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+/*
+ * Copyright (C) 2013 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.
+ */
+
+#ifndef ANDROID_HWUI_RENDERER_H
+#define ANDROID_HWUI_RENDERER_H
+
+#include <SkRegion.h>
+
+#include <utils/String8.h>
+
+#include "AssetAtlas.h"
+#include "SkPaint.h"
+
+namespace android {
+
+class Functor;
+struct Res_png_9patch;
+
+namespace uirenderer {
+
+class RenderNode;
+class Layer;
+class Matrix4;
+class SkiaColorFilter;
+class Patch;
+
+enum DrawOpMode {
+ kDrawOpMode_Immediate,
+ kDrawOpMode_Defer,
+ kDrawOpMode_Flush
+};
+
+/**
+ * Hwui's abstract version of Canvas.
+ *
+ * Provides methods for frame state operations, as well as the SkCanvas style transform/clip state,
+ * and varied drawing operations.
+ *
+ * Should at some point interact with native SkCanvas.
+ */
+class ANDROID_API Renderer {
+public:
+ virtual ~Renderer() {}
+
+ /**
+ * Safely retrieves the mode from the specified xfermode. If the specified
+ * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
+ */
+ static inline SkXfermode::Mode getXfermode(SkXfermode* mode) {
+ SkXfermode::Mode resultMode;
+ if (!SkXfermode::AsMode(mode, &resultMode)) {
+ resultMode = SkXfermode::kSrcOver_Mode;
+ }
+ return resultMode;
+ }
+
+// ----------------------------------------------------------------------------
+// Frame state operations
+// ----------------------------------------------------------------------------
+ /**
+ * Sets the dimension of the underlying drawing surface. This method must
+ * be called at least once every time the drawing surface changes size.
+ *
+ * @param width The width in pixels of the underlysing surface
+ * @param height The height in pixels of the underlysing surface
+ */
+ virtual void setViewport(int width, int height) = 0;
+
+ /**
+ * Prepares the renderer to draw a frame. This method must be invoked
+ * at the beginning of each frame. When this method is invoked, the
+ * entire drawing surface is assumed to be redrawn.
+ *
+ * @param opaque If true, the target surface is considered opaque
+ * and will not be cleared. If false, the target surface
+ * will be cleared
+ */
+ virtual status_t prepare(bool opaque) = 0;
+
+ /**
+ * Prepares the renderer to draw a frame. This method must be invoked
+ * at the beginning of each frame. Only the specified rectangle of the
+ * frame is assumed to be dirty. A clip will automatically be set to
+ * the specified rectangle.
+ *
+ * @param left The left coordinate of the dirty rectangle
+ * @param top The top coordinate of the dirty rectangle
+ * @param right The right coordinate of the dirty rectangle
+ * @param bottom The bottom coordinate of the dirty rectangle
+ * @param opaque If true, the target surface is considered opaque
+ * and will not be cleared. If false, the target surface
+ * will be cleared in the specified dirty rectangle
+ */
+ virtual status_t prepareDirty(float left, float top, float right, float bottom,
+ bool opaque) = 0;
+
+ /**
+ * Indicates the end of a frame. This method must be invoked whenever
+ * the caller is done rendering a frame.
+ */
+ virtual void finish() = 0;
+
+// ----------------------------------------------------------------------------
+// Canvas state operations
+// ----------------------------------------------------------------------------
+ // Save (layer)
+ virtual int getSaveCount() const = 0;
+ virtual int save(int flags) = 0;
+ virtual void restore() = 0;
+ virtual void restoreToCount(int saveCount) = 0;
+
+ virtual int saveLayer(float left, float top, float right, float bottom,
+ const SkPaint* paint, int flags) = 0;
+
+ int saveLayerAlpha(float left, float top, float right, float bottom,
+ int alpha, int flags) {
+ SkPaint paint;
+ paint.setAlpha(alpha);
+ return saveLayer(left, top, right, bottom, &paint, flags);
+ }
+
+ // Matrix
+ virtual void getMatrix(SkMatrix* outMatrix) const = 0;
+ virtual void translate(float dx, float dy, float dz = 0.0f) = 0;
+ virtual void rotate(float degrees) = 0;
+ virtual void scale(float sx, float sy) = 0;
+ virtual void skew(float sx, float sy) = 0;
+
+ virtual void setMatrix(const SkMatrix& matrix) = 0;
+ virtual void concatMatrix(const SkMatrix& matrix) = 0;
+
+ // clip
+ virtual const Rect& getLocalClipBounds() const = 0;
+ virtual bool quickRejectConservative(float left, float top,
+ float right, float bottom) const = 0;
+ virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op) = 0;
+ virtual bool clipPath(const SkPath* path, SkRegion::Op op) = 0;
+ virtual bool clipRegion(const SkRegion* region, SkRegion::Op op) = 0;
+
+ // Misc - should be implemented with SkPaint inspection
+ virtual void resetPaintFilter() = 0;
+ virtual void setupPaintFilter(int clearBits, int setBits) = 0;
+
+// ----------------------------------------------------------------------------
+// Canvas draw operations
+// ----------------------------------------------------------------------------
+ virtual status_t drawColor(int color, SkXfermode::Mode mode) = 0;
+
+ // Bitmap-based
+ virtual status_t drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) = 0;
+ virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
+ float srcRight, float srcBottom, float dstLeft, float dstTop,
+ float dstRight, float dstBottom, const SkPaint* paint) = 0;
+ virtual status_t drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) = 0;
+ virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
+ const float* vertices, const int* colors, const SkPaint* paint) = 0;
+ virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
+ float left, float top, float right, float bottom, const SkPaint* paint) = 0;
+
+ // Shapes
+ virtual status_t drawRect(float left, float top, float right, float bottom,
+ const SkPaint* paint) = 0;
+ virtual status_t drawRects(const float* rects, int count, const SkPaint* paint) = 0;
+ virtual status_t drawRoundRect(float left, float top, float right, float bottom,
+ float rx, float ry, const SkPaint* paint) = 0;
+ virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint) = 0;
+ virtual status_t drawOval(float left, float top, float right, float bottom,
+ const SkPaint* paint) = 0;
+ virtual status_t drawArc(float left, float top, float right, float bottom,
+ float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint) = 0;
+ virtual status_t drawPath(const SkPath* path, const SkPaint* paint) = 0;
+ virtual status_t drawLines(const float* points, int count, const SkPaint* paint) = 0;
+ virtual status_t drawPoints(const float* points, int count, const SkPaint* paint) = 0;
+
+ // Text
+ virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
+ const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
+ DrawOpMode drawOpMode = kDrawOpMode_Immediate) = 0;
+ virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
+ float hOffset, float vOffset, const SkPaint* paint) = 0;
+ virtual status_t drawPosText(const char* text, int bytesCount, int count,
+ const float* positions, const SkPaint* paint) = 0;
+
+// ----------------------------------------------------------------------------
+// Canvas draw operations - special
+// ----------------------------------------------------------------------------
+ virtual status_t drawLayer(Layer* layer, float x, float y) = 0;
+ virtual status_t drawRenderNode(RenderNode* renderNode, Rect& dirty,
+ int32_t replayFlags) = 0;
+
+ // TODO: rename for consistency
+ virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty) = 0;
+}; // class Renderer
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_RENDERER_H