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diff --git a/src/org/cyanogenmod/wallpapers/photophase/transitions/CubeTransition.java b/src/org/cyanogenmod/wallpapers/photophase/transitions/CubeTransition.java
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+/*
+ * Copyright (C) 2013 The CyanogenMod 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 org.cyanogenmod.wallpapers.photophase.transitions;
+
+import android.content.Context;
+import android.opengl.GLES20;
+import android.opengl.GLException;
+import android.opengl.Matrix;
+import android.os.SystemClock;
+
+import org.cyanogenmod.wallpapers.photophase.utils.GLESUtil;
+import org.cyanogenmod.wallpapers.photophase.utils.Utils;
+import org.cyanogenmod.wallpapers.photophase.PhotoFrame;
+import org.cyanogenmod.wallpapers.photophase.R;
+import org.cyanogenmod.wallpapers.photophase.TextureManager;
+import org.cyanogenmod.wallpapers.photophase.transitions.Transitions.TRANSITIONS;
+
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+import java.util.ArrayList;
+import java.util.Arrays;
+import java.util.List;
+
+/**
+ * A transition that applies a cube effect transition to the picture.
+ */
+public class CubeTransition extends Transition {
+
+ /**
+ * The enumeration of all possibles window movements
+ */
+ public enum WINDOW_MODES {
+ /**
+ * Open the picture from left to right
+ */
+ LEFT_TO_RIGHT,
+ /**
+ * Open the picture from right to left
+ */
+ RIGHT_TO_LEFT
+ }
+
+ private static final int[] VERTEX_SHADER = {R.raw.default_vertex_shader, R.raw.default_vertex_shader};
+ private static final int[] FRAGMENT_SHADER = {R.raw.default_fragment_shader, R.raw.default_fragment_shader};
+
+ private static final float TRANSITION_TIME = 1000.0f;
+
+ private static final float SCALE_AMOUNT = 0.2f;
+
+ private WINDOW_MODES mMode;
+
+ private boolean mRunning;
+ private long mTime;
+
+ private FloatBuffer mPositionBuffer;
+ private float[] mTranslationMatrix;
+ private float[] mVertex;
+
+ private float mAmount;
+
+ /**
+ * Constructor of <code>CubeTransition</code>
+ *
+ * @param ctx The current context
+ * @param tm The texture manager
+ */
+ public CubeTransition(Context ctx, TextureManager tm) {
+ super(ctx, tm, VERTEX_SHADER, FRAGMENT_SHADER);
+
+ // Initialized
+ mTranslationMatrix = new float[16];
+ reset();
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public TRANSITIONS getType() {
+ return TRANSITIONS.WINDOW;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean hasTransitionTarget() {
+ return true;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean isRunning() {
+ return mRunning;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void select(PhotoFrame target) {
+ super.select(target);
+ mAmount = getAmount();
+
+ // Create the interal buffer
+ float[] vertex = target.getFrameVertex();
+ if (mPositionBuffer == null) {
+ ByteBuffer bb = ByteBuffer.allocateDirect(vertex.length * 4); // (# of coordinate values * 4 bytes per float)
+ bb.order(ByteOrder.nativeOrder());
+ mPositionBuffer = bb.asFloatBuffer();
+ }
+ if (mVertex == null) {
+ mVertex = new float[vertex.length];
+ }
+
+ // Random mode
+ List<WINDOW_MODES> modes =
+ new ArrayList<CubeTransition.WINDOW_MODES>(
+ Arrays.asList(WINDOW_MODES.values()));
+ int low = 0;
+ int high = modes.size() - 1;
+ mMode = modes.get(Utils.getNextRandom(low, high));
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean isSelectable(PhotoFrame frame) {
+ return true;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void reset() {
+ mTime = -1;
+ mRunning = true;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void apply(float[] matrix) throws GLException {
+ // Check internal vars
+ if (mTarget == null ||
+ mTarget.getPositionBuffer() == null ||
+ mTarget.getTextureBuffer() == null) {
+ return;
+ }
+ if (mTransitionTarget == null ||
+ mTransitionTarget.getPositionBuffer() == null ||
+ mTransitionTarget.getTextureBuffer() == null) {
+ return;
+ }
+
+ // Set the time the first time
+ if (mTime == -1) {
+ mTime = SystemClock.uptimeMillis();
+ }
+
+ // Calculate the delta time
+ final float delta = Math.min(SystemClock.uptimeMillis() - mTime, TRANSITION_TIME) / TRANSITION_TIME;
+
+ // Apply the transition
+ if (delta < 1) {
+ applyDstTransition(delta, matrix);
+ applySrcTransition(delta, matrix);
+ } else {
+ applyFinalTransition(matrix);
+ }
+
+ // Transition ending
+ if (delta == 1) {
+ mRunning = false;
+ }
+ }
+
+ /**
+ * Apply the source transition
+ *
+ * @param delta The delta time
+ * @param matrix The model-view-projection matrix
+ */
+ private void applySrcTransition(float delta, float[] matrix) {
+ // Bind default FBO
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
+ GLESUtil.glesCheckError("glBindFramebuffer");
+
+ // Set the program
+ useProgram(0);
+
+ // Disable blending
+ GLES20.glDisable(GLES20.GL_BLEND);
+ GLESUtil.glesCheckError("glDisable");
+
+ // Set the input texture
+ int textureHandle = mTarget.getTextureHandle();
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLESUtil.glesCheckError("glActiveTexture");
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
+ GLESUtil.glesCheckError("glBindTexture");
+ GLES20.glUniform1i(mTextureHandlers[0], 0);
+ GLESUtil.glesCheckError("glBindTexture");
+
+ // Texture
+ FloatBuffer textureBuffer = mTarget.getTextureBuffer();
+ textureBuffer.position(0);
+ GLES20.glVertexAttribPointer(mTextureCoordHandlers[0], 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mTextureCoordHandlers[0]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Position
+ setInternalVertex();
+ float interpolation = delta > 0.5f
+ ? 1 - delta
+ : delta;
+ float w = Math.abs(mVertex[6] - mVertex[4]);
+ switch (mMode) {
+ case RIGHT_TO_LEFT:
+ mVertex[1] -= interpolation * mAmount;
+ mVertex[5] += interpolation * mAmount;
+ mVertex[4] += w * delta;
+ mVertex[0] = mVertex[4];
+ break;
+ case LEFT_TO_RIGHT:
+ mVertex[3] -= interpolation * mAmount;
+ mVertex[7] += interpolation * mAmount;
+ mVertex[6] -= w * delta;
+ mVertex[2] = mVertex[6];
+ break;
+ default:
+ break;
+ }
+ mPositionBuffer.position(0);
+ mPositionBuffer.put(mVertex);
+ mPositionBuffer.position(0);
+ GLES20.glVertexAttribPointer(mPositionHandlers[0], 2, GLES20.GL_FLOAT, false, 0, mPositionBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mPositionHandlers[0]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Calculate the delta angle and the translation and rotate parameters
+ float angle = 0.0f;
+ float translateX = 0.0f;
+ float rotateY = 0.0f;
+ switch (mMode) {
+ case RIGHT_TO_LEFT:
+ angle = delta * 90;
+ rotateY = -1.0f;
+ translateX = mVertex[2] * -1;
+ break;
+ case LEFT_TO_RIGHT:
+ angle = delta * -90;
+ rotateY = -1.0f;
+ translateX = mVertex[0] * -1;
+ break;
+
+ default:
+ break;
+ }
+
+ // Apply the projection and view transformation
+ Matrix.setIdentityM(matrix, 0);
+ Matrix.translateM(mTranslationMatrix, 0, matrix, 0, -translateX, 0.0f, 0.0f);
+ Matrix.rotateM(mTranslationMatrix, 0, mTranslationMatrix, 0, angle, 0.0f, rotateY, 0.0f);
+ Matrix.translateM(mTranslationMatrix, 0, mTranslationMatrix, 0, translateX, 0.0f, 0.0f);
+ GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[0], 1, false, mTranslationMatrix, 0);
+ GLESUtil.glesCheckError("glUniformMatrix4fv");
+
+ // Draw
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ GLESUtil.glesCheckError("glDrawElements");
+
+ // Disable attributes
+ GLES20.glDisableVertexAttribArray(mPositionHandlers[0]);
+ GLESUtil.glesCheckError("glDisableVertexAttribArray");
+ GLES20.glDisableVertexAttribArray(mTextureCoordHandlers[0]);
+ GLESUtil.glesCheckError("glDisableVertexAttribArray");
+ }
+
+ /**
+ * Apply the destination transition
+ *
+ * @param delta The delta time
+ * @param matrix The model-view-projection matrix
+ */
+ private void applyDstTransition(float delta, float[] matrix) {
+ // Bind default FBO
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
+ GLESUtil.glesCheckError("glBindFramebuffer");
+
+ // Set the program
+ useProgram(1);
+
+ // Disable blending
+ GLES20.glDisable(GLES20.GL_BLEND);
+ GLESUtil.glesCheckError("glDisable");
+
+ // Set the input texture
+ int textureHandle = mTransitionTarget.getTextureHandle();
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLESUtil.glesCheckError("glActiveTexture");
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
+ GLESUtil.glesCheckError("glBindTexture");
+ GLES20.glUniform1i(mTextureHandlers[1], 0);
+ GLESUtil.glesCheckError("glBindTexture");
+
+ // Texture
+ FloatBuffer textureBuffer = mTransitionTarget.getTextureBuffer();
+ textureBuffer.position(0);
+ GLES20.glVertexAttribPointer(mTextureCoordHandlers[1], 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mTextureCoordHandlers[1]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Position
+ setInternalVertex();
+ float interpolation = delta > 0.5f
+ ? 1 - delta
+ : delta;
+ float w = Math.abs(mVertex[6] - mVertex[4]);
+ switch (mMode) {
+ case LEFT_TO_RIGHT:
+ mVertex[1] -= interpolation * mAmount;
+ mVertex[5] += interpolation * mAmount;
+ mVertex[4] += w * (1 - delta);
+ mVertex[0] = mVertex[4];
+ break;
+ case RIGHT_TO_LEFT:
+ mVertex[3] -= interpolation * mAmount;
+ mVertex[7] += interpolation * mAmount;
+ mVertex[6] -= w * (1 - delta);
+ mVertex[2] = mVertex[6];
+ break;
+ default:
+ break;
+ }
+ mPositionBuffer.position(0);
+ mPositionBuffer.put(mVertex);
+ mPositionBuffer.position(0);
+ GLES20.glVertexAttribPointer(mPositionHandlers[1], 2, GLES20.GL_FLOAT, false, 0, mPositionBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mPositionHandlers[1]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Calculate the delta angle and the translation and rotate parameters
+ float angle = 0.0f;
+ float translateX = 0.0f;
+ float rotateY = 0.0f;
+ switch (mMode) {
+ case LEFT_TO_RIGHT:
+ angle = 90 - (delta * 90);
+ rotateY = -1.0f;
+ translateX = mVertex[2] * -1;
+ break;
+ case RIGHT_TO_LEFT:
+ angle = -90 + (delta * 90);
+ rotateY = -1.0f;
+ translateX = mVertex[0] * -1;
+ break;
+
+ default:
+ break;
+ }
+
+ // Apply the projection and view transformation
+ Matrix.setIdentityM(matrix, 0);
+ Matrix.translateM(mTranslationMatrix, 0, matrix, 0, -translateX, 0.0f, 0.0f);
+ Matrix.rotateM(mTranslationMatrix, 0, mTranslationMatrix, 0, angle, 0.0f, rotateY, 0.0f);
+ Matrix.translateM(mTranslationMatrix, 0, mTranslationMatrix, 0, translateX, 0.0f, 0.0f);
+ GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[1], 1, false, mTranslationMatrix, 0);
+ GLESUtil.glesCheckError("glUniformMatrix4fv");
+
+ // Draw
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ GLESUtil.glesCheckError("glDrawElements");
+
+ // Disable attributes
+ GLES20.glDisableVertexAttribArray(mPositionHandlers[1]);
+ GLESUtil.glesCheckError("glDisableVertexAttribArray");
+ GLES20.glDisableVertexAttribArray(mTextureCoordHandlers[1]);
+ GLESUtil.glesCheckError("glDisableVertexAttribArray");
+ }
+
+ /**
+ * Apply the destination transition (just draw the image)
+ *
+ * @param matrix The model-view-projection matrix
+ */
+ private void applyFinalTransition(float[] matrix) {
+ // Bind default FBO
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
+ GLESUtil.glesCheckError("glBindFramebuffer");
+
+ // Use our shader program
+ useProgram(1);
+
+ // Disable blending
+ GLES20.glDisable(GLES20.GL_BLEND);
+ GLESUtil.glesCheckError("glDisable");
+
+ // Apply the projection and view transformation
+ GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[1], 1, false, matrix, 0);
+ GLESUtil.glesCheckError("glUniformMatrix4fv");
+
+ // Texture
+ FloatBuffer textureBuffer = mTransitionTarget.getTextureBuffer();
+ textureBuffer.position(0);
+ GLES20.glVertexAttribPointer(mTextureCoordHandlers[1], 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mTextureCoordHandlers[1]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Position
+ FloatBuffer positionBuffer = mTransitionTarget.getPositionBuffer();
+ positionBuffer.position(0);
+ GLES20.glVertexAttribPointer(mPositionHandlers[1], 2, GLES20.GL_FLOAT, false, 0, positionBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mPositionHandlers[1]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Set the input texture
+ int textureHandle = mTransitionTarget.getTextureHandle();
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLESUtil.glesCheckError("glActiveTexture");
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
+ GLESUtil.glesCheckError("glBindTexture");
+ GLES20.glUniform1i(mTextureHandlers[1], 0);
+ GLESUtil.glesCheckError("glUniform1i");
+
+ // Draw
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
+ GLESUtil.glesCheckError("glDrawElements");
+
+ // Disable attributes
+ GLES20.glDisableVertexAttribArray(mPositionHandlers[1]);
+ GLESUtil.glesCheckError("glDisableVertexAttribArray");
+ GLES20.glDisableVertexAttribArray(mTextureCoordHandlers[1]);
+ GLESUtil.glesCheckError("glDisableVertexAttribArray");
+ }
+
+ /**
+ * Method that prepares the internal vertex array
+ */
+ private void setInternalVertex() {
+ float[] originalVertex = mTarget.getFrameVertex();
+ System.arraycopy(originalVertex, 0, mVertex, 0, originalVertex.length);
+ }
+
+ /**
+ * Return the scale amount to apply to the transition
+ *
+ * @return float The scale amount
+ */
+ private float getAmount() {
+ return ((mTarget.getFrameWidth() * SCALE_AMOUNT) / 2);
+ }
+}