX_COORDS = {
|
|
// x, y
|
|
0 , 1.0f - BAR_SIZE/TEX_HEIGHT,
|
|
0 , 1.0f,
|
|
CAP_RADIUS/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
|
|
CAP_RADIUS/TEX_WIDTH, 1.0f
|
|
};
|
|
|
|
// Texture coordinates for the right cap of the scrollbar
|
|
private static final float[] RIGHT_CAP_TEX_COORDS = {
|
|
// x, y
|
|
CAP_RADIUS/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
|
|
CAP_RADIUS/TEX_WIDTH, 1.0f,
|
|
BAR_SIZE/TEX_WIDTH , 1.0f - BAR_SIZE/TEX_HEIGHT,
|
|
BAR_SIZE/TEX_WIDTH , 1.0f
|
|
};
|
|
|
|
private ScrollbarLayer(LayerRenderer renderer, CairoImage image, boolean vertical, ByteBuffer buffer) {
|
|
super(image, TileLayer.PaintMode.NORMAL);
|
|
mVertical = vertical;
|
|
mRenderer = renderer;
|
|
|
|
IntSize size = image.getSize();
|
|
mBitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
|
|
mCanvas = new Canvas(mBitmap);
|
|
|
|
// Paint a spot to use as the scroll indicator
|
|
Paint foregroundPaint = new Paint();
|
|
foregroundPaint.setAntiAlias(true);
|
|
foregroundPaint.setStyle(Paint.Style.FILL);
|
|
foregroundPaint.setColor(Color.argb(127, 0, 0, 0));
|
|
|
|
mCanvas.drawColor(Color.argb(0, 0, 0, 0), PorterDuff.Mode.CLEAR);
|
|
mCanvas.drawCircle(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS, foregroundPaint);
|
|
|
|
mBitmap.copyPixelsToBuffer(buffer.asIntBuffer());
|
|
}
|
|
|
|
public static ScrollbarLayer create(LayerRenderer renderer, boolean vertical) {
|
|
// just create an empty image for now, it will get drawn
|
|
// on demand anyway
|
|
int imageSize = IntSize.nextPowerOfTwo(BAR_SIZE);
|
|
ByteBuffer buffer = DirectBufferAllocator.allocate(imageSize * imageSize * 4);
|
|
CairoImage image = new BufferedCairoImage(buffer, imageSize, imageSize,
|
|
CairoImage.FORMAT_ARGB32);
|
|
return new ScrollbarLayer(renderer, image, vertical, buffer);
|
|
}
|
|
|
|
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);
|
|
|
|
Rect rect = RectUtils.round(mVertical
|
|
? getVerticalRect(context)
|
|
: getHorizontalRect(context));
|
|
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
|
|
|
|
float viewWidth = context.viewport.width();
|
|
float viewHeight = context.viewport.height();
|
|
|
|
float top = viewHeight - rect.top;
|
|
float bot = viewHeight - rect.bottom;
|
|
|
|
// Coordinates for the scrollbar's body combined with the texture coordinates
|
|
float[] bodyCoords = {
|
|
// x, y, z, texture_x, texture_y
|
|
rect.left/viewWidth, bot/viewHeight, 0,
|
|
BODY_TEX_COORDS[0], BODY_TEX_COORDS[1],
|
|
|
|
rect.left/viewWidth, (bot+rect.height())/viewHeight, 0,
|
|
BODY_TEX_COORDS[2], BODY_TEX_COORDS[3],
|
|
|
|
(rect.left+rect.width())/viewWidth, bot/viewHeight, 0,
|
|
BODY_TEX_COORDS[4], BODY_TEX_COORDS[5],
|
|
|
|
(rect.left+rect.width())/viewWidth, (bot+rect.height())/viewHeight, 0,
|
|
BODY_TEX_COORDS[6], BODY_TEX_COORDS[7]
|
|
};
|
|
|
|
// 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(bodyCoords);
|
|
|
|
// 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
|
|
float[] topCap = {
|
|
// x, y, z, texture_x, texture_y
|
|
rect.left/viewWidth, top/viewHeight, 0,
|
|
TOP_CAP_TEX_COORDS[0], TOP_CAP_TEX_COORDS[1],
|
|
|
|
rect.left/viewWidth, (top+CAP_RADIUS)/viewHeight, 0,
|
|
TOP_CAP_TEX_COORDS[2], TOP_CAP_TEX_COORDS[3],
|
|
|
|
(rect.left+BAR_SIZE)/viewWidth, top/viewHeight, 0,
|
|
TOP_CAP_TEX_COORDS[4], TOP_CAP_TEX_COORDS[5],
|
|
|
|
(rect.left+BAR_SIZE)/viewWidth, (top+CAP_RADIUS)/viewHeight, 0,
|
|
TOP_CAP_TEX_COORDS[6], TOP_CAP_TEX_COORDS[7]
|
|
};
|
|
|
|
coordBuffer.put(topCap);
|
|
|
|
// 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);
|
|
|
|
// bottom endcap
|
|
float[] botCap = {
|
|
// x, y, z, texture_x, texture_y
|
|
rect.left/viewWidth, (bot-CAP_RADIUS)/viewHeight, 0,
|
|
BOT_CAP_TEX_COORDS[0], BOT_CAP_TEX_COORDS[1],
|
|
|
|
rect.left/viewWidth, (bot)/viewHeight, 0,
|
|
BOT_CAP_TEX_COORDS[2], BOT_CAP_TEX_COORDS[3],
|
|
|
|
(rect.left+BAR_SIZE)/viewWidth, (bot-CAP_RADIUS)/viewHeight, 0,
|
|
BOT_CAP_TEX_COORDS[4], BOT_CAP_TEX_COORDS[5],
|
|
|
|
(rect.left+BAR_SIZE)/viewWidth, (bot)/viewHeight, 0,
|
|
BOT_CAP_TEX_COORDS[6], BOT_CAP_TEX_COORDS[7]
|
|
};
|
|
|
|
coordBuffer.put(botCap);
|
|
|
|
// 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);
|
|
} else {
|
|
// left endcap
|
|
float[] leftCap = {
|
|
// x, y, z, texture_x, texture_y
|
|
(rect.left-CAP_RADIUS)/viewWidth, bot/viewHeight, 0,
|
|
LEFT_CAP_TEX_COORDS[0], LEFT_CAP_TEX_COORDS[1],
|
|
(rect.left-CAP_RADIUS)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
|
|
LEFT_CAP_TEX_COORDS[2], LEFT_CAP_TEX_COORDS[3],
|
|
(rect.left)/viewWidth, bot/viewHeight, 0, LEFT_CAP_TEX_COORDS[4],
|
|
LEFT_CAP_TEX_COORDS[5],
|
|
(rect.left)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
|
|
LEFT_CAP_TEX_COORDS[6], LEFT_CAP_TEX_COORDS[7]
|
|
};
|
|
|
|
coordBuffer.put(leftCap);
|
|
|
|
// 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);
|
|
|
|
// right endcap
|
|
float[] rightCap = {
|
|
// x, y, z, texture_x, texture_y
|
|
rect.right/viewWidth, (bot)/viewHeight, 0,
|
|
RIGHT_CAP_TEX_COORDS[0], RIGHT_CAP_TEX_COORDS[1],
|
|
|
|
rect.right/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
|
|
RIGHT_CAP_TEX_COORDS[2], RIGHT_CAP_TEX_COORDS[3],
|
|
|
|
(rect.right+CAP_RADIUS)/viewWidth, (bot)/viewHeight, 0,
|
|
RIGHT_CAP_TEX_COORDS[4], RIGHT_CAP_TEX_COORDS[5],
|
|
|
|
(rect.right+CAP_RADIUS)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
|
|
RIGHT_CAP_TEX_COORDS[6], RIGHT_CAP_TEX_COORDS[7]
|
|
};
|
|
|
|
coordBuffer.put(rightCap);
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Enable the default shader program again
|
|
deactivateProgram();
|
|
mRenderer.activateDefaultProgram();
|
|
}
|
|
|
|
private RectF getVerticalRect(RenderContext context) {
|
|
RectF viewport = context.viewport;
|
|
RectF pageRect = context.pageRect;
|
|
float barStart = ((viewport.top - pageRect.top) * (viewport.height() / pageRect.height())) + CAP_RADIUS;
|
|
float barEnd = ((viewport.bottom - pageRect.top) * (viewport.height() / pageRect.height())) - CAP_RADIUS;
|
|
if (barStart > barEnd) {
|
|
float middle = (barStart + barEnd) / 2.0f;
|
|
barStart = barEnd = middle;
|
|
}
|
|
float right = viewport.width() - PADDING;
|
|
return new RectF(right - BAR_SIZE, barStart, right, barEnd);
|
|
}
|
|
|
|
private RectF getHorizontalRect(RenderContext context) {
|
|
RectF viewport = context.viewport;
|
|
RectF pageRect = context.pageRect;
|
|
float barStart = ((viewport.left - pageRect.left) * (viewport.width() / pageRect.width())) + CAP_RADIUS;
|
|
float barEnd = ((viewport.right - pageRect.left) * (viewport.width() / pageRect.width())) - CAP_RADIUS;
|
|
if (barStart > barEnd) {
|
|
float middle = (barStart + barEnd) / 2.0f;
|
|
barStart = barEnd = middle;
|
|
}
|
|
float bottom = viewport.height() - PADDING;
|
|
return new RectF(barStart, bottom - BAR_SIZE, barEnd, bottom);
|
|
}
|
|
}
|