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// 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 "cc/layers/ui_resource_layer.h"
#include "ui/base/android/system_ui_resource_manager.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;
const float kGlowHeightToWidthRatio = 0.25f;
// 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 <typename T>
T Lerp(T a, T b, T t) {
return a + (b - a) * t;
}
template <typename T>
T Clamp(T value, T low, T high) {
return value < low ? low : (value > high ? high : value);
}
template <typename T>
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,
const gfx::SizeF& window_size,
int offset,
int height) {
// Edge effects that require rotation are translated to the center about which
// the layer should be rotated to align with the corresponding edge.
switch (edge) {
case EdgeEffect::EDGE_TOP:
return gfx::Transform(1, 0, 0, 1, 0, offset);
case EdgeEffect::EDGE_LEFT:
return gfx::Transform(0, 1, -1, 0,
(-window_size.height() + height) / 2.f + offset,
(window_size.height() - height) / 2.f);
case EdgeEffect::EDGE_BOTTOM:
return gfx::Transform(-1, 0, 0, -1,
0, window_size.height() - height + offset);
case EdgeEffect::EDGE_RIGHT:
return gfx::Transform(0, -1, 1, 0,
(-window_size.height() - height) / 2.f + window_size.width() + offset,
(window_size.height() - height) / 2.f);
default:
NOTREACHED() << "Invalid edge: " << edge;
return gfx::Transform();
};
}
gfx::Size ComputeBounds(EdgeEffect::Edge edge,
const gfx::SizeF& window_size,
int height) {
switch (edge) {
case EdgeEffect::EDGE_TOP:
case EdgeEffect::EDGE_BOTTOM:
return gfx::Size(window_size.width(), height);
case EdgeEffect::EDGE_LEFT:
case EdgeEffect::EDGE_RIGHT:
return gfx::Size(window_size.height(), height);
default:
NOTREACHED() << "Invalid edge: " << edge;
return gfx::Size();
};
}
} // namespace
class EdgeEffect::EffectLayer {
public:
EffectLayer(ui::SystemUIResourceManager::ResourceType resource_type,
ui::SystemUIResourceManager* resource_manager)
: ui_resource_layer_(cc::UIResourceLayer::Create()),
resource_type_(resource_type),
resource_manager_(resource_manager) {}
~EffectLayer() { ui_resource_layer_->RemoveFromParent(); }
void SetParent(cc::Layer* parent) {
if (ui_resource_layer_->parent() != parent)
parent->AddChild(ui_resource_layer_);
ui_resource_layer_->SetUIResourceId(
resource_manager_->GetUIResourceId(resource_type_));
}
void Disable() { ui_resource_layer_->SetIsDrawable(false); }
void Update(EdgeEffect::Edge edge,
const gfx::SizeF& window_size,
int offset,
int height,
float opacity) {
ui_resource_layer_->SetUIResourceId(
resource_manager_->GetUIResourceId(resource_type_));
ui_resource_layer_->SetIsDrawable(true);
gfx::Size bounds = ComputeBounds(edge, window_size, height);
ui_resource_layer_->SetTransformOrigin(
gfx::Point3F(bounds.width() * 0.5f, bounds.height() * 0.5f, 0));
ui_resource_layer_->SetTransform(
ComputeTransform(edge, window_size, offset, height));
ui_resource_layer_->SetBounds(bounds);
ui_resource_layer_->SetOpacity(Clamp(opacity, 0.f, 1.f));
}
scoped_refptr<cc::UIResourceLayer> ui_resource_layer_;
ui::SystemUIResourceManager::ResourceType resource_type_;
ui::SystemUIResourceManager* resource_manager_;
DISALLOW_COPY_AND_ASSIGN(EffectLayer);
};
EdgeEffect::EdgeEffect(ui::SystemUIResourceManager* resource_manager)
: edge_(new EffectLayer(ui::SystemUIResourceManager::OVERSCROLL_EDGE,
resource_manager)),
glow_(new EffectLayer(ui::SystemUIResourceManager::OVERSCROLL_GLOW,
resource_manager)),
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) {
}
EdgeEffect::~EdgeEffect() { }
bool EdgeEffect::IsFinished() const {
return state_ == STATE_IDLE;
}
void EdgeEffect::Finish() {
edge_->Disable();
glow_->Disable();
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);
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;
velocity = 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(velocity * kVelocityEdgeFactor, 0.f, 1.f);
// Edge should never get larger than the size of its asset.
edge_scale_y_finish_ = Clamp(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 + (velocity * (velocity / 100) * 0.00015f), 1.75f);
// Alpha should change for the glow as well as size.
glow_alpha_finish_ = Clamp(glow_alpha_start_,
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<float>(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.
const float factor = glow_scale_y_finish_ != 0 ?
1 / (glow_scale_y_finish_ * glow_scale_y_finish_) :
std::numeric_limits<float>::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 window_size,
Edge edge,
float edge_height,
float glow_height,
float offset) {
if (IsFinished())
return;
// An empty window size, while meaningless, is also relatively harmless, and
// will simply prevent any drawing of the layers.
if (window_size.IsEmpty()) {
edge_->Disable();
glow_->Disable();
return;
}
// Glow
const int scaled_glow_height = static_cast<int>(
std::min(glow_height * glow_scale_y_ * kGlowHeightToWidthRatio * 0.6f,
glow_height * kMaxGlowHeight) + 0.5f);
glow_->Update(edge, window_size, offset, scaled_glow_height, glow_alpha_);
// Edge
const int scaled_edge_height = static_cast<int>(edge_height * edge_scale_y_);
edge_->Update(edge, window_size, offset, scaled_edge_height, edge_alpha_);
}
void EdgeEffect::SetParent(cc::Layer* parent) {
edge_->SetParent(parent);
glow_->SetParent(parent);
}
// static
void EdgeEffect::PreloadResources(
ui::SystemUIResourceManager* resource_manager) {
DCHECK(resource_manager);
resource_manager->PreloadResource(
ui::SystemUIResourceManager::OVERSCROLL_EDGE);
resource_manager->PreloadResource(
ui::SystemUIResourceManager::OVERSCROLL_GLOW);
}
} // namespace content
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