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/*
* Copyright (C) 2009 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.cooliris.media;
import java.util.HashMap;
import javax.microedition.khronos.opengles.GL11;
import android.util.Log;
import com.cooliris.app.Res;
import com.cooliris.media.RenderView.Lists;
public class BackgroundLayer extends Layer {
private static final String TAG = "AdaptiveBackground";
private final GridLayer mGridLayer;
private CrossFadingTexture mBackground;
private static final int MAX_ADAPTIVES_TO_KEEP_IN_MEMORY = 16;
private final HashMap<Texture, AdaptiveBackgroundTexture> mCacheAdaptiveTexture = new HashMap<Texture, AdaptiveBackgroundTexture>();
private int mCount;
private int mBackgroundBlitWidth;
private int mBackgroundOverlap;
private Texture mFallbackBackground = null;
private static final float Z_FAR_PLANE = 0.9999f;
private static final float PARALLAX = 0.5f;
private static final int ADAPTIVE_BACKGROUND_WIDTH = 256;
private static final int ADAPTIVE_BACKGROUND_HEIGHT = 128;
public BackgroundLayer(GridLayer layer) {
mGridLayer = layer;
}
@Override
public void generate(RenderView view, Lists lists) {
lists.blendedList.add(this);
lists.updateList.add(this);
lists.opaqueList.add(this);
}
@Override
public boolean update(RenderView view, float frameInterval) {
Texture fallback = mFallbackBackground;
if (fallback == null || !fallback.isLoaded())
return false;
CrossFadingTexture background = mBackground;
if (background == null) {
background = new CrossFadingTexture(fallback);
mBackground = background;
}
final boolean retVal = background.update(frameInterval);
int cameraPosition = (int) mGridLayer.getScrollPosition();
final int backgroundSpacing = mBackgroundBlitWidth - mBackgroundOverlap;
cameraPosition = (int) ((cameraPosition / backgroundSpacing) * backgroundSpacing);
final DisplayItem displayItem = mGridLayer.getRepresentativeDisplayItem();
if (displayItem != null) {
background.setTexture(getAdaptive(view, displayItem));
}
return retVal;
}
private Texture getAdaptive(RenderView view, DisplayItem item) {
if (item == null) {
return mFallbackBackground;
}
Texture itemThumbnail = item.getThumbnailImage(view.getContext(), null);
if (item == null || itemThumbnail == null || !itemThumbnail.isLoaded()) {
return mFallbackBackground;
}
HashMap<Texture, AdaptiveBackgroundTexture> adaptives = mCacheAdaptiveTexture;
AdaptiveBackgroundTexture retVal = adaptives.get(itemThumbnail);
if (retVal == null) {
retVal = new AdaptiveBackgroundTexture(itemThumbnail, ADAPTIVE_BACKGROUND_WIDTH, ADAPTIVE_BACKGROUND_HEIGHT);
if (mCount == MAX_ADAPTIVES_TO_KEEP_IN_MEMORY) {
mCount = 0;
adaptives.clear();
Log.i(TAG, "Clearing unused adaptive backgrounds.");
}
++mCount;
adaptives.put(itemThumbnail, retVal);
}
return retVal;
}
@Override
public void renderOpaque(RenderView view, GL11 gl) {
gl.glClear(GL11.GL_COLOR_BUFFER_BIT);
if (mFallbackBackground == null) {
mFallbackBackground = view.getResource(Res.drawable.default_background, false);
view.loadTexture(mFallbackBackground);
}
}
@Override
public void renderBlended(RenderView view, GL11 gl) {
CrossFadingTexture anchorTexture = mBackground;
if (mBackground == null || mFallbackBackground == null)
return;
gl.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
boolean bind = anchorTexture.bind(view, gl);
if (!bind) {
view.bind(mFallbackBackground);
} else {
Texture texture = anchorTexture.getTexture();
if (texture != null && texture.isLoaded()) {
mFallbackBackground = texture;
}
}
// We stitch this crossfading texture, and to cover all cases of overlap
// we need to perform 3 draws.
int cameraPosition = (int) (mGridLayer.getScrollPosition() * PARALLAX);
int backgroundSpacing = mBackgroundBlitWidth - mBackgroundOverlap;
int anchorEdge = -cameraPosition % (backgroundSpacing);
int rightEdge = anchorEdge + backgroundSpacing;
view.draw2D(rightEdge, 0, Z_FAR_PLANE, mBackgroundBlitWidth, mHeight);
view.draw2D(anchorEdge, 0, Z_FAR_PLANE, mBackgroundBlitWidth, mHeight);
int leftEdge = anchorEdge - backgroundSpacing;
view.draw2D(leftEdge, 0, Z_FAR_PLANE, mBackgroundBlitWidth, mHeight);
if (bind) {
anchorTexture.unbind(view, gl);
}
gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
@Override
protected void onSizeChanged() {
mBackgroundBlitWidth = (int) (mWidth * 1.5f);
mBackgroundOverlap = (int) (mBackgroundBlitWidth * 0.25f);
}
public void clear() {
clearCache();
mBackground = null;
mFallbackBackground = null;
}
public void clearCache() {
mCacheAdaptiveTexture.clear();
}
}