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-rw-r--r--android/source/src/java/org/mozilla/gecko/gfx/NinePatchTileLayer.java131
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diff --git a/android/source/src/java/org/mozilla/gecko/gfx/NinePatchTileLayer.java b/android/source/src/java/org/mozilla/gecko/gfx/NinePatchTileLayer.java
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+++ b/android/source/src/java/org/mozilla/gecko/gfx/NinePatchTileLayer.java
@@ -0,0 +1,131 @@
+/* -*- 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 android.graphics.RectF;
+import android.opengl.GLES20;
+
+import java.nio.FloatBuffer;
+
+/**
+ * Encapsulates the logic needed to draw a nine-patch bitmap using OpenGL ES.
+ *
+ * For more information on nine-patch bitmaps, see the following document:
+ * http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch
+ */
+public class NinePatchTileLayer extends TileLayer {
+ private static final int PATCH_SIZE = 16;
+ private static final int TEXTURE_SIZE = 64;
+
+ public NinePatchTileLayer(CairoImage image) {
+ super(image, PaintMode.NORMAL);
+ }
+
+ @Override
+ public void draw(RenderContext context) {
+ if (!initialized())
+ return;
+
+ GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
+ GLES20.glEnable(GLES20.GL_BLEND);
+
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
+ drawPatches(context);
+ }
+
+ private void drawPatches(RenderContext context) {
+ /*
+ * We divide the nine-patch bitmap up as follows:
+ *
+ * +---+---+---+
+ * | 0 | 1 | 2 |
+ * +---+---+---+
+ * | 3 | | 4 |
+ * +---+---+---+
+ * | 5 | 6 | 7 |
+ * +---+---+---+
+ */
+
+ // page is the rect of the "missing" center spot in the picture above
+ RectF page = context.pageRect;
+
+ drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */
+ page.left - PATCH_SIZE, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
+ drawPatch(context, PATCH_SIZE, PATCH_SIZE * 3, /* 1 */
+ page.left, page.top - PATCH_SIZE, page.width(), PATCH_SIZE);
+ drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 3, /* 2 */
+ page.right, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
+ drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */
+ page.left - PATCH_SIZE, page.top, PATCH_SIZE, page.height());
+ drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */
+ page.right, page.top, PATCH_SIZE, page.height());
+ drawPatch(context, 0, PATCH_SIZE, /* 5 */
+ page.left - PATCH_SIZE, page.bottom, PATCH_SIZE, PATCH_SIZE);
+ drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */
+ page.left, page.bottom, page.width(), PATCH_SIZE);
+ drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */
+ page.right, page.bottom, PATCH_SIZE, PATCH_SIZE);
+ }
+
+ private void drawPatch(RenderContext context, int textureX, int textureY,
+ float tileX, float tileY, float tileWidth, float tileHeight) {
+ RectF viewport = context.viewport;
+ float viewportHeight = viewport.height();
+ float drawX = tileX - viewport.left;
+ float drawY = viewportHeight - (tileY + tileHeight - viewport.top);
+
+ float[] coords = {
+ //x, y, z, texture_x, texture_y
+ drawX/viewport.width(), drawY/viewport.height(), 0,
+ textureX/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
+
+ drawX/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
+ textureX/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE,
+
+ (drawX+tileWidth)/viewport.width(), drawY/viewport.height(), 0,
+ (textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
+
+ (drawX+tileWidth)/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
+ (textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE
+
+ };
+
+ // Get the buffer and handles from the context
+ FloatBuffer coordBuffer = context.coordBuffer;
+ int positionHandle = context.positionHandle;
+ int textureHandle = context.textureHandle;
+
+ // 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(coords);
+
+ // 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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
+ GLES20.GL_CLAMP_TO_EDGE);
+ GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
+ GLES20.GL_CLAMP_TO_EDGE);
+
+ // Use bilinear filtering for both magnification and minimization of the texture. This
+ // applies only to the shadow layer so we do not incur a high overhead.
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
+ GLES20.GL_LINEAR);
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
+ GLES20.GL_LINEAR);
+
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ }
+}