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Diffstat (limited to 'src/com/android/gallery3d/ui/EdgeView.java')
-rw-r--r-- | src/com/android/gallery3d/ui/EdgeView.java | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/src/com/android/gallery3d/ui/EdgeView.java b/src/com/android/gallery3d/ui/EdgeView.java new file mode 100644 index 000000000..051de18fa --- /dev/null +++ b/src/com/android/gallery3d/ui/EdgeView.java @@ -0,0 +1,132 @@ +/* + * Copyright (C) 2011 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.android.gallery3d.ui; + +import android.content.Context; +import android.opengl.Matrix; + +import com.android.gallery3d.glrenderer.GLCanvas; + +// EdgeView draws EdgeEffect (blue glow) at four sides of the view. +public class EdgeView extends GLView { + @SuppressWarnings("unused") + private static final String TAG = "EdgeView"; + + public static final int INVALID_DIRECTION = -1; + public static final int TOP = 0; + public static final int LEFT = 1; + public static final int BOTTOM = 2; + public static final int RIGHT = 3; + + // Each edge effect has a transform matrix, and each matrix has 16 elements. + // We put all the elements in one array. These constants specify the + // starting index of each matrix. + private static final int TOP_M = TOP * 16; + private static final int LEFT_M = LEFT * 16; + private static final int BOTTOM_M = BOTTOM * 16; + private static final int RIGHT_M = RIGHT * 16; + + private EdgeEffect[] mEffect = new EdgeEffect[4]; + private float[] mMatrix = new float[4 * 16]; + + public EdgeView(Context context) { + for (int i = 0; i < 4; i++) { + mEffect[i] = new EdgeEffect(context); + } + } + + @Override + protected void onLayout( + boolean changeSize, int left, int top, int right, int bottom) { + if (!changeSize) return; + + int w = right - left; + int h = bottom - top; + for (int i = 0; i < 4; i++) { + if ((i & 1) == 0) { // top or bottom + mEffect[i].setSize(w, h); + } else { // left or right + mEffect[i].setSize(h, w); + } + } + + // Set up transforms for the four edges. Without transforms an + // EdgeEffect draws the TOP edge from (0, 0) to (w, Y * h) where Y + // is some factor < 1. For other edges we need to move, rotate, and + // flip the effects into proper places. + Matrix.setIdentityM(mMatrix, TOP_M); + Matrix.setIdentityM(mMatrix, LEFT_M); + Matrix.setIdentityM(mMatrix, BOTTOM_M); + Matrix.setIdentityM(mMatrix, RIGHT_M); + + Matrix.rotateM(mMatrix, LEFT_M, 90, 0, 0, 1); + Matrix.scaleM(mMatrix, LEFT_M, 1, -1, 1); + + Matrix.translateM(mMatrix, BOTTOM_M, 0, h, 0); + Matrix.scaleM(mMatrix, BOTTOM_M, 1, -1, 1); + + Matrix.translateM(mMatrix, RIGHT_M, w, 0, 0); + Matrix.rotateM(mMatrix, RIGHT_M, 90, 0, 0, 1); + } + + @Override + protected void render(GLCanvas canvas) { + super.render(canvas); + boolean more = false; + for (int i = 0; i < 4; i++) { + canvas.save(GLCanvas.SAVE_FLAG_MATRIX); + canvas.multiplyMatrix(mMatrix, i * 16); + more |= mEffect[i].draw(canvas); + canvas.restore(); + } + if (more) { + invalidate(); + } + } + + // Called when the content is pulled away from the edge. + // offset is in pixels. direction is one of {TOP, LEFT, BOTTOM, RIGHT}. + public void onPull(int offset, int direction) { + int fullLength = ((direction & 1) == 0) ? getWidth() : getHeight(); + mEffect[direction].onPull((float)offset / fullLength); + if (!mEffect[direction].isFinished()) { + invalidate(); + } + } + + // Call when the object is released after being pulled. + public void onRelease() { + boolean more = false; + for (int i = 0; i < 4; i++) { + mEffect[i].onRelease(); + more |= !mEffect[i].isFinished(); + } + if (more) { + invalidate(); + } + } + + // Call when the effect absorbs an impact at the given velocity. + // Used when a fling reaches the scroll boundary. velocity is in pixels + // per second. direction is one of {TOP, LEFT, BOTTOM, RIGHT}. + public void onAbsorb(int velocity, int direction) { + mEffect[direction].onAbsorb(velocity); + if (!mEffect[direction].isFinished()) { + invalidate(); + } + } +} |