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/*
* Copyright (C) 2010 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.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Rect;
import com.android.gallery3d.common.Utils;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL11;
// NinePatchTexture is a texture backed by a NinePatch resource.
//
// getPaddings() returns paddings specified in the NinePatch.
// getNinePatchChunk() returns the layout data specified in the NinePatch.
//
public class NinePatchTexture extends ResourceTexture {
@SuppressWarnings("unused")
private static final String TAG = "NinePatchTexture";
private NinePatchChunk mChunk;
private SmallCache<NinePatchInstance> mInstanceCache
= new SmallCache<NinePatchInstance>();
public NinePatchTexture(Context context, int resId) {
super(context, resId);
}
@Override
protected Bitmap onGetBitmap() {
if (mBitmap != null) return mBitmap;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap bitmap = BitmapFactory.decodeResource(
mContext.getResources(), mResId, options);
mBitmap = bitmap;
setSize(bitmap.getWidth(), bitmap.getHeight());
byte[] chunkData = bitmap.getNinePatchChunk();
mChunk = chunkData == null
? null
: NinePatchChunk.deserialize(bitmap.getNinePatchChunk());
if (mChunk == null) {
throw new RuntimeException("invalid nine-patch image: " + mResId);
}
return bitmap;
}
public Rect getPaddings() {
// get the paddings from nine patch
if (mChunk == null) onGetBitmap();
return mChunk.mPaddings;
}
public NinePatchChunk getNinePatchChunk() {
if (mChunk == null) onGetBitmap();
return mChunk;
}
// This is a simple cache for a small number of things. Linear search
// is used because the cache is small. It also tries to remove less used
// item when the cache is full by moving the often-used items to the front.
private static class SmallCache<V> {
private static final int CACHE_SIZE = 16;
private static final int CACHE_SIZE_START_MOVE = CACHE_SIZE / 2;
private int[] mKey = new int[CACHE_SIZE];
private V[] mValue = (V[]) new Object[CACHE_SIZE];
private int mCount; // number of items in this cache
// Puts a value into the cache. If the cache is full, also returns
// a less used item, otherwise returns null.
public V put(int key, V value) {
if (mCount == CACHE_SIZE) {
V old = mValue[CACHE_SIZE - 1]; // remove the last item
mKey[CACHE_SIZE - 1] = key;
mValue[CACHE_SIZE - 1] = value;
return old;
} else {
mKey[mCount] = key;
mValue[mCount] = value;
mCount++;
return null;
}
}
public V get(int key) {
for (int i = 0; i < mCount; i++) {
if (mKey[i] == key) {
// Move the accessed item one position to the front, so it
// will less likely to be removed when cache is full. Only
// do this if the cache is starting to get full.
if (mCount > CACHE_SIZE_START_MOVE && i > 0) {
int tmpKey = mKey[i];
mKey[i] = mKey[i - 1];
mKey[i - 1] = tmpKey;
V tmpValue = mValue[i];
mValue[i] = mValue[i - 1];
mValue[i - 1] = tmpValue;
}
return mValue[i];
}
}
return null;
}
public void clear() {
for (int i = 0; i < mCount; i++) {
mValue[i] = null; // make sure it's can be garbage-collected.
}
mCount = 0;
}
public int size() {
return mCount;
}
public V valueAt(int i) {
return mValue[i];
}
}
private NinePatchInstance findInstance(GLCanvas canvas, int w, int h) {
int key = w;
key = (key << 16) | h;
NinePatchInstance instance = mInstanceCache.get(key);
if (instance == null) {
instance = new NinePatchInstance(this, w, h);
NinePatchInstance removed = mInstanceCache.put(key, instance);
if (removed != null) {
removed.recycle(canvas);
}
}
return instance;
}
@Override
public void draw(GLCanvas canvas, int x, int y, int w, int h) {
if (!isLoaded()) {
mInstanceCache.clear();
}
if (w != 0 && h != 0) {
findInstance(canvas, w, h).draw(canvas, this, x, y);
}
}
@Override
public void recycle() {
super.recycle();
GLCanvas canvas = mCanvasRef;
if (canvas == null) return;
int n = mInstanceCache.size();
for (int i = 0; i < n; i++) {
NinePatchInstance instance = mInstanceCache.valueAt(i);
instance.recycle(canvas);
}
mInstanceCache.clear();
}
}
// This keeps data for a specialization of NinePatchTexture with the size
// (width, height). We pre-compute the coordinates for efficiency.
class NinePatchInstance {
@SuppressWarnings("unused")
private static final String TAG = "NinePatchInstance";
// We need 16 vertices for a normal nine-patch image (the 4x4 vertices)
private static final int VERTEX_BUFFER_SIZE = 16 * 2;
// We need 22 indices for a normal nine-patch image, plus 2 for each
// transparent region. Current there are at most 1 transparent region.
private static final int INDEX_BUFFER_SIZE = 22 + 2;
private FloatBuffer mXyBuffer;
private FloatBuffer mUvBuffer;
private ByteBuffer mIndexBuffer;
// Names for buffer names: xy, uv, index.
private int[] mBufferNames;
private int mIdxCount;
public NinePatchInstance(NinePatchTexture tex, int width, int height) {
NinePatchChunk chunk = tex.getNinePatchChunk();
if (width <= 0 || height <= 0) {
throw new RuntimeException("invalid dimension");
}
// The code should be easily extended to handle the general cases by
// allocating more space for buffers. But let's just handle the only
// use case.
if (chunk.mDivX.length != 2 || chunk.mDivY.length != 2) {
throw new RuntimeException("unsupported nine patch");
}
float divX[] = new float[4];
float divY[] = new float[4];
float divU[] = new float[4];
float divV[] = new float[4];
int nx = stretch(divX, divU, chunk.mDivX, tex.getWidth(), width);
int ny = stretch(divY, divV, chunk.mDivY, tex.getHeight(), height);
prepareVertexData(divX, divY, divU, divV, nx, ny, chunk.mColor);
}
/**
* Stretches the texture according to the nine-patch rules. It will
* linearly distribute the strechy parts defined in the nine-patch chunk to
* the target area.
*
* <pre>
* source
* /--------------^---------------\
* u0 u1 u2 u3 u4 u5
* div ---> |fffff|ssssssss|fff|ssssss|ffff| ---> u
* | div0 div1 div2 div3 |
* | | / / / /
* | | / / / /
* | | / / / /
* |fffff|ssss|fff|sss|ffff| ---> x
* x0 x1 x2 x3 x4 x5
* \----------v------------/
* target
*
* f: fixed segment
* s: stretchy segment
* </pre>
*
* @param div the stretch parts defined in nine-patch chunk
* @param source the length of the texture
* @param target the length on the drawing plan
* @param u output, the positions of these dividers in the texture
* coordinate
* @param x output, the corresponding position of these dividers on the
* drawing plan
* @return the number of these dividers.
*/
private static int stretch(
float x[], float u[], int div[], int source, int target) {
int textureSize = Utils.nextPowerOf2(source);
float textureBound = (float) source / textureSize;
float stretch = 0;
for (int i = 0, n = div.length; i < n; i += 2) {
stretch += div[i + 1] - div[i];
}
float remaining = target - source + stretch;
float lastX = 0;
float lastU = 0;
x[0] = 0;
u[0] = 0;
for (int i = 0, n = div.length; i < n; i += 2) {
// Make the stretchy segment a little smaller to prevent sampling
// on neighboring fixed segments.
// fixed segment
x[i + 1] = lastX + (div[i] - lastU) + 0.5f;
u[i + 1] = Math.min((div[i] + 0.5f) / textureSize, textureBound);
// stretchy segment
float partU = div[i + 1] - div[i];
float partX = remaining * partU / stretch;
remaining -= partX;
stretch -= partU;
lastX = x[i + 1] + partX;
lastU = div[i + 1];
x[i + 2] = lastX - 0.5f;
u[i + 2] = Math.min((lastU - 0.5f)/ textureSize, textureBound);
}
// the last fixed segment
x[div.length + 1] = target;
u[div.length + 1] = textureBound;
// remove segments with length 0.
int last = 0;
for (int i = 1, n = div.length + 2; i < n; ++i) {
if ((x[i] - x[last]) < 1f) continue;
x[++last] = x[i];
u[last] = u[i];
}
return last + 1;
}
private void prepareVertexData(float x[], float y[], float u[], float v[],
int nx, int ny, int[] color) {
/*
* Given a 3x3 nine-patch image, the vertex order is defined as the
* following graph:
*
* (0) (1) (2) (3)
* | /| /| /|
* | / | / | / |
* (4) (5) (6) (7)
* | \ | \ | \ |
* | \| \| \|
* (8) (9) (A) (B)
* | /| /| /|
* | / | / | / |
* (C) (D) (E) (F)
*
* And we draw the triangle strip in the following index order:
*
* index: 04152637B6A5948C9DAEBF
*/
int pntCount = 0;
float xy[] = new float[VERTEX_BUFFER_SIZE];
float uv[] = new float[VERTEX_BUFFER_SIZE];
for (int j = 0; j < ny; ++j) {
for (int i = 0; i < nx; ++i) {
int xIndex = (pntCount++) << 1;
int yIndex = xIndex + 1;
xy[xIndex] = x[i];
xy[yIndex] = y[j];
uv[xIndex] = u[i];
uv[yIndex] = v[j];
}
}
int idxCount = 1;
boolean isForward = false;
byte index[] = new byte[INDEX_BUFFER_SIZE];
for (int row = 0; row < ny - 1; row++) {
--idxCount;
isForward = !isForward;
int start, end, inc;
if (isForward) {
start = 0;
end = nx;
inc = 1;
} else {
start = nx - 1;
end = -1;
inc = -1;
}
for (int col = start; col != end; col += inc) {
int k = row * nx + col;
if (col != start) {
int colorIdx = row * (nx - 1) + col;
if (isForward) colorIdx--;
if (color[colorIdx] == NinePatchChunk.TRANSPARENT_COLOR) {
index[idxCount] = index[idxCount - 1];
++idxCount;
index[idxCount++] = (byte) k;
}
}
index[idxCount++] = (byte) k;
index[idxCount++] = (byte) (k + nx);
}
}
mIdxCount = idxCount;
int size = (pntCount * 2) * (Float.SIZE / Byte.SIZE);
mXyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer();
mUvBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer();
mIndexBuffer = allocateDirectNativeOrderBuffer(mIdxCount);
mXyBuffer.put(xy, 0, pntCount * 2).position(0);
mUvBuffer.put(uv, 0, pntCount * 2).position(0);
mIndexBuffer.put(index, 0, idxCount).position(0);
}
private static ByteBuffer allocateDirectNativeOrderBuffer(int size) {
return ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder());
}
private void prepareBuffers(GLCanvas canvas) {
mBufferNames = new int[3];
GL11 gl = canvas.getGLInstance();
GLId.glGenBuffers(3, mBufferNames, 0);
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[0]);
gl.glBufferData(GL11.GL_ARRAY_BUFFER,
mXyBuffer.capacity() * (Float.SIZE / Byte.SIZE),
mXyBuffer, GL11.GL_STATIC_DRAW);
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBufferNames[1]);
gl.glBufferData(GL11.GL_ARRAY_BUFFER,
mUvBuffer.capacity() * (Float.SIZE / Byte.SIZE),
mUvBuffer, GL11.GL_STATIC_DRAW);
gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mBufferNames[2]);
gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER,
mIndexBuffer.capacity(),
mIndexBuffer, GL11.GL_STATIC_DRAW);
// These buffers are never used again.
mXyBuffer = null;
mUvBuffer = null;
mIndexBuffer = null;
}
public void draw(GLCanvas canvas, NinePatchTexture tex, int x, int y) {
if (mBufferNames == null) {
prepareBuffers(canvas);
}
canvas.drawMesh(tex, x, y, mBufferNames[0], mBufferNames[1],
mBufferNames[2], mIdxCount);
}
public void recycle(GLCanvas canvas) {
if (mBufferNames != null) {
canvas.deleteBuffer(mBufferNames[0]);
canvas.deleteBuffer(mBufferNames[1]);
canvas.deleteBuffer(mBufferNames[2]);
mBufferNames = null;
}
}
}