/* * 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.graphics.Matrix; import android.graphics.Outline; /** *

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 HardwareCanvas}. Replaying the operations from a display list avoids * executing application code on every frame, and is thus much more efficient.

* *

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.

* *

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.

* *

Hardware acceleration

*

Display lists can only be replayed using a {@link HardwareCanvas}. 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()}.

* *

Creating a display list

*
 *     HardwareRenderer renderer = myView.getHardwareRenderer();
 *     if (renderer != null) {
 *         DisplayList displayList = renderer.createDisplayList();
 *         HardwareCanvas canvas = displayList.start(width, height);
 *         try {
 *             // Draw onto the canvas
 *             // For instance: canvas.drawBitmap(...);
 *         } finally {
 *             displayList.end();
 *         }
 *     }
 * 
* *

Rendering a display list on a View

*
 *     protected void onDraw(Canvas canvas) {
 *         if (canvas.isHardwareAccelerated()) {
 *             HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas;
 *             hardwareCanvas.drawDisplayList(mDisplayList);
 *         }
 *     }
 * 
* *

Releasing resources

*

This step is not mandatory but recommended if you want to release resources * held by a display list as soon as possible.

*
 *     // Mark this display list invalid, it cannot be used for drawing anymore,
 *     // and release resources held by this display list
 *     displayList.clear();
 * 
* *

Properties

*

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 * drawBitmap() calls.

* *
 *     private void createDisplayList() {
 *         mDisplayList = DisplayList.create("MyDisplayList");
 *         HardwareCanvas 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()) {
 *             HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas;
 *             hardwareCanvas.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();
 *     }
 * 
* *

Threading

*

Display lists must be created on and manipulated from the UI thread only.

* * @hide */ public class RenderNode { /** * Flag used when calling * {@link HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)} * When this flag is set, draw operations lying outside of the bounds of the * display list will be culled early. It is recommeneded to always set this * flag. * * @hide */ public static final int FLAG_CLIP_CHILDREN = 0x1; // NOTE: The STATUS_* values *must* match the enum in DrawGlInfo.h /** * Indicates that the display list is done drawing. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * * @hide */ public static final int STATUS_DONE = 0x0; /** * Indicates that the display list needs another drawing pass. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * * @hide */ public static final int STATUS_DRAW = 0x1; /** * Indicates that the display list needs to re-execute its GL functors. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * @see HardwareCanvas#callDrawGLFunction(long) * * @hide */ public static final int STATUS_INVOKE = 0x2; /** * Indicates that the display list performed GL drawing operations. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * * @hide */ public static final int STATUS_DREW = 0x4; private boolean mValid; private final long mNativeDisplayList; private HardwareRenderer mRenderer; private RenderNode(String name) { mNativeDisplayList = nCreate(); nSetDisplayListName(mNativeDisplayList, name); } /** * Creates a new display list that can be used to record batches of * drawing operations. * * @param name The name of the display list, used for debugging purpose. May be null. * * @return A new display list. * * @hide */ public static RenderNode create(String name) { return new RenderNode(name); } /** * Starts recording the display list. All operations performed on the * returned canvas are recorded and stored in this display list. * * Calling this method will mark the display list invalid until * {@link #end()} is called. Only valid display lists can be replayed. * * @param width The width of the display list's viewport * @param height The height of the display list's viewport * * @return A canvas to record drawing operations. * * @see #end() * @see #isValid() */ public HardwareCanvas start(int width, int height) { HardwareCanvas canvas = GLES20RecordingCanvas.obtain(); canvas.setViewport(width, height); // The dirty rect should always be null for a display list canvas.onPreDraw(null); return canvas; } /** * 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() */ public void end(HardwareRenderer renderer, HardwareCanvas endCanvas) { if (!(endCanvas instanceof GLES20RecordingCanvas)) { throw new IllegalArgumentException("Passed an invalid canvas to end!"); } GLES20RecordingCanvas canvas = (GLES20RecordingCanvas) endCanvas; canvas.onPostDraw(); long displayListData = canvas.finishRecording(); if (renderer != mRenderer) { // If we are changing renderers first destroy with the old // renderer, then set with the new one destroyDisplayListData(); } mRenderer = renderer; setDisplayListData(displayListData); canvas.recycle(); mValid = true; } /** * 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. * * @hide */ public void destroyDisplayListData() { if (!mValid) return; setDisplayListData(0); mRenderer = null; mValid = false; } private void setDisplayListData(long newData) { if (mRenderer != null) { mRenderer.setDisplayListData(mNativeDisplayList, newData); } else { throw new IllegalStateException("Trying to set data without a renderer! data=" + newData); } } /** * Returns whether the display list 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. */ public boolean isValid() { return mValid; } long getNativeDisplayList() { if (!mValid) { throw new IllegalStateException("The display list is not valid."); } return mNativeDisplayList; } /////////////////////////////////////////////////////////////////////////// // DisplayList Property Setters /////////////////////////////////////////////////////////////////////////// /** * Set the caching property on the display list, which indicates whether the display list * holds a layer. Layer display lists should avoid creating an alpha layer, since alpha is * handled in the drawLayer operation directly (and more efficiently). * * @param caching true if the display list represents a hardware layer, false otherwise. * * @hide */ public void setCaching(boolean caching) { nSetCaching(mNativeDisplayList, caching); } /** * Set whether the display list 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 */ public void setClipToBounds(boolean clipToBounds) { nSetClipToBounds(mNativeDisplayList, clipToBounds); } /** * Sets whether the display list should be drawn immediately after the * closest ancestor display list where isolateZVolume is true. If the * display list itself satisfies this constraint, changing this attribute * has no effect on drawing order. * * @param shouldProject true if the display list should be projected onto a * containing volume. */ public void setProjectBackwards(boolean shouldProject) { nSetProjectBackwards(mNativeDisplayList, 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 void setProjectionReceiver(boolean shouldRecieve) { nSetProjectionReceiver(mNativeDisplayList, 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 void setOutline(Outline outline) { if (outline == null) { nSetOutlineEmpty(mNativeDisplayList); } else if (!outline.isValid()) { throw new IllegalArgumentException("Outline must be valid"); } else if (outline.mRect != null) { nSetOutlineRoundRect(mNativeDisplayList, outline.mRect.left, outline.mRect.top, outline.mRect.right, outline.mRect.bottom, outline.mRadius); } else if (outline.mPath != null) { nSetOutlineConvexPath(mNativeDisplayList, outline.mPath.mNativePath); } } /** * Enables or disables clipping to the outline. * * @param clipToOutline true if clipping to the outline. */ public void setClipToOutline(boolean clipToOutline) { nSetClipToOutline(mNativeDisplayList, clipToOutline); } /** * Controls the RenderNode's circular reveal clip. */ public void setRevealClip(boolean shouldClip, boolean inverseClip, float x, float y, float radius) { nSetRevealClip(mNativeDisplayList, shouldClip, inverseClip, 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 * * @see #getMatrix(android.graphics.Matrix) * @see #getMatrix() */ public void setStaticMatrix(Matrix matrix) { nSetStaticMatrix(mNativeDisplayList, 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 null * for the matrix parameter. * * @param matrix The matrix, null indicates that the matrix should be cleared. * * @hide */ public void setAnimationMatrix(Matrix matrix) { nSetAnimationMatrix(mNativeDisplayList, (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 void setAlpha(float alpha) { nSetAlpha(mNativeDisplayList, 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(mNativeDisplayList); } /** * 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() */ public void setHasOverlappingRendering(boolean hasOverlappingRendering) { nSetHasOverlappingRendering(mNativeDisplayList, hasOverlappingRendering); } /** * 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() { //noinspection SimplifiableIfStatement return nHasOverlappingRendering(mNativeDisplayList); } /** * 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 void setTranslationX(float translationX) { nSetTranslationX(mNativeDisplayList, translationX); } /** * Returns the translation value for this display list on the X axis, in pixels. * * @see #setTranslationX(float) */ public float getTranslationX() { return nGetTranslationX(mNativeDisplayList); } /** * 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 void setTranslationY(float translationY) { nSetTranslationY(mNativeDisplayList, translationY); } /** * Returns the translation value for this display list on the Y axis, in pixels. * * @see #setTranslationY(float) */ public float getTranslationY() { return nGetTranslationY(mNativeDisplayList); } /** * Sets the translation value for the display list on the Z axis. * * @see View#setTranslationZ(float) * @see #getTranslationZ() */ public void setTranslationZ(float translationZ) { nSetTranslationZ(mNativeDisplayList, translationZ); } /** * Returns the translation value for this display list on the Z axis. * * @see #setTranslationZ(float) */ public float getTranslationZ() { return nGetTranslationZ(mNativeDisplayList); } /** * 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 void setRotation(float rotation) { nSetRotation(mNativeDisplayList, rotation); } /** * Returns the rotation value for this display list around the Z axis, in degrees. * * @see #setRotation(float) */ public float getRotation() { return nGetRotation(mNativeDisplayList); } /** * 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 void setRotationX(float rotationX) { nSetRotationX(mNativeDisplayList, rotationX); } /** * Returns the rotation value for this display list around the X axis, in degrees. * * @see #setRotationX(float) */ public float getRotationX() { return nGetRotationX(mNativeDisplayList); } /** * 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 void setRotationY(float rotationY) { nSetRotationY(mNativeDisplayList, rotationY); } /** * Returns the rotation value for this display list around the Y axis, in degrees. * * @see #setRotationY(float) */ public float getRotationY() { return nGetRotationY(mNativeDisplayList); } /** * 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 void setScaleX(float scaleX) { nSetScaleX(mNativeDisplayList, scaleX); } /** * Returns the scale value for this display list on the X axis. * * @see #setScaleX(float) */ public float getScaleX() { return nGetScaleX(mNativeDisplayList); } /** * 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 void setScaleY(float scaleY) { nSetScaleY(mNativeDisplayList, scaleY); } /** * Returns the scale value for this display list on the Y axis. * * @see #setScaleY(float) */ public float getScaleY() { return nGetScaleY(mNativeDisplayList); } /** * Sets all of the transform-related values of the display list * * @param alpha The alpha value of the display list * @param translationX The translationX value of the display list * @param translationY The translationY value of the display list * @param rotation The rotation value of the display list * @param rotationX The rotationX value of the display list * @param rotationY The rotationY value of the display list * @param scaleX The scaleX value of the display list * @param scaleY The scaleY value of the display list * * @hide */ public void setTransformationInfo(float alpha, float translationX, float translationY, float translationZ, float rotation, float rotationX, float rotationY, float scaleX, float scaleY) { nSetTransformationInfo(mNativeDisplayList, alpha, translationX, translationY, translationZ, rotation, rotationX, rotationY, scaleX, scaleY); } /** * 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 void setPivotX(float pivotX) { nSetPivotX(mNativeDisplayList, pivotX); } /** * Returns the pivot value for this display list on the X axis, in pixels. * * @see #setPivotX(float) */ public float getPivotX() { return nGetPivotX(mNativeDisplayList); } /** * 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 void setPivotY(float pivotY) { nSetPivotY(mNativeDisplayList, pivotY); } /** * Returns the pivot value for this display list on the Y axis, in pixels. * * @see #setPivotY(float) */ public float getPivotY() { return nGetPivotY(mNativeDisplayList); } /** * 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 void setCameraDistance(float distance) { nSetCameraDistance(mNativeDisplayList, distance); } /** * Returns the distance in Z of the camera of the display list. * * @see #setCameraDistance(float) */ public float getCameraDistance() { return nGetCameraDistance(mNativeDisplayList); } /** * Sets the left position for the display list. * * @param left The left position, in pixels, of the display list * * @see View#setLeft(int) * @see #getLeft() */ public void setLeft(int left) { nSetLeft(mNativeDisplayList, left); } /** * Returns the left position for the display list in pixels. * * @see #setLeft(int) */ public float getLeft() { return nGetLeft(mNativeDisplayList); } /** * Sets the top position for the display list. * * @param top The top position, in pixels, of the display list * * @see View#setTop(int) * @see #getTop() */ public void setTop(int top) { nSetTop(mNativeDisplayList, top); } /** * Returns the top position for the display list in pixels. * * @see #setTop(int) */ public float getTop() { return nGetTop(mNativeDisplayList); } /** * Sets the right position for the display list. * * @param right The right position, in pixels, of the display list * * @see View#setRight(int) * @see #getRight() */ public void setRight(int right) { nSetRight(mNativeDisplayList, right); } /** * Returns the right position for the display list in pixels. * * @see #setRight(int) */ public float getRight() { return nGetRight(mNativeDisplayList); } /** * Sets the bottom position for the display list. * * @param bottom The bottom position, in pixels, of the display list * * @see View#setBottom(int) * @see #getBottom() */ public void setBottom(int bottom) { nSetBottom(mNativeDisplayList, bottom); } /** * Returns the bottom position for the display list in pixels. * * @see #setBottom(int) */ public float getBottom() { return nGetBottom(mNativeDisplayList); } /** * 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) */ public void setLeftTopRightBottom(int left, int top, int right, int bottom) { nSetLeftTopRightBottom(mNativeDisplayList, 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) */ public void offsetLeftAndRight(float offset) { nOffsetLeftAndRight(mNativeDisplayList, 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 void offsetTopAndBottom(float offset) { nOffsetTopAndBottom(mNativeDisplayList, 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. * * @hide */ public void output() { nOutput(mNativeDisplayList); } /////////////////////////////////////////////////////////////////////////// // Native methods /////////////////////////////////////////////////////////////////////////// private static native long nCreate(); private static native void nDestroyDisplayList(long displayList); private static native void nSetDisplayListName(long displayList, String name); // Properties private static native void nOffsetTopAndBottom(long displayList, float offset); private static native void nOffsetLeftAndRight(long displayList, float offset); private static native void nSetLeftTopRightBottom(long displayList, int left, int top, int right, int bottom); private static native void nSetBottom(long displayList, int bottom); private static native void nSetRight(long displayList, int right); private static native void nSetTop(long displayList, int top); private static native void nSetLeft(long displayList, int left); private static native void nSetCameraDistance(long displayList, float distance); private static native void nSetPivotY(long displayList, float pivotY); private static native void nSetPivotX(long displayList, float pivotX); private static native void nSetCaching(long displayList, boolean caching); private static native void nSetClipToBounds(long displayList, boolean clipToBounds); private static native void nSetProjectBackwards(long displayList, boolean shouldProject); private static native void nSetProjectionReceiver(long displayList, boolean shouldRecieve); private static native void nSetOutlineRoundRect(long displayList, int left, int top, int right, int bottom, float radius); private static native void nSetOutlineConvexPath(long displayList, long nativePath); private static native void nSetOutlineEmpty(long displayList); private static native void nSetClipToOutline(long displayList, boolean clipToOutline); private static native void nSetRevealClip(long displayList, boolean shouldClip, boolean inverseClip, float x, float y, float radius); private static native void nSetAlpha(long displayList, float alpha); private static native void nSetHasOverlappingRendering(long displayList, boolean hasOverlappingRendering); private static native void nSetTranslationX(long displayList, float translationX); private static native void nSetTranslationY(long displayList, float translationY); private static native void nSetTranslationZ(long displayList, float translationZ); private static native void nSetRotation(long displayList, float rotation); private static native void nSetRotationX(long displayList, float rotationX); private static native void nSetRotationY(long displayList, float rotationY); private static native void nSetScaleX(long displayList, float scaleX); private static native void nSetScaleY(long displayList, float scaleY); private static native void nSetTransformationInfo(long displayList, float alpha, float translationX, float translationY, float translationZ, float rotation, float rotationX, float rotationY, float scaleX, float scaleY); private static native void nSetStaticMatrix(long displayList, long nativeMatrix); private static native void nSetAnimationMatrix(long displayList, long animationMatrix); private static native boolean nHasOverlappingRendering(long displayList); private static native float nGetAlpha(long displayList); private static native float nGetLeft(long displayList); private static native float nGetTop(long displayList); private static native float nGetRight(long displayList); private static native float nGetBottom(long displayList); private static native float nGetCameraDistance(long displayList); private static native float nGetScaleX(long displayList); private static native float nGetScaleY(long displayList); private static native float nGetTranslationX(long displayList); private static native float nGetTranslationY(long displayList); private static native float nGetTranslationZ(long displayList); private static native float nGetRotation(long displayList); private static native float nGetRotationX(long displayList); private static native float nGetRotationY(long displayList); private static native float nGetPivotX(long displayList); private static native float nGetPivotY(long displayList); private static native void nOutput(long displayList); /////////////////////////////////////////////////////////////////////////// // Finalization /////////////////////////////////////////////////////////////////////////// @Override protected void finalize() throws Throwable { try { destroyDisplayListData(); nDestroyDisplayList(mNativeDisplayList); } finally { super.finalize(); } } }