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-/*
- * Copyright (C) 2010 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-package android.view;
-
-import android.annotation.IntDef;
-import android.annotation.NonNull;
-import android.annotation.Nullable;
-import android.annotation.UnsupportedAppUsage;
-import android.graphics.Matrix;
-import android.graphics.Outline;
-import android.graphics.Paint;
-import android.graphics.Rect;
-
-import dalvik.annotation.optimization.CriticalNative;
-import dalvik.annotation.optimization.FastNative;
-
-import libcore.util.NativeAllocationRegistry;
-
-import java.lang.annotation.Retention;
-import java.lang.annotation.RetentionPolicy;
-
-/**
- * <p>A display list records a series of graphics related operations and can replay
- * them later. Display lists are usually built by recording operations on a
- * {@link DisplayListCanvas}. Replaying the operations from a display list avoids
- * executing application code on every frame, and is thus much more efficient.</p>
- *
- * <p>Display lists are used internally for all views by default, and are not
- * typically used directly. One reason to consider using a display is a custom
- * {@link View} implementation that needs to issue a large number of drawing commands.
- * When the view invalidates, all the drawing commands must be reissued, even if
- * large portions of the drawing command stream stay the same frame to frame, which
- * can become a performance bottleneck. To solve this issue, a custom View might split
- * its content into several display lists. A display list is updated only when its
- * content, and only its content, needs to be updated.</p>
- *
- * <p>A text editor might for instance store each paragraph into its own display list.
- * Thus when the user inserts or removes characters, only the display list of the
- * affected paragraph needs to be recorded again.</p>
- *
- * <h3>Hardware acceleration</h3>
- * <p>Display lists can only be replayed using a {@link DisplayListCanvas}. They are not
- * supported in software. Always make sure that the {@link android.graphics.Canvas}
- * you are using to render a display list is hardware accelerated using
- * {@link android.graphics.Canvas#isHardwareAccelerated()}.</p>
- *
- * <h3>Creating a display list</h3>
- * <pre class="prettyprint">
- * ThreadedRenderer renderer = myView.getThreadedRenderer();
- * if (renderer != null) {
- * DisplayList displayList = renderer.createDisplayList();
- * DisplayListCanvas canvas = displayList.start(width, height);
- * try {
- * // Draw onto the canvas
- * // For instance: canvas.drawBitmap(...);
- * } finally {
- * displayList.end();
- * }
- * }
- * </pre>
- *
- * <h3>Rendering a display list on a View</h3>
- * <pre class="prettyprint">
- * protected void onDraw(Canvas canvas) {
- * if (canvas.isHardwareAccelerated()) {
- * DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas;
- * displayListCanvas.drawDisplayList(mDisplayList);
- * }
- * }
- * </pre>
- *
- * <h3>Releasing resources</h3>
- * <p>This step is not mandatory but recommended if you want to release resources
- * held by a display list as soon as possible.</p>
- * <pre class="prettyprint">
- * // Mark this display list invalid, it cannot be used for drawing anymore,
- * // and release resources held by this display list
- * displayList.clear();
- * </pre>
- *
- * <h3>Properties</h3>
- * <p>In addition, a display list offers several properties, such as
- * {@link #setScaleX(float)} or {@link #setLeft(int)}, that can be used to affect all
- * the drawing commands recorded within. For instance, these properties can be used
- * to move around a large number of images without re-issuing all the individual
- * <code>drawBitmap()</code> calls.</p>
- *
- * <pre class="prettyprint">
- * private void createDisplayList() {
- * mDisplayList = DisplayList.create("MyDisplayList");
- * DisplayListCanvas canvas = mDisplayList.start(width, height);
- * try {
- * for (Bitmap b : mBitmaps) {
- * canvas.drawBitmap(b, 0.0f, 0.0f, null);
- * canvas.translate(0.0f, b.getHeight());
- * }
- * } finally {
- * displayList.end();
- * }
- * }
- *
- * protected void onDraw(Canvas canvas) {
- * if (canvas.isHardwareAccelerated()) {
- * DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas;
- * displayListCanvas.drawDisplayList(mDisplayList);
- * }
- * }
- *
- * private void moveContentBy(int x) {
- * // This will move all the bitmaps recorded inside the display list
- * // by x pixels to the right and redraw this view. All the commands
- * // recorded in createDisplayList() won't be re-issued, only onDraw()
- * // will be invoked and will execute very quickly
- * mDisplayList.offsetLeftAndRight(x);
- * invalidate();
- * }
- * </pre>
- *
- * <h3>Threading</h3>
- * <p>Display lists must be created on and manipulated from the UI thread only.</p>
- *
- * @hide
- */
-public class RenderNode {
-
- // Use a Holder to allow static initialization in the boot image.
- private static class NoImagePreloadHolder {
- public static final NativeAllocationRegistry sRegistry = new NativeAllocationRegistry(
- RenderNode.class.getClassLoader(), nGetNativeFinalizer(), 1024);
- }
-
- /** Not for general use; use only if you are ThreadedRenderer or DisplayListCanvas.
- * @hide
- */
- final long mNativeRenderNode;
- private final AnimationHost mAnimationHost;
-
- private RenderNode(String name, AnimationHost animationHost) {
- mNativeRenderNode = nCreate(name);
- NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
- mAnimationHost = animationHost;
- }
-
- /**
- * @see RenderNode#adopt(long)
- */
- private RenderNode(long nativePtr) {
- mNativeRenderNode = nativePtr;
- NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
- mAnimationHost = null;
- }
-
- /**
- * Creates a new RenderNode that can be used to record batches of
- * drawing operations, and store / apply render properties when drawn.
- *
- * @param name The name of the RenderNode, used for debugging purpose. May be null.
- *
- * @return A new RenderNode.
- */
- @UnsupportedAppUsage
- public static RenderNode create(String name, @Nullable AnimationHost animationHost) {
- return new RenderNode(name, animationHost);
- }
-
- /**
- * Adopts an existing native render node.
- *
- * Note: This will *NOT* incRef() on the native object, however it will
- * decRef() when it is destroyed. The caller should have already incRef'd it
- */
- public static RenderNode adopt(long nativePtr) {
- return new RenderNode(nativePtr);
- }
-
- /**
- * Listens for RenderNode position updates for synchronous window movement.
- *
- * This is not suitable for generic position listening, it is only designed & intended
- * for use by things which require external position events like SurfaceView, PopupWindow, etc..
- *
- * @hide
- */
- interface PositionUpdateListener {
-
- /**
- * Called by native by a Rendering Worker thread to update window position
- *
- * @hide
- */
- void positionChanged(long frameNumber, int left, int top, int right, int bottom);
-
- /**
- * Called by native on RenderThread to notify that the view is no longer in the
- * draw tree. UI thread is blocked at this point.
- *
- * @hide
- */
- void positionLost(long frameNumber);
-
- }
-
- /**
- * Enable callbacks for position changes.
- */
- public void requestPositionUpdates(PositionUpdateListener listener) {
- nRequestPositionUpdates(mNativeRenderNode, listener);
- }
-
-
- /**
- * Starts recording a display list for the render node. All
- * operations performed on the returned canvas are recorded and
- * stored in this display list.
- *
- * Calling this method will mark the render node invalid until
- * {@link #end(DisplayListCanvas)} is called.
- * Only valid render nodes can be replayed.
- *
- * @param width The width of the recording viewport
- * @param height The height of the recording viewport
- *
- * @return A canvas to record drawing operations.
- *
- * @see #end(DisplayListCanvas)
- * @see #isValid()
- */
- @UnsupportedAppUsage
- public DisplayListCanvas start(int width, int height) {
- return DisplayListCanvas.obtain(this, width, height);
- }
-
- /**
- * Same as {@link #start(int, int)} but with the RenderNode's width & height
- */
- public DisplayListCanvas start() {
- return DisplayListCanvas.obtain(this,
- nGetWidth(mNativeRenderNode), nGetHeight(mNativeRenderNode));
- }
-
- /**
- * Ends the recording for this display list. A display list cannot be
- * replayed if recording is not finished. Calling this method marks
- * the display list valid and {@link #isValid()} will return true.
- *
- * @see #start(int, int)
- * @see #isValid()
- */
- @UnsupportedAppUsage
- public void end(DisplayListCanvas canvas) {
- long displayList = canvas.finishRecording();
- nSetDisplayList(mNativeRenderNode, displayList);
- canvas.recycle();
- }
-
- /**
- * Reset native resources. This is called when cleaning up the state of display lists
- * during destruction of hardware resources, to ensure that we do not hold onto
- * obsolete resources after related resources are gone.
- */
- @UnsupportedAppUsage
- public void discardDisplayList() {
- nSetDisplayList(mNativeRenderNode, 0);
- }
-
- /**
- * Returns whether the RenderNode's display list content is currently usable.
- * If this returns false, the display list should be re-recorded prior to replaying it.
- *
- * @return boolean true if the display list is able to be replayed, false otherwise.
- */
- @UnsupportedAppUsage
- public boolean isValid() {
- return nIsValid(mNativeRenderNode);
- }
-
- ///////////////////////////////////////////////////////////////////////////
- // Matrix manipulation
- ///////////////////////////////////////////////////////////////////////////
-
- public boolean hasIdentityMatrix() {
- return nHasIdentityMatrix(mNativeRenderNode);
- }
-
- public void getMatrix(@NonNull Matrix outMatrix) {
- nGetTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
- }
-
- public void getInverseMatrix(@NonNull Matrix outMatrix) {
- nGetInverseTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
- }
-
- ///////////////////////////////////////////////////////////////////////////
- // RenderProperty Setters
- ///////////////////////////////////////////////////////////////////////////
-
- public boolean setLayerType(int layerType) {
- return nSetLayerType(mNativeRenderNode, layerType);
- }
-
- public boolean setLayerPaint(@Nullable Paint paint) {
- return nSetLayerPaint(mNativeRenderNode, paint != null ? paint.getNativeInstance() : 0);
- }
-
- public boolean setClipBounds(@Nullable Rect rect) {
- if (rect == null) {
- return nSetClipBoundsEmpty(mNativeRenderNode);
- } else {
- return nSetClipBounds(mNativeRenderNode, rect.left, rect.top, rect.right, rect.bottom);
- }
- }
-
- /**
- * Set whether the Render node should clip itself to its bounds. This property is controlled by
- * the view's parent.
- *
- * @param clipToBounds true if the display list should clip to its bounds
- */
- @UnsupportedAppUsage
- public boolean setClipToBounds(boolean clipToBounds) {
- return nSetClipToBounds(mNativeRenderNode, clipToBounds);
- }
-
- /**
- * Sets whether the display list should be drawn immediately after the
- * closest ancestor display list containing a projection receiver.
- *
- * @param shouldProject true if the display list should be projected onto a
- * containing volume.
- */
- @UnsupportedAppUsage
- public boolean setProjectBackwards(boolean shouldProject) {
- return nSetProjectBackwards(mNativeRenderNode, shouldProject);
- }
-
- /**
- * Sets whether the display list is a projection receiver - that its parent
- * DisplayList should draw any descendent DisplayLists with
- * ProjectBackwards=true directly on top of it. Default value is false.
- */
- public boolean setProjectionReceiver(boolean shouldRecieve) {
- return nSetProjectionReceiver(mNativeRenderNode, shouldRecieve);
- }
-
- /**
- * Sets the outline, defining the shape that casts a shadow, and the path to
- * be clipped if setClipToOutline is set.
- *
- * Deep copies the data into native to simplify reference ownership.
- */
- public boolean setOutline(@Nullable Outline outline) {
- if (outline == null) {
- return nSetOutlineNone(mNativeRenderNode);
- }
-
- switch(outline.mMode) {
- case Outline.MODE_EMPTY:
- return nSetOutlineEmpty(mNativeRenderNode);
- case Outline.MODE_ROUND_RECT:
- return nSetOutlineRoundRect(mNativeRenderNode, outline.mRect.left, outline.mRect.top,
- outline.mRect.right, outline.mRect.bottom, outline.mRadius, outline.mAlpha);
- case Outline.MODE_CONVEX_PATH:
- return nSetOutlineConvexPath(mNativeRenderNode, outline.mPath.mNativePath,
- outline.mAlpha);
- }
-
- throw new IllegalArgumentException("Unrecognized outline?");
- }
-
- public boolean hasShadow() {
- return nHasShadow(mNativeRenderNode);
- }
-
- /** setSpotShadowColor */
- public boolean setSpotShadowColor(int color) {
- return nSetSpotShadowColor(mNativeRenderNode, color);
- }
-
- /** setAmbientShadowColor */
- public boolean setAmbientShadowColor(int color) {
- return nSetAmbientShadowColor(mNativeRenderNode, color);
- }
-
- /** getSpotShadowColor */
- public int getSpotShadowColor() {
- return nGetSpotShadowColor(mNativeRenderNode);
- }
-
- /** getAmbientShadowColor */
- public int getAmbientShadowColor() {
- return nGetAmbientShadowColor(mNativeRenderNode);
- }
-
- /**
- * Enables or disables clipping to the outline.
- *
- * @param clipToOutline true if clipping to the outline.
- */
- public boolean setClipToOutline(boolean clipToOutline) {
- return nSetClipToOutline(mNativeRenderNode, clipToOutline);
- }
-
- public boolean getClipToOutline() {
- return nGetClipToOutline(mNativeRenderNode);
- }
-
- /**
- * Controls the RenderNode's circular reveal clip.
- */
- public boolean setRevealClip(boolean shouldClip,
- float x, float y, float radius) {
- return nSetRevealClip(mNativeRenderNode, shouldClip, x, y, radius);
- }
-
- /**
- * Set the static matrix on the display list. The specified matrix is combined with other
- * transforms (such as {@link #setScaleX(float)}, {@link #setRotation(float)}, etc.)
- *
- * @param matrix A transform matrix to apply to this display list
- */
- public boolean setStaticMatrix(Matrix matrix) {
- return nSetStaticMatrix(mNativeRenderNode, matrix.native_instance);
- }
-
- /**
- * Set the Animation matrix on the display list. This matrix exists if an Animation is
- * currently playing on a View, and is set on the display list during at draw() time. When
- * the Animation finishes, the matrix should be cleared by sending <code>null</code>
- * for the matrix parameter.
- *
- * @param matrix The matrix, null indicates that the matrix should be cleared.
- */
- public boolean setAnimationMatrix(Matrix matrix) {
- return nSetAnimationMatrix(mNativeRenderNode,
- (matrix != null) ? matrix.native_instance : 0);
- }
-
- /**
- * Sets the translucency level for the display list.
- *
- * @param alpha The translucency of the display list, must be a value between 0.0f and 1.0f
- *
- * @see View#setAlpha(float)
- * @see #getAlpha()
- */
- public boolean setAlpha(float alpha) {
- return nSetAlpha(mNativeRenderNode, alpha);
- }
-
- /**
- * Returns the translucency level of this display list.
- *
- * @return A value between 0.0f and 1.0f
- *
- * @see #setAlpha(float)
- */
- public float getAlpha() {
- return nGetAlpha(mNativeRenderNode);
- }
-
- /**
- * Sets whether the display list renders content which overlaps. Non-overlapping rendering
- * can use a fast path for alpha that avoids rendering to an offscreen buffer. By default
- * display lists consider they do not have overlapping content.
- *
- * @param hasOverlappingRendering False if the content is guaranteed to be non-overlapping,
- * true otherwise.
- *
- * @see android.view.View#hasOverlappingRendering()
- * @see #hasOverlappingRendering()
- */
- @UnsupportedAppUsage
- public boolean setHasOverlappingRendering(boolean hasOverlappingRendering) {
- return nSetHasOverlappingRendering(mNativeRenderNode, hasOverlappingRendering);
- }
-
- /** @hide */
- @IntDef({USAGE_BACKGROUND})
- @Retention(RetentionPolicy.SOURCE)
- public @interface UsageHint {}
-
- /** The default usage hint */
- public static final int USAGE_UNKNOWN = 0;
-
- /** Usage is background content */
- public static final int USAGE_BACKGROUND = 1;
-
- /**
- * Provides a hint on what this RenderNode's display list content contains. This hint is used
- * for automatic content transforms to improve accessibility or similar.
- */
- public void setUsageHint(@UsageHint int usageHint) {
- nSetUsageHint(mNativeRenderNode, usageHint);
- }
-
- /**
- * Indicates whether the content of this display list overlaps.
- *
- * @return True if this display list renders content which overlaps, false otherwise.
- *
- * @see #setHasOverlappingRendering(boolean)
- */
- public boolean hasOverlappingRendering() {
- return nHasOverlappingRendering(mNativeRenderNode);
- }
-
- public boolean setElevation(float lift) {
- return nSetElevation(mNativeRenderNode, lift);
- }
-
- public float getElevation() {
- return nGetElevation(mNativeRenderNode);
- }
-
- /**
- * Sets the translation value for the display list on the X axis.
- *
- * @param translationX The X axis translation value of the display list, in pixels
- *
- * @see View#setTranslationX(float)
- * @see #getTranslationX()
- */
- public boolean setTranslationX(float translationX) {
- return nSetTranslationX(mNativeRenderNode, translationX);
- }
-
- /**
- * Returns the translation value for this display list on the X axis, in pixels.
- *
- * @see #setTranslationX(float)
- */
- public float getTranslationX() {
- return nGetTranslationX(mNativeRenderNode);
- }
-
- /**
- * Sets the translation value for the display list on the Y axis.
- *
- * @param translationY The Y axis translation value of the display list, in pixels
- *
- * @see View#setTranslationY(float)
- * @see #getTranslationY()
- */
- public boolean setTranslationY(float translationY) {
- return nSetTranslationY(mNativeRenderNode, translationY);
- }
-
- /**
- * Returns the translation value for this display list on the Y axis, in pixels.
- *
- * @see #setTranslationY(float)
- */
- public float getTranslationY() {
- return nGetTranslationY(mNativeRenderNode);
- }
-
- /**
- * Sets the translation value for the display list on the Z axis.
- *
- * @see View#setTranslationZ(float)
- * @see #getTranslationZ()
- */
- public boolean setTranslationZ(float translationZ) {
- return nSetTranslationZ(mNativeRenderNode, translationZ);
- }
-
- /**
- * Returns the translation value for this display list on the Z axis.
- *
- * @see #setTranslationZ(float)
- */
- public float getTranslationZ() {
- return nGetTranslationZ(mNativeRenderNode);
- }
-
- /**
- * Sets the rotation value for the display list around the Z axis.
- *
- * @param rotation The rotation value of the display list, in degrees
- *
- * @see View#setRotation(float)
- * @see #getRotation()
- */
- public boolean setRotation(float rotation) {
- return nSetRotation(mNativeRenderNode, rotation);
- }
-
- /**
- * Returns the rotation value for this display list around the Z axis, in degrees.
- *
- * @see #setRotation(float)
- */
- public float getRotation() {
- return nGetRotation(mNativeRenderNode);
- }
-
- /**
- * Sets the rotation value for the display list around the X axis.
- *
- * @param rotationX The rotation value of the display list, in degrees
- *
- * @see View#setRotationX(float)
- * @see #getRotationX()
- */
- public boolean setRotationX(float rotationX) {
- return nSetRotationX(mNativeRenderNode, rotationX);
- }
-
- /**
- * Returns the rotation value for this display list around the X axis, in degrees.
- *
- * @see #setRotationX(float)
- */
- public float getRotationX() {
- return nGetRotationX(mNativeRenderNode);
- }
-
- /**
- * Sets the rotation value for the display list around the Y axis.
- *
- * @param rotationY The rotation value of the display list, in degrees
- *
- * @see View#setRotationY(float)
- * @see #getRotationY()
- */
- public boolean setRotationY(float rotationY) {
- return nSetRotationY(mNativeRenderNode, rotationY);
- }
-
- /**
- * Returns the rotation value for this display list around the Y axis, in degrees.
- *
- * @see #setRotationY(float)
- */
- public float getRotationY() {
- return nGetRotationY(mNativeRenderNode);
- }
-
- /**
- * Sets the scale value for the display list on the X axis.
- *
- * @param scaleX The scale value of the display list
- *
- * @see View#setScaleX(float)
- * @see #getScaleX()
- */
- public boolean setScaleX(float scaleX) {
- return nSetScaleX(mNativeRenderNode, scaleX);
- }
-
- /**
- * Returns the scale value for this display list on the X axis.
- *
- * @see #setScaleX(float)
- */
- public float getScaleX() {
- return nGetScaleX(mNativeRenderNode);
- }
-
- /**
- * Sets the scale value for the display list on the Y axis.
- *
- * @param scaleY The scale value of the display list
- *
- * @see View#setScaleY(float)
- * @see #getScaleY()
- */
- public boolean setScaleY(float scaleY) {
- return nSetScaleY(mNativeRenderNode, scaleY);
- }
-
- /**
- * Returns the scale value for this display list on the Y axis.
- *
- * @see #setScaleY(float)
- */
- public float getScaleY() {
- return nGetScaleY(mNativeRenderNode);
- }
-
- /**
- * Sets the pivot value for the display list on the X axis
- *
- * @param pivotX The pivot value of the display list on the X axis, in pixels
- *
- * @see View#setPivotX(float)
- * @see #getPivotX()
- */
- public boolean setPivotX(float pivotX) {
- return nSetPivotX(mNativeRenderNode, pivotX);
- }
-
- /**
- * Returns the pivot value for this display list on the X axis, in pixels.
- *
- * @see #setPivotX(float)
- */
- public float getPivotX() {
- return nGetPivotX(mNativeRenderNode);
- }
-
- /**
- * Sets the pivot value for the display list on the Y axis
- *
- * @param pivotY The pivot value of the display list on the Y axis, in pixels
- *
- * @see View#setPivotY(float)
- * @see #getPivotY()
- */
- public boolean setPivotY(float pivotY) {
- return nSetPivotY(mNativeRenderNode, pivotY);
- }
-
- /**
- * Returns the pivot value for this display list on the Y axis, in pixels.
- *
- * @see #setPivotY(float)
- */
- public float getPivotY() {
- return nGetPivotY(mNativeRenderNode);
- }
-
- public boolean isPivotExplicitlySet() {
- return nIsPivotExplicitlySet(mNativeRenderNode);
- }
-
- /** lint */
- public boolean resetPivot() {
- return nResetPivot(mNativeRenderNode);
- }
-
- /**
- * Sets the camera distance for the display list. Refer to
- * {@link View#setCameraDistance(float)} for more information on how to
- * use this property.
- *
- * @param distance The distance in Z of the camera of the display list
- *
- * @see View#setCameraDistance(float)
- * @see #getCameraDistance()
- */
- public boolean setCameraDistance(float distance) {
- return nSetCameraDistance(mNativeRenderNode, distance);
- }
-
- /**
- * Returns the distance in Z of the camera of the display list.
- *
- * @see #setCameraDistance(float)
- */
- public float getCameraDistance() {
- return nGetCameraDistance(mNativeRenderNode);
- }
-
- /**
- * Sets the left position for the display list.
- *
- * @param left The left position, in pixels, of the display list
- *
- * @see View#setLeft(int)
- */
- public boolean setLeft(int left) {
- return nSetLeft(mNativeRenderNode, left);
- }
-
- /**
- * Sets the top position for the display list.
- *
- * @param top The top position, in pixels, of the display list
- *
- * @see View#setTop(int)
- */
- public boolean setTop(int top) {
- return nSetTop(mNativeRenderNode, top);
- }
-
- /**
- * Sets the right position for the display list.
- *
- * @param right The right position, in pixels, of the display list
- *
- * @see View#setRight(int)
- */
- public boolean setRight(int right) {
- return nSetRight(mNativeRenderNode, right);
- }
-
- /**
- * Sets the bottom position for the display list.
- *
- * @param bottom The bottom position, in pixels, of the display list
- *
- * @see View#setBottom(int)
- */
- public boolean setBottom(int bottom) {
- return nSetBottom(mNativeRenderNode, bottom);
- }
-
- /**
- * Sets the left and top positions for the display list
- *
- * @param left The left position of the display list, in pixels
- * @param top The top position of the display list, in pixels
- * @param right The right position of the display list, in pixels
- * @param bottom The bottom position of the display list, in pixels
- *
- * @see View#setLeft(int)
- * @see View#setTop(int)
- * @see View#setRight(int)
- * @see View#setBottom(int)
- */
- @UnsupportedAppUsage
- public boolean setLeftTopRightBottom(int left, int top, int right, int bottom) {
- return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
- }
-
- /**
- * Offsets the left and right positions for the display list
- *
- * @param offset The amount that the left and right positions of the display
- * list are offset, in pixels
- *
- * @see View#offsetLeftAndRight(int)
- */
- @UnsupportedAppUsage
- public boolean offsetLeftAndRight(int offset) {
- return nOffsetLeftAndRight(mNativeRenderNode, offset);
- }
-
- /**
- * Offsets the top and bottom values for the display list
- *
- * @param offset The amount that the top and bottom positions of the display
- * list are offset, in pixels
- *
- * @see View#offsetTopAndBottom(int)
- */
- public boolean offsetTopAndBottom(int offset) {
- return nOffsetTopAndBottom(mNativeRenderNode, offset);
- }
-
- /**
- * Outputs the display list to the log. This method exists for use by
- * tools to output display lists for selected nodes to the log.
- */
- @UnsupportedAppUsage
- public void output() {
- nOutput(mNativeRenderNode);
- }
-
- /**
- * Gets the size of the DisplayList for debug purposes.
- */
- public int getDebugSize() {
- return nGetDebugSize(mNativeRenderNode);
- }
-
- /**
- * Sets whether or not to allow force dark to apply to this RenderNode.
- *
- * Setting this to false will disable the auto-dark feature on everything this RenderNode
- * draws, including any descendants.
- *
- * Setting this to true will allow this RenderNode to be automatically made dark, however
- * a value of 'true' will not override any 'false' value in its parent chain nor will
- * it prevent any 'false' in any of its children.
- *
- * @param allow Whether or not to allow force dark.
- * @return true If the value has changed, false otherwise.
- */
- public boolean setAllowForceDark(boolean allow) {
- return nSetAllowForceDark(mNativeRenderNode, allow);
- }
-
- /**
- * See {@link #setAllowForceDark(boolean)}
- *
- * @return true if force dark is allowed (default), false if it is disabled
- */
- public boolean getAllowForceDark() {
- return nGetAllowForceDark(mNativeRenderNode);
- }
-
- ///////////////////////////////////////////////////////////////////////////
- // Animations
- ///////////////////////////////////////////////////////////////////////////
-
- /**
- * TODO: Figure out if this can be eliminated/refactored away
- *
- * For now this interface exists to de-couple RenderNode from anything View-specific in a
- * bit of a kludge.
- *
- * @hide */
- interface AnimationHost {
- void registerAnimatingRenderNode(RenderNode animator);
- void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animator);
- boolean isAttached();
- }
-
- /** @hide */
- public void addAnimator(RenderNodeAnimator animator) {
- if (!isAttached()) {
- throw new IllegalStateException("Cannot start this animator on a detached view!");
- }
- nAddAnimator(mNativeRenderNode, animator.getNativeAnimator());
- mAnimationHost.registerAnimatingRenderNode(this);
- }
-
- /** @hide */
- public boolean isAttached() {
- return mAnimationHost != null && mAnimationHost.isAttached();
- }
-
- /** @hide */
- public void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animatorSet) {
- if (!isAttached()) {
- throw new IllegalStateException("Cannot start this animator on a detached view!");
- }
- mAnimationHost.registerVectorDrawableAnimator(animatorSet);
- }
-
- /** @hide */
- public void endAllAnimators() {
- nEndAllAnimators(mNativeRenderNode);
- }
-
- ///////////////////////////////////////////////////////////////////////////
- // Regular JNI methods
- ///////////////////////////////////////////////////////////////////////////
-
- private static native long nCreate(String name);
-
- private static native long nGetNativeFinalizer();
- private static native void nOutput(long renderNode);
- private static native int nGetDebugSize(long renderNode);
- private static native void nRequestPositionUpdates(long renderNode,
- PositionUpdateListener callback);
-
- // Animations
-
- private static native void nAddAnimator(long renderNode, long animatorPtr);
- private static native void nEndAllAnimators(long renderNode);
-
-
- ///////////////////////////////////////////////////////////////////////////
- // @FastNative methods
- ///////////////////////////////////////////////////////////////////////////
-
- @FastNative
- private static native void nSetDisplayList(long renderNode, long newData);
-
-
- ///////////////////////////////////////////////////////////////////////////
- // @CriticalNative methods
- ///////////////////////////////////////////////////////////////////////////
-
- @CriticalNative
- private static native boolean nIsValid(long renderNode);
-
- // Matrix
-
- @CriticalNative
- private static native void nGetTransformMatrix(long renderNode, long nativeMatrix);
- @CriticalNative
- private static native void nGetInverseTransformMatrix(long renderNode, long nativeMatrix);
- @CriticalNative
- private static native boolean nHasIdentityMatrix(long renderNode);
-
- // Properties
-
- @CriticalNative
- private static native boolean nOffsetTopAndBottom(long renderNode, int offset);
- @CriticalNative
- private static native boolean nOffsetLeftAndRight(long renderNode, int offset);
- @CriticalNative
- private static native boolean nSetLeftTopRightBottom(long renderNode, int left, int top,
- int right, int bottom);
- @CriticalNative
- private static native boolean nSetBottom(long renderNode, int bottom);
- @CriticalNative
- private static native boolean nSetRight(long renderNode, int right);
- @CriticalNative
- private static native boolean nSetTop(long renderNode, int top);
- @CriticalNative
- private static native boolean nSetLeft(long renderNode, int left);
- @CriticalNative
- private static native boolean nSetCameraDistance(long renderNode, float distance);
- @CriticalNative
- private static native boolean nSetPivotY(long renderNode, float pivotY);
- @CriticalNative
- private static native boolean nSetPivotX(long renderNode, float pivotX);
- @CriticalNative
- private static native boolean nResetPivot(long renderNode);
- @CriticalNative
- private static native boolean nSetLayerType(long renderNode, int layerType);
- @CriticalNative
- private static native boolean nSetLayerPaint(long renderNode, long paint);
- @CriticalNative
- private static native boolean nSetClipToBounds(long renderNode, boolean clipToBounds);
- @CriticalNative
- private static native boolean nSetClipBounds(long renderNode, int left, int top,
- int right, int bottom);
- @CriticalNative
- private static native boolean nSetClipBoundsEmpty(long renderNode);
- @CriticalNative
- private static native boolean nSetProjectBackwards(long renderNode, boolean shouldProject);
- @CriticalNative
- private static native boolean nSetProjectionReceiver(long renderNode, boolean shouldRecieve);
- @CriticalNative
- private static native boolean nSetOutlineRoundRect(long renderNode, int left, int top,
- int right, int bottom, float radius, float alpha);
- @CriticalNative
- private static native boolean nSetOutlineConvexPath(long renderNode, long nativePath,
- float alpha);
- @CriticalNative
- private static native boolean nSetOutlineEmpty(long renderNode);
- @CriticalNative
- private static native boolean nSetOutlineNone(long renderNode);
- @CriticalNative
- private static native boolean nHasShadow(long renderNode);
- @CriticalNative
- private static native boolean nSetSpotShadowColor(long renderNode, int color);
- @CriticalNative
- private static native boolean nSetAmbientShadowColor(long renderNode, int color);
- @CriticalNative
- private static native int nGetSpotShadowColor(long renderNode);
- @CriticalNative
- private static native int nGetAmbientShadowColor(long renderNode);
- @CriticalNative
- private static native boolean nSetClipToOutline(long renderNode, boolean clipToOutline);
- @CriticalNative
- private static native boolean nSetRevealClip(long renderNode,
- boolean shouldClip, float x, float y, float radius);
- @CriticalNative
- private static native boolean nSetAlpha(long renderNode, float alpha);
- @CriticalNative
- private static native boolean nSetHasOverlappingRendering(long renderNode,
- boolean hasOverlappingRendering);
- @CriticalNative
- private static native void nSetUsageHint(long renderNode, int usageHint);
- @CriticalNative
- private static native boolean nSetElevation(long renderNode, float lift);
- @CriticalNative
- private static native boolean nSetTranslationX(long renderNode, float translationX);
- @CriticalNative
- private static native boolean nSetTranslationY(long renderNode, float translationY);
- @CriticalNative
- private static native boolean nSetTranslationZ(long renderNode, float translationZ);
- @CriticalNative
- private static native boolean nSetRotation(long renderNode, float rotation);
- @CriticalNative
- private static native boolean nSetRotationX(long renderNode, float rotationX);
- @CriticalNative
- private static native boolean nSetRotationY(long renderNode, float rotationY);
- @CriticalNative
- private static native boolean nSetScaleX(long renderNode, float scaleX);
- @CriticalNative
- private static native boolean nSetScaleY(long renderNode, float scaleY);
- @CriticalNative
- private static native boolean nSetStaticMatrix(long renderNode, long nativeMatrix);
- @CriticalNative
- private static native boolean nSetAnimationMatrix(long renderNode, long animationMatrix);
-
- @CriticalNative
- private static native boolean nHasOverlappingRendering(long renderNode);
- @CriticalNative
- private static native boolean nGetClipToOutline(long renderNode);
- @CriticalNative
- private static native float nGetAlpha(long renderNode);
- @CriticalNative
- private static native float nGetCameraDistance(long renderNode);
- @CriticalNative
- private static native float nGetScaleX(long renderNode);
- @CriticalNative
- private static native float nGetScaleY(long renderNode);
- @CriticalNative
- private static native float nGetElevation(long renderNode);
- @CriticalNative
- private static native float nGetTranslationX(long renderNode);
- @CriticalNative
- private static native float nGetTranslationY(long renderNode);
- @CriticalNative
- private static native float nGetTranslationZ(long renderNode);
- @CriticalNative
- private static native float nGetRotation(long renderNode);
- @CriticalNative
- private static native float nGetRotationX(long renderNode);
- @CriticalNative
- private static native float nGetRotationY(long renderNode);
- @CriticalNative
- private static native boolean nIsPivotExplicitlySet(long renderNode);
- @CriticalNative
- private static native float nGetPivotX(long renderNode);
- @CriticalNative
- private static native float nGetPivotY(long renderNode);
- @CriticalNative
- private static native int nGetWidth(long renderNode);
- @CriticalNative
- private static native int nGetHeight(long renderNode);
- @CriticalNative
- private static native boolean nSetAllowForceDark(long renderNode, boolean allowForceDark);
- @CriticalNative
- private static native boolean nGetAllowForceDark(long renderNode);
-}