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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.FloatBuffer;
+import java.util.ArrayList;
+import java.util.Arrays;
+import java.util.List;
+
+/**
+ * A transition that applies a translation transition to the picture.
+ */
+public class TranslateTransition extends Transition {
+
+ /**
+ * The enumeration of all possibles translations movements
+ */
+ public enum TRANSLATE_MODES {
+ /**
+ * Translate the picture from left to right
+ */
+ LEFT_TO_RIGHT,
+ /**
+ * Translate the picture from right to left
+ */
+ RIGHT_TO_LEFT,
+ /**
+ * Translate the picture from up to down
+ */
+ UP_TO_DOWN,
+ /**
+ * Translate the picture from down to up
+ */
+ DOWN_TO_UP
+ }
+
+ 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 = 600.0f;
+
+ private TRANSLATE_MODES mMode;
+
+ private boolean mRunning;
+ private long mTime;
+
+ /**
+ * Constructor of <code>TranslateTransition</code>
+ *
+ * @param ctx The current context
+ * @param tm The texture manager
+ */
+ public TranslateTransition(Context ctx, TextureManager tm) {
+ super(ctx, tm, VERTEX_SHADER, FRAGMENT_SHADER);
+
+ // Initialized
+ reset();
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public TRANSITIONS getType() {
+ return TRANSITIONS.TRANSLATION;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean hasTransitionTarget() {
+ return true;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean isRunning() {
+ return mRunning;
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public void select(PhotoFrame target) {
+ super.select(target);
+
+ // Discard all non-supported modes
+ List<TRANSLATE_MODES> modes =
+ new ArrayList<TranslateTransition.TRANSLATE_MODES>(
+ Arrays.asList(TRANSLATE_MODES.values()));
+ float[] vertex = target.getFrameVertex();
+ if (vertex[4] != -1.0f) {
+ modes.remove(TRANSLATE_MODES.RIGHT_TO_LEFT);
+ }
+ if (vertex[6] != 1.0f) {
+ modes.remove(TRANSLATE_MODES.LEFT_TO_RIGHT);
+ }
+ if (vertex[5] != 1.0f) {
+ modes.remove(TRANSLATE_MODES.DOWN_TO_UP);
+ }
+ if (vertex[1] != -1.0f) {
+ modes.remove(TRANSLATE_MODES.UP_TO_DOWN);
+ }
+
+ // Random mode
+ int low = 0;
+ int high = modes.size() - 1;
+ mMode = modes.get(Utils.getNextRandom(low, high));
+ }
+
+ /**
+ * {@inheritDoc}
+ */
+ @Override
+ public boolean isSelectable(PhotoFrame frame) {
+ float[] vertex = frame.getFrameVertex();
+ if (vertex[4] == -1.0f || vertex[6] == 1.0f ||
+ vertex[5] == 1.0f || vertex[1] == -1.0f) {
+ return true;
+ }
+ return false;
+ }
+
+ /**
+ * {@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
+ applyTransitionToDst(delta, matrix);
+ if (delta < 1) {
+ applyTransitionToSrc(delta, matrix);
+ }
+
+ // Transition ending
+ if (delta == 1) {
+ mRunning = false;
+ }
+ }
+
+ /**
+ * Apply the transition to the source frame
+ *
+ * @param delta The delta time
+ * @param matrix The model-view-projection matrix
+ */
+ private void applyTransitionToSrc(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
+ FloatBuffer positionBuffer = mTarget.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");
+
+ // Calculate the delta distance
+ float distance =
+ (mMode.compareTo(TRANSLATE_MODES.LEFT_TO_RIGHT) == 0 || mMode.compareTo(TRANSLATE_MODES.RIGHT_TO_LEFT) == 0)
+ ? mTarget.getFrameWidth()
+ : mTarget.getFrameHeight();
+ if (mMode.compareTo(TRANSLATE_MODES.RIGHT_TO_LEFT) == 0 || mMode.compareTo(TRANSLATE_MODES.DOWN_TO_UP) == 0) {
+ distance *= -1;
+ }
+ distance *= delta;
+ boolean vertical = (mMode.compareTo(TRANSLATE_MODES.UP_TO_DOWN) == 0 || mMode.compareTo(TRANSLATE_MODES.DOWN_TO_UP) == 0);
+
+ // Apply the projection and view transformation
+ float[] translationMatrix = new float[16];
+ if (vertical) {
+ Matrix.translateM(translationMatrix, 0, matrix, 0, 0.0f, distance, 0.0f);
+ } else {
+ Matrix.translateM(translationMatrix, 0, matrix, 0, distance, 0.0f, 0.0f);
+ }
+ GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[0], 1, false, translationMatrix, 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 transition to the destination frame
+ *
+ * @param delta The delta time
+ * @param matrix The model-view-projection matrix
+ */
+ private void applyTransitionToDst(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("glUniform1i");
+
+ // 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");
+
+ // Apply the projection and view transformation
+ GLES20.glUniformMatrix4fv(mMVPMatrixHandlers[1], 1, false, matrix, 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");
+ }
+
+}