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diff --git a/src/org/cyanogenmod/wallpapers/photophase/transitions/NullTransition.java b/src/org/cyanogenmod/wallpapers/photophase/transitions/NullTransition.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 org.cyanogenmod.wallpapers.photophase.utils.GLESUtil;
+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.FloatBuffer;
+/**
+ * A special transition that does nothing other than draw the {@link PhotoFrame}
+ * on the screen continually. No transition is done.
+ */
+public class NullTransition extends Transition {
+
+ private static final int[] VERTEX_SHADER = {R.raw.default_vertex_shader};
+ private static final int[] FRAGMENT_SHADER = {R.raw.default_fragment_shader};
+
+ /**
+ * Constructor of <code>NullTransition</code>
+ *
+ * @param ctx The current context
+ * @param tm The texture manager
+ */
+ public NullTransition(Context ctx, TextureManager tm) {
+ super(ctx, tm, VERTEX_SHADER, FRAGMENT_SHADER);
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void select(PhotoFrame target) {
+ super.select(target);
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public TRANSITIONS getType() {
+ return TRANSITIONS.NO_TRANSITION;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean hasTransitionTarget() {
+ return false;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean isRunning() {
+ return mTarget == null || !mTarget.isLoaded();
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean isSelectable(PhotoFrame frame) {
+ return true;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void reset() {
+ // Nothing to do
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void apply(float[] matrix) throws GLException {
+ // Check internal vars
+ if (mTarget == null ||
+ mTarget.getPositionBuffer() == null ||
+ mTarget.getTextureBuffer() == null) {
+ return;
+ }
+
+ // Draw the current target
+ draw(mTarget, matrix);
+ }
+
+ /**
+ * Method that draws the picture texture
+ *
+ * @param target The target to draw
+ * @param matrix The model-view-projection matrix
+ */
+ protected void draw(PhotoFrame target, float[] matrix) {
+ // Bind default FBO
+ GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
+ GLESUtil.glesCheckError("glBindFramebuffer");
+
+ // Use our shader program
+ useProgram(0);
+
+ // Disable blending
+ GLES20.glDisable(GLES20.GL_BLEND);
+ GLESUtil.glesCheckError("glDisable");
+
+ // Apply the projection and view transformation
+ GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[0], 1, false, matrix, 0);
+ GLESUtil.glesCheckError("glUniformMatrix4fv");
+
+ // Texture
+ FloatBuffer textureBuffer = target.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
+ FloatBuffer positionBuffer = target.getPositionBuffer();
+ positionBuffer.position(0);
+ GLES20.glVertexAttribPointer(mPositionHandlers[0], 2, GLES20.GL_FLOAT, false, 0, positionBuffer);
+ GLESUtil.glesCheckError("glVertexAttribPointer");
+ GLES20.glEnableVertexAttribArray(mPositionHandlers[0]);
+ GLESUtil.glesCheckError("glEnableVertexAttribArray");
+
+ // Set the input texture
+ int textureHandle = target.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("glUniform1i");
+
+ // 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");
+ }
+
+}