/* -*- 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()); } }