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-rw-r--r--android/source/src/java/org/mozilla/gecko/gfx/ScrollbarLayer.java451
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diff --git a/android/source/src/java/org/mozilla/gecko/gfx/ScrollbarLayer.java b/android/source/src/java/org/mozilla/gecko/gfx/ScrollbarLayer.java
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+++ b/android/source/src/java/org/mozilla/gecko/gfx/ScrollbarLayer.java
@@ -0,0 +1,451 @@
+/* -*- 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.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 org.libreoffice.kit.DirectBufferAllocator;
+import org.mozilla.gecko.util.FloatUtils;
+
+import java.nio.ByteBuffer;
+import java.nio.FloatBuffer;
+
+/**
+ * Draws a small rect. This is scaled to become a scrollbar.
+ */
+public class ScrollbarLayer extends TileLayer {
+ private static String LOGTAG = LayerView.class.getName();
+ 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 final Bitmap mBitmap;
+ private final Canvas mCanvas;
+ private float mOpacity;
+
+ 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, vec2(vTexCoord.x, 1.0 - vTexCoord.y));\n" +
+ " gl_FragColor.a *= uOpacity;\n" +
+ "}\n";
+
+ // Dimensions of the texture image
+ private static final float TEX_HEIGHT = 8.0f;
+ private static final float TEX_WIDTH = 8.0f;
+
+ // Texture coordinates for the scrollbar's body
+ // We take a 1x1 pixel from the center of the image and scale it to become the bar
+ private static final float[] BODY_TEX_COORDS = {
+ // x, y
+ CAP_RADIUS/TEX_WIDTH, CAP_RADIUS/TEX_HEIGHT,
+ CAP_RADIUS/TEX_WIDTH, (CAP_RADIUS+1)/TEX_HEIGHT,
+ (CAP_RADIUS+1)/TEX_WIDTH, CAP_RADIUS/TEX_HEIGHT,
+ (CAP_RADIUS+1)/TEX_WIDTH, (CAP_RADIUS+1)/TEX_HEIGHT
+ };
+
+ // Texture coordinates for the top cap of the scrollbar
+ private static final float[] TOP_CAP_TEX_COORDS = {
+ // x, y
+ 0 , 1.0f - CAP_RADIUS/TEX_HEIGHT,
+ 0 , 1.0f,
+ BAR_SIZE/TEX_WIDTH, 1.0f - CAP_RADIUS/TEX_HEIGHT,
+ BAR_SIZE/TEX_WIDTH, 1.0f
+ };
+
+ // Texture coordinates for the bottom cap of the scrollbar
+ private static final float[] BOT_CAP_TEX_COORDS = {
+ // x, y
+ 0 , 1.0f - BAR_SIZE/TEX_HEIGHT,
+ 0 , 1.0f - CAP_RADIUS/TEX_HEIGHT,
+ BAR_SIZE/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
+ BAR_SIZE/TEX_WIDTH, 1.0f - CAP_RADIUS/TEX_HEIGHT
+ };
+
+ // Texture coordinates for the left cap of the scrollbar
+ private static final float[] LEFT_CAP_TEX_COORDS = {
+ // x, y
+ 0 , 1.0f - BAR_SIZE/TEX_HEIGHT,
+ 0 , 1.0f,
+ CAP_RADIUS/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
+ CAP_RADIUS/TEX_WIDTH, 1.0f
+ };
+
+ // Texture coordinates for the right cap of the scrollbar
+ private static final float[] RIGHT_CAP_TEX_COORDS = {
+ // x, y
+ CAP_RADIUS/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
+ CAP_RADIUS/TEX_WIDTH, 1.0f,
+ BAR_SIZE/TEX_WIDTH , 1.0f - BAR_SIZE/TEX_HEIGHT,
+ BAR_SIZE/TEX_WIDTH , 1.0f
+ };
+
+ private ScrollbarLayer(LayerRenderer renderer, CairoImage image, boolean vertical, ByteBuffer buffer) {
+ super(image, TileLayer.PaintMode.NORMAL);
+ mVertical = vertical;
+ mRenderer = renderer;
+
+ IntSize size = image.getSize();
+ mBitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
+ mCanvas = new Canvas(mBitmap);
+
+ // 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));
+
+ mCanvas.drawColor(Color.argb(0, 0, 0, 0), PorterDuff.Mode.CLEAR);
+ mCanvas.drawCircle(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS, foregroundPaint);
+
+ mBitmap.copyPixelsToBuffer(buffer.asIntBuffer());
+ }
+
+ 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);
+
+ Rect rect = RectUtils.round(mVertical
+ ? getVerticalRect(context)
+ : getHorizontalRect(context));
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
+
+ float viewWidth = context.viewport.width();
+ float viewHeight = context.viewport.height();
+
+ float top = viewHeight - rect.top;
+ float bot = viewHeight - rect.bottom;
+
+ // Coordinates for the scrollbar's body combined with the texture coordinates
+ float[] bodyCoords = {
+ // x, y, z, texture_x, texture_y
+ rect.left/viewWidth, bot/viewHeight, 0,
+ BODY_TEX_COORDS[0], BODY_TEX_COORDS[1],
+
+ rect.left/viewWidth, (bot+rect.height())/viewHeight, 0,
+ BODY_TEX_COORDS[2], BODY_TEX_COORDS[3],
+
+ (rect.left+rect.width())/viewWidth, bot/viewHeight, 0,
+ BODY_TEX_COORDS[4], BODY_TEX_COORDS[5],
+
+ (rect.left+rect.width())/viewWidth, (bot+rect.height())/viewHeight, 0,
+ BODY_TEX_COORDS[6], BODY_TEX_COORDS[7]
+ };
+
+ // 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(bodyCoords);
+
+ // 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
+ float[] topCap = {
+ // x, y, z, texture_x, texture_y
+ rect.left/viewWidth, top/viewHeight, 0,
+ TOP_CAP_TEX_COORDS[0], TOP_CAP_TEX_COORDS[1],
+
+ rect.left/viewWidth, (top+CAP_RADIUS)/viewHeight, 0,
+ TOP_CAP_TEX_COORDS[2], TOP_CAP_TEX_COORDS[3],
+
+ (rect.left+BAR_SIZE)/viewWidth, top/viewHeight, 0,
+ TOP_CAP_TEX_COORDS[4], TOP_CAP_TEX_COORDS[5],
+
+ (rect.left+BAR_SIZE)/viewWidth, (top+CAP_RADIUS)/viewHeight, 0,
+ TOP_CAP_TEX_COORDS[6], TOP_CAP_TEX_COORDS[7]
+ };
+
+ coordBuffer.put(topCap);
+
+ // 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);
+
+ // bottom endcap
+ float[] botCap = {
+ // x, y, z, texture_x, texture_y
+ rect.left/viewWidth, (bot-CAP_RADIUS)/viewHeight, 0,
+ BOT_CAP_TEX_COORDS[0], BOT_CAP_TEX_COORDS[1],
+
+ rect.left/viewWidth, (bot)/viewHeight, 0,
+ BOT_CAP_TEX_COORDS[2], BOT_CAP_TEX_COORDS[3],
+
+ (rect.left+BAR_SIZE)/viewWidth, (bot-CAP_RADIUS)/viewHeight, 0,
+ BOT_CAP_TEX_COORDS[4], BOT_CAP_TEX_COORDS[5],
+
+ (rect.left+BAR_SIZE)/viewWidth, (bot)/viewHeight, 0,
+ BOT_CAP_TEX_COORDS[6], BOT_CAP_TEX_COORDS[7]
+ };
+
+ coordBuffer.put(botCap);
+
+ // 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);
+ } else {
+ // left endcap
+ float[] leftCap = {
+ // x, y, z, texture_x, texture_y
+ (rect.left-CAP_RADIUS)/viewWidth, bot/viewHeight, 0,
+ LEFT_CAP_TEX_COORDS[0], LEFT_CAP_TEX_COORDS[1],
+ (rect.left-CAP_RADIUS)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
+ LEFT_CAP_TEX_COORDS[2], LEFT_CAP_TEX_COORDS[3],
+ (rect.left)/viewWidth, bot/viewHeight, 0, LEFT_CAP_TEX_COORDS[4],
+ LEFT_CAP_TEX_COORDS[5],
+ (rect.left)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
+ LEFT_CAP_TEX_COORDS[6], LEFT_CAP_TEX_COORDS[7]
+ };
+
+ coordBuffer.put(leftCap);
+
+ // 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);
+
+ // right endcap
+ float[] rightCap = {
+ // x, y, z, texture_x, texture_y
+ rect.right/viewWidth, (bot)/viewHeight, 0,
+ RIGHT_CAP_TEX_COORDS[0], RIGHT_CAP_TEX_COORDS[1],
+
+ rect.right/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
+ RIGHT_CAP_TEX_COORDS[2], RIGHT_CAP_TEX_COORDS[3],
+
+ (rect.right+CAP_RADIUS)/viewWidth, (bot)/viewHeight, 0,
+ RIGHT_CAP_TEX_COORDS[4], RIGHT_CAP_TEX_COORDS[5],
+
+ (rect.right+CAP_RADIUS)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
+ RIGHT_CAP_TEX_COORDS[6], RIGHT_CAP_TEX_COORDS[7]
+ };
+
+ coordBuffer.put(rightCap);
+
+ // 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);
+ }
+
+ // Enable the default shader program again
+ deactivateProgram();
+ mRenderer.activateDefaultProgram();
+ }
+
+ private RectF getVerticalRect(RenderContext context) {
+ 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;
+ return new RectF(right - BAR_SIZE, barStart, right, barEnd);
+ }
+
+ private RectF getHorizontalRect(RenderContext context) {
+ 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;
+ return new RectF(barStart, bottom - BAR_SIZE, barEnd, bottom);
+ }
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */