fix(ui): implement stack blur for API < 31 fallback

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callebtc 2026-01-15 23:25:02 +07:00
parent 61767f90b1
commit 128eba3e56
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@ -1,6 +1,8 @@
package com.bitchat.android.core.ui.utils
import android.graphics.Bitmap
import android.graphics.BitmapShader
import android.graphics.Shader
import android.os.Build
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.tween
@ -17,14 +19,13 @@ import androidx.compose.ui.draw.drawWithContent
import androidx.compose.ui.geometry.Size
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.ColorFilter
import androidx.compose.ui.graphics.ShaderBrush
import androidx.compose.ui.graphics.asComposeRenderEffect
import androidx.compose.ui.graphics.asImageBitmap
import androidx.compose.ui.graphics.drawscope.translate
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.graphics.vector.rememberVectorPainter
import androidx.compose.ui.unit.IntOffset
import androidx.compose.ui.unit.IntSize
import androidx.compose.ui.unit.dp
import kotlin.math.roundToInt
/**
* Applies a spoiler effect to the content.
@ -54,16 +55,23 @@ fun Modifier.spoiler(
val iconPainter = rememberVectorPainter(Icons.Filled.TouchApp)
val iconColor = MaterialTheme.colorScheme.onSurface
// API < 31 Fallback: Generate a blurred bitmap if provided
val fallbackBlurredBitmap = remember(blurBitmap) {
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.S && blurBitmap != null) {
// Perform a fast "Downscale Blur" (Box/Bilinear Filter simulation)
// Scale down to ~5% size then let the canvas upscale it with filtering
// API < 31 Fallback: Generate a blurred bitmap shader if provided
val fallbackShader = remember(blurBitmap) {
// Keep user's debug flags as requested
if ((Build.VERSION.SDK_INT < Build.VERSION_CODES.S || true) && blurBitmap != null) {
try {
val w = (blurBitmap.width * 0.05f).toInt().coerceAtLeast(1)
val h = (blurBitmap.height * 0.05f).toInt().coerceAtLeast(1)
// 1. Scale down to a small size for performance (e.g. 64px)
// This ensures the O(N) pixel loop is negligible even on low-end devices
val scale = 64f / blurBitmap.width.coerceAtLeast(1)
val w = (blurBitmap.width * scale).toInt().coerceAtLeast(1)
val h = (blurBitmap.height * scale).toInt().coerceAtLeast(1)
val small = Bitmap.createScaledBitmap(blurBitmap, w, h, true)
small.asImageBitmap()
// 2. Blur the pixels manually (StackBlur/FastBlur algorithm)
val blurred = fastBlur(small, 8) // Radius 8 on 64px image is very blurry
// 3. Create a Shader from the result
BitmapShader(blurred, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP)
} catch (e: Exception) {
null
}
@ -84,14 +92,11 @@ fun Modifier.spoiler(
// 2. graphicsLayer (Inner wrapper) -> Blurs the content (Image)
.drawWithContent {
// API < 31 Fallback Logic
if (fallbackBlurredBitmap != null && revealProgress < 1f) {
// Instead of drawing the sharp content, draw the blurred bitmap
// filling the drawing area
drawImage(
image = fallbackBlurredBitmap,
dstSize = IntSize(size.width.toInt(), size.height.toInt()),
dstOffset = IntOffset.Zero,
filterQuality = androidx.compose.ui.graphics.FilterQuality.Low // Ensure filtering happens
if (fallbackShader != null && revealProgress < 1f) {
// Draw the blurred shader covering the whole area
drawRect(
brush = ShaderBrush(fallbackShader),
alpha = 1f
)
} else {
drawContent() // Normal draw
@ -125,7 +130,8 @@ fun Modifier.spoiler(
}
// Blur Implementation (API 31+)
.graphicsLayer {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
// Keep user's debug flag as requested (&& false)
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S && false) {
val blurRadius = (40f * (1f - revealProgress)).coerceAtLeast(0f) * density
if (blurRadius > 0) {
@ -140,3 +146,225 @@ fun Modifier.spoiler(
}
}
}
/**
* A fast approximation of Gaussian Blur (Stack Blur).
* Efficient enough to run on the main thread for small bitmaps.
*/
private fun fastBlur(sentBitmap: Bitmap, radius: Int): Bitmap {
val bitmap = sentBitmap.copy(sentBitmap.config ?: Bitmap.Config.ARGB_8888, true)
if (radius < 1) return (null ?: sentBitmap)
val w = bitmap.width
val h = bitmap.height
val pix = IntArray(w * h)
bitmap.getPixels(pix, 0, w, 0, 0, w, h)
val wm = w - 1
val hm = h - 1
val wh = w * h
val div = radius + radius + 1
val r = IntArray(wh)
val g = IntArray(wh)
val b = IntArray(wh)
var rsum: Int
var gsum: Int
var bsum: Int
var x: Int
var y: Int
var i: Int
var p: Int
var yp: Int
var yi: Int
val vmin = IntArray(Math.max(w, h))
var divsum = (div + 1) shr 1
divsum *= divsum
val dv = IntArray(256 * divsum)
for (i in 0 until 256 * divsum) {
dv[i] = (i / divsum)
}
yi = 0
var yw = 0
val stack = Array(div) { IntArray(3) }
var stackpointer: Int
var stackstart: Int
var sir: IntArray
var rbs: Int
var r1 = radius + 1
var routsum: Int
var goutsum: Int
var boutsum: Int
var rinsum: Int
var ginsum: Int
var binsum: Int
for (y in 0 until h) {
rinsum = 0
ginsum = 0
binsum = 0
routsum = 0
goutsum = 0
boutsum = 0
rsum = 0
gsum = 0
bsum = 0
for (i in -radius..radius) {
p = pix[yi + Math.min(wm, Math.max(i, 0))]
sir = stack[i + radius]
sir[0] = (p and 0xff0000) shr 16
sir[1] = (p and 0x00ff00) shr 8
sir[2] = (p and 0x0000ff)
rbs = r1 - Math.abs(i)
rsum += sir[0] * rbs
gsum += sir[1] * rbs
bsum += sir[2] * rbs
if (i > 0) {
rinsum += sir[0]
ginsum += sir[1]
binsum += sir[2]
} else {
routsum += sir[0]
goutsum += sir[1]
boutsum += sir[2]
}
}
stackpointer = radius
for (x in 0 until w) {
r[yi] = dv[rsum]
g[yi] = dv[gsum]
b[yi] = dv[bsum]
rsum -= routsum
gsum -= goutsum
bsum -= boutsum
stackstart = stackpointer - radius + div
sir = stack[stackstart % div]
routsum -= sir[0]
goutsum -= sir[1]
boutsum -= sir[2]
if (y == 0) {
vmin[x] = Math.min(x + radius + 1, wm)
}
p = pix[yw + vmin[x]]
sir[0] = (p and 0xff0000) shr 16
sir[1] = (p and 0x00ff00) shr 8
sir[2] = (p and 0x0000ff)
rinsum += sir[0]
ginsum += sir[1]
binsum += sir[2]
rsum += rinsum
gsum += ginsum
bsum += binsum
stackpointer = (stackpointer + 1) % div
sir = stack[(stackpointer) % div]
routsum += sir[0]
goutsum += sir[1]
boutsum += sir[2]
rinsum -= sir[0]
ginsum -= sir[1]
binsum -= sir[2]
yi++
}
yw += w
}
for (x in 0 until w) {
rinsum = 0
ginsum = 0
binsum = 0
routsum = 0
goutsum = 0
boutsum = 0
rsum = 0
gsum = 0
bsum = 0
yp = -radius * w
for (i in -radius..radius) {
yi = Math.max(0, yp) + x
sir = stack[i + radius]
sir[0] = r[yi]
sir[1] = g[yi]
sir[2] = b[yi]
rbs = r1 - Math.abs(i)
rsum += r[yi] * rbs
gsum += g[yi] * rbs
bsum += b[yi] * rbs
if (i > 0) {
rinsum += sir[0]
ginsum += sir[1]
binsum += sir[2]
} else {
routsum += sir[0]
goutsum += sir[1]
boutsum += sir[2]
}
if (i < hm) {
yp += w
}
}
yi = x
stackpointer = radius
for (y in 0 until h) {
pix[yi] = (0xff000000.toInt() or (dv[rsum] shl 16) or (dv[gsum] shl 8) or dv[bsum])
rsum -= routsum
gsum -= goutsum
bsum -= boutsum
stackstart = stackpointer - radius + div
sir = stack[stackstart % div]
routsum -= sir[0]
goutsum -= sir[1]
boutsum -= sir[2]
if (x == 0) {
vmin[y] = Math.min(y + r1, hm) * w
}
p = x + vmin[y]
sir[0] = r[p]
sir[1] = g[p]
sir[2] = b[p]
rinsum += sir[0]
ginsum += sir[1]
binsum += sir[2]
rsum += rinsum
gsum += ginsum
bsum += binsum
stackpointer = (stackpointer + 1) % div
sir = stack[stackpointer]
routsum += sir[0]
goutsum += sir[1]
boutsum += sir[2]
rinsum -= sir[0]
ginsum -= sir[1]
binsum -= sir[2]
yi += w
}
}
bitmap.setPixels(pix, 0, w, 0, 0, w, h)
return bitmap
}