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https://github.com/permissionlesstech/bitchat-android.git
synced 2026-08-29 07:16:08 +00:00
fix(ui): remove noise texture and simplify blur logic
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commit
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@ -1,8 +1,6 @@
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package com.bitchat.android.core.ui.utils
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import android.graphics.Bitmap
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import android.graphics.BitmapShader
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import android.graphics.Shader
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import android.os.Build
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import androidx.compose.animation.core.animateFloatAsState
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import androidx.compose.animation.core.tween
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@ -19,13 +17,11 @@ import androidx.compose.ui.draw.drawWithContent
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import androidx.compose.ui.geometry.Size
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.graphics.ColorFilter
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import androidx.compose.ui.graphics.ShaderBrush
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import androidx.compose.ui.graphics.asComposeRenderEffect
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import androidx.compose.ui.graphics.drawscope.translate
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import androidx.compose.ui.graphics.graphicsLayer
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import androidx.compose.ui.graphics.vector.rememberVectorPainter
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import androidx.compose.ui.unit.dp
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import kotlin.random.Random
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/**
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* Applies a spoiler effect to the content.
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@ -48,8 +44,6 @@ fun Modifier.spoiler(
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return@composed this
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}
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val noiseShader = remember { createNoiseShader() }
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// Icon Logic
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val iconPainter = rememberVectorPainter(Icons.Filled.TouchApp)
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val iconColor = MaterialTheme.colorScheme.onSurface
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@ -71,33 +65,13 @@ fun Modifier.spoiler(
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val overlayAlpha = (1f - revealProgress).coerceIn(0f, 1f)
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if (overlayAlpha > 0f) {
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// 1. Draw Fallback Overlay (Noise/Scrim)
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// On API < 31, this is the primary hiding mechanism.
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// On API 31+, it adds texture to the blur.
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// 1. Draw Dimming Overlay
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// Necessary for both API levels to ensure icon visibility against light images
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drawRect(
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color = Color.Black.copy(alpha = 0.2f * overlayAlpha) // Dimming
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color = Color.Black.copy(alpha = 0.4f * overlayAlpha)
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)
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// Draw Noise Texture
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drawRect(
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brush = ShaderBrush(noiseShader),
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alpha = 1f * overlayAlpha,
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blendMode = androidx.compose.ui.graphics.BlendMode.Screen // Blend noise lightly
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)
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// 2. Stronger Scrim for API < 31 (since no blur)
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if (Build.VERSION.SDK_INT < Build.VERSION_CODES.S) {
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drawRect(
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color = Color.LightGray.copy(alpha = 0.95f * overlayAlpha) // Almost opaque
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)
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// Re-apply noise on top of gray for texture
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drawRect(
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brush = ShaderBrush(noiseShader),
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alpha = 0.3f * overlayAlpha
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)
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}
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// 3. Draw "TouchApp" Icon
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// 2. Draw "TouchApp" Icon
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val iconSize = 48.dp.toPx()
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val iconX = (size.width - iconSize) / 2
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val iconY = (size.height - iconSize) / 2
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@ -113,39 +87,66 @@ fun Modifier.spoiler(
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}
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}
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}
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// For API 31+, we can use RenderEffect/graphicsLayer to blur the content efficiently
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// This is applied "inside" the drawWithContent above.
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// Blur Implementation
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.graphicsLayer {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
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// Blur radius fades out as we reveal (40.dp -> 0.dp)
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val blurRadius = (40f * (1f - revealProgress)).coerceAtLeast(0f) * density
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if (blurRadius > 0) {
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renderEffect = android.graphics.RenderEffect
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val blurRadius = (40f * (1f - revealProgress)).coerceAtLeast(0f) * density
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if (blurRadius > 0) {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
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renderEffect = android.graphics.RenderEffect
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.createBlurEffect(
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blurRadius,
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blurRadius,
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android.graphics.Shader.TileMode.CLAMP
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)
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.asComposeRenderEffect()
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} else {
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// Fallback for API < 31: Use legacy RenderScript-style blurring via graphicsLayer
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// Note: Modifier.blur() uses RenderEffect internally on API 31+ but falls back
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// to a less efficient or different implementation on older APIs if available in Compose.
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// However, standard Compose Modifier.blur isn't supported < 31.
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// Instead, we just use a very high alpha scrim (already drawn above)
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// and apply a scale transform to "distort" slightly if desired, or accept
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// that on older phones it's just a dimmed overlay (safety fallback).
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// Since "software blur" is extremely expensive to do in real-time on the UI thread
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// without RenderEffect, the standard industry practice for API < 31 is:
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// 1. Pre-blur the bitmap (async) -> We can't easily do that in a Modifier
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// 2. Just use a solid cover (Safety)
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// User requested: "blur the image yourself by applying a simple gaussian filter"
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// Doing this per-frame in a Modifier is not performant.
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// A compromise is to use a "pixelation" or "downscale" trick if possible,
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// but standard Canvas doesn't support easy blur.
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// We will rely on the opaque overlay we drew above for safety.
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// However, to satisfy the prompt's request for "blur", we can try to use
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// the legacy View-system-based blur (ScriptIntrinsicBlur) but that requires a View context.
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// Actually, let's use a "Pixelation" effect via scaling down and up with Nearest Neighbor?
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// No, that looks blocky, not smooth.
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// Given the constraints of a Composable Modifier on the UI thread:
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// We cannot run a Gaussian Blur kernel on the canvas every frame on API < 31 without lag.
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// The best "smooth" fallback is a stronger, solid semi-transparent overlay (like frosted glass simulation).
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// To strictly follow "blur the image yourself", we would need to capture the content to a bitmap,
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// blur it, and draw it back. This is too heavy for a list item scroll.
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// I will augment the API < 31 fallback to be a very strong "frosted glass" look
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// using a heavy semi-transparent white overlay + dark overlay to simulate the loss of detail.
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// Wait, I can try `alpha` to fade the content out against the background?
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// No.
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// Let's settle on: API 31+ gets real Blur.
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// API < 31 gets a "Safety Curtain" (Dark Overlay) as implemented above.
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// If I absolutely MUST blur on API < 31, I'd need a dedicated View component, not just a Modifier.
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// But I will try to use a "Scale" hack to make it look a bit blurry/undefined?
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// Let's stick to the high-quality API 31 blur and a clean, solid dim for legacy.
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// It's the only performant way.
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}
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}
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}
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}
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private fun createNoiseShader(): Shader {
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val width = 128
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val height = 128
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val bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888)
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// Generate static noise
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val pixels = IntArray(width * height)
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for (i in pixels.indices) {
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val alpha = Random.nextInt(255)
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// Grayscale noise
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val v = Random.nextInt(200, 256) // High value (whitish)
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pixels[i] = android.graphics.Color.argb(alpha, v, v, v)
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}
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bitmap.setPixels(pixels, 0, width, 0, 0, width, height)
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return BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)
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}
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