mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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364 lines
15 KiB
Java
364 lines
15 KiB
Java
/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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package org.mozilla.gecko.gfx;
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import org.mozilla.gecko.mozglue.DirectBufferAllocator;
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import org.mozilla.gecko.util.FloatUtils;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.Paint;
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import android.graphics.PorterDuff;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.opengl.GLES20;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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/**
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* Draws a small rect. This is scaled to become a scrollbar.
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*/
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public class ScrollbarLayer extends TileLayer {
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public static final long FADE_DELAY = 500; // milliseconds before fade-out starts
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private static final float FADE_AMOUNT = 0.03f; // how much (as a percent) the scrollbar should fade per frame
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private static final int PADDING = 1; // gap between scrollbar and edge of viewport
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private static final int BAR_SIZE = 6;
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private static final int CAP_RADIUS = (BAR_SIZE / 2);
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private final boolean mVertical;
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private final Bitmap mBitmap;
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private final Canvas mCanvas;
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private float mOpacity;
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// To avoid excessive GC, declare some objects here that would otherwise
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// be created and destroyed frequently during draw().
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private final RectF mBarRectF;
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private final Rect mBarRect;
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private final float[] mCoords;
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private final RectF mCapRectF;
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private LayerRenderer mRenderer;
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private int mProgram;
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private int mPositionHandle;
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private int mTextureHandle;
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private int mSampleHandle;
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private int mTMatrixHandle;
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private int mOpacityHandle;
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// Fragment shader used to draw the scroll-bar with opacity
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private static final String FRAGMENT_SHADER =
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"precision mediump float;\n" +
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"varying vec2 vTexCoord;\n" +
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"uniform sampler2D sTexture;\n" +
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"uniform float uOpacity;\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D(sTexture, vTexCoord);\n" +
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" gl_FragColor.a *= uOpacity;\n" +
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"}\n";
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// Dimensions of the texture image
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private static final int TEX_HEIGHT = 8;
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private static final int TEX_WIDTH = 8;
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private static final Rect BODY_TEX_COORDS = new Rect(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS + 1, CAP_RADIUS + 1);
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private static final Rect LEFT_CAP_TEX_COORDS = new Rect(0, TEX_HEIGHT - BAR_SIZE, CAP_RADIUS, TEX_HEIGHT);
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private static final Rect TOP_CAP_TEX_COORDS = new Rect(0, TEX_HEIGHT - CAP_RADIUS, BAR_SIZE, TEX_HEIGHT);
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private static final Rect RIGHT_CAP_TEX_COORDS = new Rect(CAP_RADIUS, TEX_HEIGHT - BAR_SIZE, BAR_SIZE, TEX_HEIGHT);
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private static final Rect BOT_CAP_TEX_COORDS = new Rect(0, TEX_HEIGHT - BAR_SIZE, BAR_SIZE, TEX_HEIGHT - CAP_RADIUS);
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private ScrollbarLayer(LayerRenderer renderer, CairoImage image, boolean vertical, ByteBuffer buffer) {
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super(image, TileLayer.PaintMode.NORMAL);
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mVertical = vertical;
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mRenderer = renderer;
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IntSize size = image.getSize();
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mBitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
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mCanvas = new Canvas(mBitmap);
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// Paint a spot to use as the scroll indicator
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Paint foregroundPaint = new Paint();
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foregroundPaint.setAntiAlias(true);
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foregroundPaint.setStyle(Paint.Style.FILL);
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foregroundPaint.setColor(Color.argb(127, 0, 0, 0));
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mCanvas.drawColor(Color.argb(0, 0, 0, 0), PorterDuff.Mode.CLEAR);
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mCanvas.drawCircle(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS, foregroundPaint);
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mBitmap.copyPixelsToBuffer(buffer.asIntBuffer());
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mBarRectF = new RectF();
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mBarRect = new Rect();
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mCoords = new float[20];
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mCapRectF = new RectF();
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}
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public static ScrollbarLayer create(LayerRenderer renderer, boolean vertical) {
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// just create an empty image for now, it will get drawn
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// on demand anyway
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int imageSize = IntSize.nextPowerOfTwo(BAR_SIZE);
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ByteBuffer buffer = DirectBufferAllocator.allocate(imageSize * imageSize * 4);
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CairoImage image = new BufferedCairoImage(buffer, imageSize, imageSize,
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CairoImage.FORMAT_ARGB32);
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return new ScrollbarLayer(renderer, image, vertical, buffer);
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}
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private void createProgram() {
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int vertexShader = LayerRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
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LayerRenderer.DEFAULT_VERTEX_SHADER);
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int fragmentShader = LayerRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
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FRAGMENT_SHADER);
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mProgram = GLES20.glCreateProgram();
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GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
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GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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GLES20.glLinkProgram(mProgram); // creates OpenGL program executables
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// Get handles to the shaders' vPosition, aTexCoord, sTexture, and uTMatrix members.
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mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
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mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
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mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
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mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix");
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mOpacityHandle = GLES20.glGetUniformLocation(mProgram, "uOpacity");
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}
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private void activateProgram() {
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// Add the program to the OpenGL environment
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GLES20.glUseProgram(mProgram);
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// Set the transformation matrix
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GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false,
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LayerRenderer.DEFAULT_TEXTURE_MATRIX, 0);
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// Enable the arrays from which we get the vertex and texture coordinates
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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GLES20.glEnableVertexAttribArray(mTextureHandle);
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GLES20.glUniform1i(mSampleHandle, 0);
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GLES20.glUniform1f(mOpacityHandle, mOpacity);
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}
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private void deactivateProgram() {
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GLES20.glDisableVertexAttribArray(mTextureHandle);
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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GLES20.glUseProgram(0);
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}
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/**
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* Decrease the opacity of the scrollbar by one frame's worth.
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* Return true if the opacity was decreased, or false if the scrollbars
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* are already fully faded out.
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*/
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public boolean fade() {
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if (FloatUtils.fuzzyEquals(mOpacity, 0.0f)) {
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return false;
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}
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beginTransaction(); // called on compositor thread
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mOpacity = Math.max(mOpacity - FADE_AMOUNT, 0.0f);
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endTransaction();
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return true;
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}
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/**
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* Restore the opacity of the scrollbar to fully opaque.
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* Return true if the opacity was changed, or false if the scrollbars
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* are already fully opaque.
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*/
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public boolean unfade() {
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if (FloatUtils.fuzzyEquals(mOpacity, 1.0f)) {
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return false;
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}
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beginTransaction(); // called on compositor thread
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mOpacity = 1.0f;
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endTransaction();
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return true;
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}
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@Override
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public void draw(RenderContext context) {
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if (!initialized())
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return;
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// Create the shader program, if necessary
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if (mProgram == 0) {
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createProgram();
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}
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// Enable the shader program
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mRenderer.deactivateDefaultProgram();
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activateProgram();
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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if (mVertical) {
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getVerticalRect(context, mBarRectF);
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} else {
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getHorizontalRect(context, mBarRectF);
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}
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RectUtils.round(mBarRectF, mBarRect);
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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float viewWidth = context.viewport.width();
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float viewHeight = context.viewport.height();
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mBarRectF.set(mBarRect.left, viewHeight - mBarRect.top, mBarRect.right, viewHeight - mBarRect.bottom);
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// We take a 1x1 pixel from the center of the image and scale it to become the bar
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fillRectCoordBuffer(mCoords, mBarRectF, viewWidth, viewHeight, BODY_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT);
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// Get the buffer and handles from the context
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FloatBuffer coordBuffer = context.coordBuffer;
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int positionHandle = mPositionHandle;
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int textureHandle = mTextureHandle;
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// Make sure we are at position zero in the buffer in case other draw methods did not
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// clean up after themselves
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coordBuffer.position(0);
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coordBuffer.put(mCoords);
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// Unbind any the current array buffer so we can use client side buffers
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture coordinates.
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coordBuffer.position(0);
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if (mVertical) {
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// top endcap
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mCapRectF.set(mBarRectF.left, mBarRectF.top + CAP_RADIUS, mBarRectF.left + BAR_SIZE, mBarRectF.top);
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fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, TOP_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT);
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coordBuffer.put(mCoords);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture
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// coordinates.
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coordBuffer.position(0);
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// bottom endcap
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mCapRectF.set(mBarRectF.left, mBarRectF.bottom, mBarRectF.left + BAR_SIZE, mBarRectF.bottom - CAP_RADIUS);
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fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, BOT_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT);
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coordBuffer.put(mCoords);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture
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// coordinates.
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coordBuffer.position(0);
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} else {
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// left endcap
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mCapRectF.set(mBarRectF.left - CAP_RADIUS, mBarRectF.bottom + BAR_SIZE, mBarRectF.left, mBarRectF.bottom);
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fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, LEFT_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT);
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coordBuffer.put(mCoords);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture
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// coordinates.
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coordBuffer.position(0);
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// right endcap
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mCapRectF.set(mBarRectF.right, mBarRectF.bottom + BAR_SIZE, mBarRectF.right + CAP_RADIUS, mBarRectF.bottom);
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fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, RIGHT_CAP_TEX_COORDS, TEX_WIDTH, TEX_HEIGHT);
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coordBuffer.put(mCoords);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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// Enable the default shader program again
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deactivateProgram();
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mRenderer.activateDefaultProgram();
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}
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private void getVerticalRect(RenderContext context, RectF dest) {
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RectF viewport = context.viewport;
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RectF pageRect = context.pageRect;
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float barStart = ((viewport.top - pageRect.top) * (viewport.height() / pageRect.height())) + CAP_RADIUS;
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float barEnd = ((viewport.bottom - pageRect.top) * (viewport.height() / pageRect.height())) - CAP_RADIUS;
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if (barStart > barEnd) {
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float middle = (barStart + barEnd) / 2.0f;
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barStart = barEnd = middle;
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}
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float right = viewport.width() - PADDING;
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dest.set(right - BAR_SIZE, barStart, right, barEnd);
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}
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private void getHorizontalRect(RenderContext context, RectF dest) {
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RectF viewport = context.viewport;
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RectF pageRect = context.pageRect;
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float barStart = ((viewport.left - pageRect.left) * (viewport.width() / pageRect.width())) + CAP_RADIUS;
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float barEnd = ((viewport.right - pageRect.left) * (viewport.width() / pageRect.width())) - CAP_RADIUS;
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if (barStart > barEnd) {
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float middle = (barStart + barEnd) / 2.0f;
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barStart = barEnd = middle;
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}
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float bottom = viewport.height() - PADDING;
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dest.set(barStart, bottom - BAR_SIZE, barEnd, bottom);
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}
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}
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