Bug 729528 - Add an alternate strategy with a margin that is a multiple of view-size and shifts it with velocity bias. r=Cwiiis

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Kartikaya Gupta 2012-03-26 13:15:50 -04:00
Родитель 169dcc10fc
Коммит 67e9e930b2
1 изменённых файлов: 78 добавлений и 0 удалений

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@ -144,6 +144,84 @@ final class DisplayPortCalculator {
} }
} }
/**
* This class implements the variation with a small fixed-size margin with velocity bias.
* In this variation, the default margins are pretty small relative to the view size, but
* they are affected by the panning velocity. Specifically, if we are panning on one axis,
* we remove the margins on the other axis because we are likely axis-locked. Also once
* we are panning in one direction above a certain threshold velocity, we shift the buffer
* so that it is entirely in the direction of the pan.
*/
private static class VelocityBiasStrategy implements DisplayPortStrategy {
/* The size of the margin as a fraction of view size */
private static final float SIZE_MULTIPLIER = 0.2f;
/* The velocity above which we apply the velocity bias */
private static final float VELOCITY_THRESHOLD = GeckoAppShell.getDpi() / 32f;
public DisplayPortMetrics calculate(ImmutableViewportMetrics metrics, PointF velocity) {
// by default we apply margins that are a fraction of the view size
float desiredXMargins = metrics.getWidth() * SIZE_MULTIPLIER;
float desiredYMargins = metrics.getHeight() * SIZE_MULTIPLIER;
// but if we're panning on one axis, set the margins for the other axis to zero since we are likely
// axis locked and won't be displaying that extra area.
if (Math.abs(velocity.x) > VELOCITY_THRESHOLD && FloatUtils.fuzzyEquals(velocity.y, 0)) {
desiredYMargins = 0;
} else if (Math.abs(velocity.y) > VELOCITY_THRESHOLD && FloatUtils.fuzzyEquals(velocity.x, 0)) {
desiredXMargins = 0;
}
// we need to avoid having a display port that is larger than the page, or we will end up
// painting things outside the page bounds (bug 729169).
// figure out how much of the desired buffer amount we can actually use on the two axes
float xBufferAmount = Math.min(desiredXMargins, metrics.pageSizeWidth - metrics.getWidth());
float yBufferAmount = Math.min(desiredYMargins, metrics.pageSizeHeight - metrics.getHeight());
// if we're panning above the VELOCITY_THRESHOLD on an axis, shift the margin so that it
// is entirely in the direction of panning. Otherwise, split the margin evenly on both sides of
// the display port.
float leftMargin, rightMargin;
if (velocity.x > VELOCITY_THRESHOLD) {
rightMargin = Math.min(xBufferAmount, metrics.pageSizeWidth - (metrics.viewportRectLeft + metrics.getWidth()));
leftMargin = xBufferAmount - rightMargin;
} else if (velocity.x < -VELOCITY_THRESHOLD) {
leftMargin = Math.min(xBufferAmount, metrics.viewportRectLeft);
rightMargin = xBufferAmount - leftMargin;
} else {
leftMargin = Math.min(xBufferAmount / 2.0f, metrics.viewportRectLeft);
rightMargin = xBufferAmount - leftMargin;
}
float topMargin, bottomMargin;
if (velocity.y > VELOCITY_THRESHOLD) {
bottomMargin = Math.min(yBufferAmount, metrics.pageSizeHeight - (metrics.viewportRectTop + metrics.getHeight()));
topMargin = yBufferAmount - bottomMargin;
} else if (velocity.y < -VELOCITY_THRESHOLD) {
topMargin = Math.min(yBufferAmount, metrics.viewportRectTop);
bottomMargin = yBufferAmount - topMargin;
} else {
topMargin = Math.min(yBufferAmount / 2.0f, metrics.viewportRectTop);
bottomMargin = yBufferAmount - topMargin;
}
return new DisplayPortMetrics(metrics.viewportRectLeft - leftMargin,
metrics.viewportRectTop - topMargin,
metrics.viewportRectRight + rightMargin,
metrics.viewportRectBottom + bottomMargin,
metrics.zoomFactor);
}
public boolean aboutToCheckerboard(ImmutableViewportMetrics metrics, PointF velocity, DisplayPortMetrics displayPort) {
// Since we have such a small margin, we want to be drawing more aggressively. At the start of a
// pan the velocity is going to be large so we're almost certainly going to go into checkerboard
// on every frame, so drawing all the time seems like the right thing. At the end of the pan we
// want to re-center the displayport and draw stuff on all sides, so again we don't want to throttle
// there. When we're not panning we're not drawing anyway so it doesn't make a difference there.
return true;
}
}
/** /**
* This class implements the variation where we draw more of the page at low resolution while panning. * This class implements the variation where we draw more of the page at low resolution while panning.
* In this variation, as we pan faster, we increase the page area we are drawing, but reduce the draw * In this variation, as we pan faster, we increase the page area we are drawing, but reduce the draw