mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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298 lines
12 KiB
Java
298 lines
12 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.util.FloatUtils;
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import android.graphics.Bitmap;
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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.FloatBuffer;
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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 final boolean mVertical;
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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 bitmap (will always be power-of-two)
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private final int mTexWidth;
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private final int mTexHeight;
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// Some useful dimensions of the actual content in the bitmap
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private final int mBarWidth;
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private final int mCapLength;
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private final Rect mStartCapTexCoords; // top/left endcap coordinates
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private final Rect mBodyTexCoords; // 1-pixel slice of the texture to be stretched
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private final Rect mEndCapTexCoords; // bottom/right endcap coordinates
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ScrollbarLayer(LayerRenderer renderer, Bitmap scrollbarImage, IntSize imageSize, boolean vertical) {
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super(new BufferedCairoImage(scrollbarImage), TileLayer.PaintMode.NORMAL);
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mRenderer = renderer;
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mVertical = vertical;
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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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mTexHeight = scrollbarImage.getHeight();
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mTexWidth = scrollbarImage.getWidth();
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if (mVertical) {
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mBarWidth = imageSize.width;
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mCapLength = imageSize.height / 2;
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mStartCapTexCoords = new Rect(0, mTexHeight - mCapLength, imageSize.width, mTexHeight);
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mBodyTexCoords = new Rect(0, mTexHeight - (mCapLength + 1), imageSize.width, mTexHeight - mCapLength);
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mEndCapTexCoords = new Rect(0, mTexHeight - imageSize.height, imageSize.width, mTexHeight - (mCapLength + 1));
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} else {
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mBarWidth = imageSize.height;
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mCapLength = imageSize.width / 2;
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mStartCapTexCoords = new Rect(0, mTexHeight - imageSize.height, mCapLength, mTexHeight);
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mBodyTexCoords = new Rect(mCapLength, mTexHeight - imageSize.height, mCapLength + 1, mTexHeight);
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mEndCapTexCoords = new Rect(mCapLength + 1, mTexHeight - imageSize.height, imageSize.width, mTexHeight);
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}
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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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mBarRectF.offset(context.offset.x, -context.offset.y);
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// We take a 1-pixel slice from the center of the image and scale it to become the bar
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fillRectCoordBuffer(mCoords, mBarRectF, viewWidth, viewHeight, mBodyTexCoords, mTexWidth, mTexHeight);
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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, 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, 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 + mCapLength, mBarRectF.right, mBarRectF.top);
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} else {
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// left endcap
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mCapRectF.set(mBarRectF.left - mCapLength, mBarRectF.bottom + mBarWidth, mBarRectF.left, mBarRectF.bottom);
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}
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fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, mStartCapTexCoords, mTexWidth, mTexHeight);
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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, 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, 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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// bottom endcap
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mCapRectF.set(mBarRectF.left, mBarRectF.bottom, mBarRectF.right, mBarRectF.bottom - mCapLength);
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} else {
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// right endcap
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mCapRectF.set(mBarRectF.right, mBarRectF.bottom + mBarWidth, mBarRectF.right + mCapLength, mBarRectF.bottom);
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}
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fillRectCoordBuffer(mCoords, mCapRectF, viewWidth, viewHeight, mEndCapTexCoords, mTexWidth, mTexHeight);
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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, 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, 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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// 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 viewportHeight = viewport.height() - context.offset.y;
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float barStart = ((viewport.top - context.offset.y - pageRect.top) * (viewportHeight / pageRect.height())) + mCapLength;
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float barEnd = ((viewport.bottom - context.offset.y - pageRect.top) * (viewportHeight / pageRect.height())) - mCapLength;
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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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dest.set(viewport.width() - mBarWidth, barStart, viewport.width(), 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 viewportWidth = viewport.width() - context.offset.x;
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float barStart = ((viewport.left - context.offset.x - pageRect.left) * (viewport.width() / pageRect.width())) + mCapLength;
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float barEnd = ((viewport.right - context.offset.x - pageRect.left) * (viewport.width() / pageRect.width())) - mCapLength;
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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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dest.set(barStart, viewport.height() - mBarWidth, barEnd, viewport.height());
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}
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}
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