// Copyright (c) 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "content/browser/android/edge_effect.h" #include "cc/layers/layer.h" #include "ui/gfx/screen.h" namespace content { namespace { enum State { STATE_IDLE = 0, STATE_PULL, STATE_ABSORB, STATE_RECEDE, STATE_PULL_DECAY }; // Time it will take the effect to fully recede in ms const int kRecedeTime = 1000; // Time it will take before a pulled glow begins receding in ms const int kPullTime = 167; // Time it will take in ms for a pulled glow to decay before release const int kPullDecayTime = 1000; const float kMaxAlpha = 1.f; const float kHeldEdgeScaleY = .5f; const float kMaxGlowHeight = 4.f; const float kPullGlowBegin = 1.f; const float kPullEdgeBegin = 0.6f; // Min/max velocity that will be absorbed const float kMinVelocity = 100.f; const float kMaxVelocity = 10000.f; const float kEpsilon = 0.001f; // How much dragging should effect the height of the edge image. // Number determined by user testing. const int kPullDistanceEdgeFactor = 7; // How much dragging should effect the height of the glow image. // Number determined by user testing. const int kPullDistanceGlowFactor = 7; const float kPullDistanceAlphaGlowFactor = 1.1f; const int kVelocityEdgeFactor = 8; const int kVelocityGlowFactor = 12; template T Lerp(T a, T b, T t) { return a + (b - a) * t; } template T Clamp(T value, T low, T high) { return value < low ? low : (value > high ? high : value); } template T Damp(T input, T factor) { T result; if (factor == 1) { result = 1 - (1 - input) * (1 - input); } else { result = 1 - std::pow(1 - input, 2 * factor); } return result; } gfx::Transform ComputeTransform(EdgeEffect::Edge edge, gfx::SizeF size, int height) { switch (edge) { default: case EdgeEffect::EDGE_TOP: return gfx::Transform(1, 0, 0, 1, 0, 0); case EdgeEffect::EDGE_LEFT: return gfx::Transform(0, 1, -1, 0, (-size.width() + height) / 2 , (size.width() - height) / 2); case EdgeEffect::EDGE_BOTTOM: return gfx::Transform(-1, 0, 0, -1, 0, size.height() - height); case EdgeEffect::EDGE_RIGHT: return gfx::Transform(0, -1, 1, 0, (-size.width() - height) / 2 + size.height(), (size.width() - height) / 2); }; } void DisableLayer(cc::Layer* layer) { DCHECK(layer); layer->SetIsDrawable(false); layer->SetTransform(gfx::Transform()); layer->SetOpacity(1.f); } void UpdateLayer(cc::Layer* layer, EdgeEffect::Edge edge, gfx::SizeF size, int height, float opacity) { DCHECK(layer); layer->SetIsDrawable(true); layer->SetTransform(ComputeTransform(edge, size, height)); layer->SetBounds(gfx::Size(size.width(), height)); layer->SetOpacity(Clamp(opacity, 0.f, 1.f)); } } // namespace EdgeEffect::EdgeEffect(scoped_refptr edge, scoped_refptr glow) : edge_(edge) , glow_(glow) , edge_alpha_(0) , edge_scale_y_(0) , glow_alpha_(0) , glow_scale_y_(0) , edge_alpha_start_(0) , edge_alpha_finish_(0) , edge_scale_y_start_(0) , edge_scale_y_finish_(0) , glow_alpha_start_(0) , glow_alpha_finish_(0) , glow_scale_y_start_(0) , glow_scale_y_finish_(0) , state_(STATE_IDLE) , pull_distance_(0) , dpi_scale_(1) { // Prevent the provided layers from drawing until the effect is activated. DisableLayer(edge_.get()); DisableLayer(glow_.get()); dpi_scale_ = gfx::Screen::GetNativeScreen()->GetPrimaryDisplay().device_scale_factor(); } EdgeEffect::~EdgeEffect() { } bool EdgeEffect::IsFinished() const { return state_ == STATE_IDLE; } void EdgeEffect::Finish() { DisableLayer(edge_.get()); DisableLayer(glow_.get()); pull_distance_ = 0; state_ = STATE_IDLE; } void EdgeEffect::Pull(base::TimeTicks current_time, float delta_distance) { if (state_ == STATE_PULL_DECAY && current_time - start_time_ < duration_) { return; } if (state_ != STATE_PULL) { glow_scale_y_ = kPullGlowBegin; } state_ = STATE_PULL; start_time_ = current_time; duration_ = base::TimeDelta::FromMilliseconds(kPullTime); delta_distance *= dpi_scale_; float abs_delta_distance = std::abs(delta_distance); pull_distance_ += delta_distance; float distance = std::abs(pull_distance_); edge_alpha_ = edge_alpha_start_ = Clamp(distance, kPullEdgeBegin, kMaxAlpha); edge_scale_y_ = edge_scale_y_start_ = Clamp(distance * kPullDistanceEdgeFactor, kHeldEdgeScaleY, 1.f); glow_alpha_ = glow_alpha_start_ = std::min(kMaxAlpha, glow_alpha_ + abs_delta_distance * kPullDistanceAlphaGlowFactor); float glow_change = abs_delta_distance; if (delta_distance > 0 && pull_distance_ < 0) glow_change = -glow_change; if (pull_distance_ == 0) glow_scale_y_ = 0; // Do not allow glow to get larger than kMaxGlowHeight. glow_scale_y_ = glow_scale_y_start_ = Clamp(glow_scale_y_ + glow_change * kPullDistanceGlowFactor, 0.f, kMaxGlowHeight); edge_alpha_finish_ = edge_alpha_; edge_scale_y_finish_ = edge_scale_y_; glow_alpha_finish_ = glow_alpha_; glow_scale_y_finish_ = glow_scale_y_; } void EdgeEffect::Release(base::TimeTicks current_time) { pull_distance_ = 0; if (state_ != STATE_PULL && state_ != STATE_PULL_DECAY) return; state_ = STATE_RECEDE; edge_alpha_start_ = edge_alpha_; edge_scale_y_start_ = edge_scale_y_; glow_alpha_start_ = glow_alpha_; glow_scale_y_start_ = glow_scale_y_; edge_alpha_finish_ = 0.f; edge_scale_y_finish_ = 0.f; glow_alpha_finish_ = 0.f; glow_scale_y_finish_ = 0.f; start_time_ = current_time; duration_ = base::TimeDelta::FromMilliseconds(kRecedeTime); } void EdgeEffect::Absorb(base::TimeTicks current_time, float velocity) { state_ = STATE_ABSORB; float scaled_velocity = dpi_scale_ * Clamp(std::abs(velocity), kMinVelocity, kMaxVelocity); start_time_ = current_time; // This should never be less than 1 millisecond. duration_ = base::TimeDelta::FromMilliseconds(0.15f + (velocity * 0.02f)); // The edge should always be at least partially visible, regardless // of velocity. edge_alpha_start_ = 0.f; edge_scale_y_ = edge_scale_y_start_ = 0.f; // The glow depends more on the velocity, and therefore starts out // nearly invisible. glow_alpha_start_ = 0.3f; glow_scale_y_start_ = 0.f; // Factor the velocity by 8. Testing on device shows this works best to // reflect the strength of the user's scrolling. edge_alpha_finish_ = Clamp(scaled_velocity * kVelocityEdgeFactor, 0.f, 1.f); // Edge should never get larger than the size of its asset. edge_scale_y_finish_ = Clamp(scaled_velocity * kVelocityEdgeFactor, kHeldEdgeScaleY, 1.f); // Growth for the size of the glow should be quadratic to properly // respond // to a user's scrolling speed. The faster the scrolling speed, the more // intense the effect should be for both the size and the saturation. glow_scale_y_finish_ = std::min( 0.025f + (scaled_velocity * (scaled_velocity / 100) * 0.00015f), 1.75f); // Alpha should change for the glow as well as size. glow_alpha_finish_ = Clamp(glow_alpha_start_, scaled_velocity * kVelocityGlowFactor * .00001f, kMaxAlpha); } bool EdgeEffect::Update(base::TimeTicks current_time) { if (IsFinished()) return false; const double dt = (current_time - start_time_).InMilliseconds(); const double t = std::min(dt / duration_.InMilliseconds(), 1.); const float interp = static_cast(Damp(t, 1.)); edge_alpha_ = Lerp(edge_alpha_start_, edge_alpha_finish_, interp); edge_scale_y_ = Lerp(edge_scale_y_start_, edge_scale_y_finish_, interp); glow_alpha_ = Lerp(glow_alpha_start_, glow_alpha_finish_, interp); glow_scale_y_ = Lerp(glow_scale_y_start_, glow_scale_y_finish_, interp); if (t >= 1.f - kEpsilon) { switch (state_) { case STATE_ABSORB: state_ = STATE_RECEDE; start_time_ = current_time; duration_ = base::TimeDelta::FromMilliseconds(kRecedeTime); edge_alpha_start_ = edge_alpha_; edge_scale_y_start_ = edge_scale_y_; glow_alpha_start_ = glow_alpha_; glow_scale_y_start_ = glow_scale_y_; // After absorb, the glow and edge should fade to nothing. edge_alpha_finish_ = 0.f; edge_scale_y_finish_ = 0.f; glow_alpha_finish_ = 0.f; glow_scale_y_finish_ = 0.f; break; case STATE_PULL: state_ = STATE_PULL_DECAY; start_time_ = current_time; duration_ = base::TimeDelta::FromMilliseconds(kPullDecayTime); edge_alpha_start_ = edge_alpha_; edge_scale_y_start_ = edge_scale_y_; glow_alpha_start_ = glow_alpha_; glow_scale_y_start_ = glow_scale_y_; // After pull, the glow and edge should fade to nothing. edge_alpha_finish_ = 0.f; edge_scale_y_finish_ = 0.f; glow_alpha_finish_ = 0.f; glow_scale_y_finish_ = 0.f; break; case STATE_PULL_DECAY: { // When receding, we want edge to decrease more slowly // than the glow. float factor = glow_scale_y_finish_ != 0 ? 1 / (glow_scale_y_finish_ * glow_scale_y_finish_) : std::numeric_limits::max(); edge_scale_y_ = edge_scale_y_start_ + (edge_scale_y_finish_ - edge_scale_y_start_) * interp * factor; state_ = STATE_RECEDE; } break; case STATE_RECEDE: Finish(); break; default: break; } } if (state_ == STATE_RECEDE && glow_scale_y_ <= 0 && edge_scale_y_ <= 0) Finish(); return !IsFinished(); } void EdgeEffect::ApplyToLayers(gfx::SizeF size, Edge edge) { if (IsFinished()) return; // An empty effect size, while meaningless, is also relatively harmless, and // will simply prevent any drawing of the layers. if (size.IsEmpty()) { DisableLayer(edge_.get()); DisableLayer(glow_.get()); return; } float dummy_scale_x, dummy_scale_y; // Glow gfx::Size glow_image_bounds; glow_->CalculateContentsScale(1.f, 1.f, 1.f, false, &dummy_scale_x, &dummy_scale_y, &glow_image_bounds); const int glow_height = glow_image_bounds.height(); const int glow_width = glow_image_bounds.width(); const int glow_bottom = static_cast(std::min( glow_height * glow_scale_y_ * glow_height / glow_width * 0.6f, glow_height * kMaxGlowHeight) * dpi_scale_ + 0.5f); UpdateLayer(glow_.get(), edge, size, glow_bottom, glow_alpha_); // Edge gfx::Size edge_image_bounds; edge_->CalculateContentsScale(1.f, 1.f, 1.f, false, &dummy_scale_x, &dummy_scale_y, &edge_image_bounds); const int edge_height = edge_image_bounds.height(); const int edge_bottom = static_cast( edge_height * edge_scale_y_ * dpi_scale_); UpdateLayer(edge_.get(), edge, size, edge_bottom, edge_alpha_); } } // namespace content