mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
27ca95544b
Refactor the dynamic toolbar code so that the ownership of various properties is clearer, and the page is offset by the toolbar instead of being overlapped. This fixes problems with the scroll origin of the page not corresponding to the visible origin on the screen.
133 lines
6.0 KiB
Java
133 lines
6.0 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 android.graphics.RectF;
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import android.opengl.GLES20;
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import java.nio.FloatBuffer;
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/**
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* Encapsulates the logic needed to draw a nine-patch bitmap using OpenGL ES.
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*
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* For more information on nine-patch bitmaps, see the following document:
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* http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch
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*/
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public class NinePatchTileLayer extends TileLayer {
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private static final int PATCH_SIZE = 16;
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private static final int TEXTURE_SIZE = 64;
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public NinePatchTileLayer(CairoImage image) {
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super(image, TileLayer.PaintMode.NORMAL);
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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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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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drawPatches(context);
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}
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private void drawPatches(RenderContext context) {
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/*
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* We divide the nine-patch bitmap up as follows:
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*
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* +---+---+---+
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* | 0 | 1 | 2 |
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* +---+---+---+
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* | 3 | | 4 |
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* +---+---+---+
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* | 5 | 6 | 7 |
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* +---+---+---+
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*/
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// page is the rect of the "missing" center spot in the picture above
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RectF page = context.pageRect;
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drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */
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page.left - PATCH_SIZE, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
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drawPatch(context, PATCH_SIZE, PATCH_SIZE * 3, /* 1 */
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page.left, page.top - PATCH_SIZE, page.width(), PATCH_SIZE);
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drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 3, /* 2 */
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page.right, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
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drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */
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page.left - PATCH_SIZE, page.top, PATCH_SIZE, page.height());
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drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */
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page.right, page.top, PATCH_SIZE, page.height());
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drawPatch(context, 0, PATCH_SIZE, /* 5 */
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page.left - PATCH_SIZE, page.bottom, PATCH_SIZE, PATCH_SIZE);
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drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */
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page.left, page.bottom, page.width(), PATCH_SIZE);
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drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */
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page.right, page.bottom, PATCH_SIZE, PATCH_SIZE);
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}
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private void drawPatch(RenderContext context, int textureX, int textureY,
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float tileX, float tileY, float tileWidth, float tileHeight) {
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RectF viewport = context.viewport;
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float viewportHeight = viewport.height();
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float drawX = tileX - viewport.left - context.offset.x;
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float drawY = viewportHeight - (tileY + tileHeight - viewport.top) - context.offset.y;
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float[] coords = {
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//x, y, z, texture_x, texture_y
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drawX/viewport.width(), drawY/viewport.height(), 0,
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textureX/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
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drawX/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
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textureX/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE,
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(drawX+tileWidth)/viewport.width(), drawY/viewport.height(), 0,
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(textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
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(drawX+tileWidth)/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
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(textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE
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};
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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 = context.positionHandle;
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int textureHandle = context.textureHandle;
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// Make sure we are at position zero in the buffer in case other draw methods did not clean
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// up after themselves
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coordBuffer.position(0);
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coordBuffer.put(coords);
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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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
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GLES20.GL_CLAMP_TO_EDGE);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
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GLES20.GL_CLAMP_TO_EDGE);
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// Use bilinear filtering for both magnification and minimization of the texture. This
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// applies only to the shadow layer so we do not incur a high overhead.
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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