/* -*- 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 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 image private static final int TEX_HEIGHT = 8; private static final int TEX_WIDTH = 8; private static final Rect BODY_TEX_COORDS = new Rect(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS + 1, CAP_RADIUS + 1); private static final Rect LEFT_CAP_TEX_COORDS = new Rect(0, TEX_HEIGHT - BAR_SIZE, CAP_RADIUS, TEX_HEIGHT); private static final Rect TOP_CAP_TEX_COORDS = new Rect(0, TEX_HEIGHT - CAP_RADIUS, BAR_SIZE, TEX_HEIGHT); private static final Rect RIGHT_CAP_TEX_COORDS = new Rect(CAP_RADIUS, TEX_HEIGHT - BAR_SIZE, BAR_SIZE, TEX_HEIGHT); private static final Rect BOT_CAP_TEX_COORDS = new Rect(0, TEX_HEIGHT - BAR_SIZE, BAR_SIZE, TEX_HEIGHT - CAP_RADIUS); private ScrollbarLayer(LayerRenderer renderer, CairoImage image, boolean vertical, ByteBuffer buffer) { super(image, TileLayer.PaintMode.NORMAL); mVertical = vertical; mRenderer = renderer; IntSize size = image.getSize(); Bitmap bitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); // 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)); canvas.drawColor(Color.argb(0, 0, 0, 0), PorterDuff.Mode.CLEAR); canvas.drawCircle(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS, foregroundPaint); bitmap.copyPixelsToBuffer(buffer.asIntBuffer()); mBarRectF = new RectF(); mBarRect = new Rect(); mCoords = new float[20]; mCapRectF = new RectF(); } 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); 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); // We take a 1x1 pixel from the center of the image and scale it to become the bar fillRectCoordBuffer(mCoords, mBarRectF, viewWidth, viewHeight, BODY_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT); // 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 + CAP_RADIUS, mBarRectF.left + BAR_SIZE, mBarRectF.top); fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, TOP_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT); } else { mCapRectF.set(mBarRectF.left - CAP_RADIUS, mBarRectF.bottom + BAR_SIZE, mBarRectF.left, mBarRectF.bottom); fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, LEFT_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT); } 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.left + BAR_SIZE, mBarRectF.bottom - CAP_RADIUS); fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, BOT_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT); } else { // right endcap mCapRectF.set(mBarRectF.right, mBarRectF.bottom + BAR_SIZE, mBarRectF.right + CAP_RADIUS, mBarRectF.bottom); fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, RIGHT_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT); } 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 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; dest.set(right - BAR_SIZE, barStart, right, barEnd); } private void getHorizontalRect(RenderContext context, RectF dest) { 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; dest.set(barStart, bottom - BAR_SIZE, barEnd, bottom); } }