/* * 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.NonNull; 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.
* *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()}.
* ** 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(); * } * } ** *
* protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas; * hardwareCanvas.drawDisplayList(mDisplayList); * } * } ** *
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(); ** *
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(); * } ** *
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 mNativeRenderNode; private RenderNode(String name) { mNativeRenderNode = nCreate(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 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(HardwareCanvas)} 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(HardwareCanvas) * @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(HardwareCanvas endCanvas) { if (!(endCanvas instanceof GLES20RecordingCanvas)) { throw new IllegalArgumentException("Passed an invalid canvas to end!"); } GLES20RecordingCanvas canvas = (GLES20RecordingCanvas) endCanvas; canvas.onPostDraw(); long renderNodeData = canvas.finishRecording(); nSetDisplayListData(mNativeRenderNode, renderNodeData); 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; nSetDisplayListData(mNativeRenderNode, 0); mValid = false; } /** * 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. */ public boolean isValid() { return mValid; } long getNativeDisplayList() { if (!mValid) { throw new IllegalStateException("The display list is not valid."); } return 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 /////////////////////////////////////////////////////////////////////////// /** * 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(mNativeRenderNode, caching); } /** * 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 */ public void setClipToBounds(boolean clipToBounds) { 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. */ public void setProjectBackwards(boolean shouldProject) { 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 void setProjectionReceiver(boolean shouldRecieve) { 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 void setOutline(Outline outline) { if (outline == null) { nSetOutlineEmpty(mNativeRenderNode); } else if (!outline.isValid()) { throw new IllegalArgumentException("Outline must be valid"); } else if (outline.mRect != null) { nSetOutlineRoundRect(mNativeRenderNode, outline.mRect.left, outline.mRect.top, outline.mRect.right, outline.mRect.bottom, outline.mRadius); } else if (outline.mPath != null) { nSetOutlineConvexPath(mNativeRenderNode, outline.mPath.mNativePath); } } /** * Enables or disables clipping to the outline. * * @param clipToOutline true if clipping to the outline. */ public void setClipToOutline(boolean clipToOutline) { nSetClipToOutline(mNativeRenderNode, clipToOutline); } /** * Controls the RenderNode's circular reveal clip. */ public void setRevealClip(boolean shouldClip, boolean inverseClip, float x, float y, float radius) { nSetRevealClip(mNativeRenderNode, 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 */ public void setStaticMatrix(Matrix matrix) { 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 sendingnull
* for the matrix parameter.
*
* @param matrix The matrix, null indicates that the matrix should be cleared.
*
* @hide
*/
public void setAnimationMatrix(Matrix matrix) {
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 void setAlpha(float alpha) {
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()
*/
public void setHasOverlappingRendering(boolean hasOverlappingRendering) {
nSetHasOverlappingRendering(mNativeRenderNode, 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(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 void setTranslationX(float translationX) {
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 void setTranslationY(float translationY) {
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 void setTranslationZ(float translationZ) {
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 void setRotation(float rotation) {
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 void setRotationX(float rotationX) {
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 void setRotationY(float rotationY) {
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 void setScaleX(float scaleX) {
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 void setScaleY(float scaleY) {
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 void setPivotX(float pivotX) {
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 void setPivotY(float pivotY) {
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);
}
/**
* 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(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)
* @see #getLeft()
*/
public void setLeft(int left) {
nSetLeft(mNativeRenderNode, left);
}
/**
* Returns the left position for the display list in pixels.
*
* @see #setLeft(int)
*/
public float getLeft() {
return nGetLeft(mNativeRenderNode);
}
/**
* 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(mNativeRenderNode, top);
}
/**
* Returns the top position for the display list in pixels.
*
* @see #setTop(int)
*/
public float getTop() {
return nGetTop(mNativeRenderNode);
}
/**
* 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(mNativeRenderNode, right);
}
/**
* Returns the right position for the display list in pixels.
*
* @see #setRight(int)
*/
public float getRight() {
return nGetRight(mNativeRenderNode);
}
/**
* 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(mNativeRenderNode, bottom);
}
/**
* Returns the bottom position for the display list in pixels.
*
* @see #setBottom(int)
*/
public float getBottom() {
return nGetBottom(mNativeRenderNode);
}
/**
* 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(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)
*/
public void offsetLeftAndRight(float offset) {
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 void offsetTopAndBottom(float offset) {
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.
*
* @hide
*/
public void output() {
nOutput(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Native methods
///////////////////////////////////////////////////////////////////////////
private static native long nCreate(String name);
private static native void nDestroyRenderNode(long renderNode);
private static native void nSetDisplayListData(long renderNode, long newData);
// Matrix
private static native void nGetTransformMatrix(long renderNode, long nativeMatrix);
private static native void nGetInverseTransformMatrix(long renderNode, long nativeMatrix);
private static native boolean nHasIdentityMatrix(long renderNode);
// Properties
private static native void nOffsetTopAndBottom(long renderNode, float offset);
private static native void nOffsetLeftAndRight(long renderNode, float offset);
private static native void nSetLeftTopRightBottom(long renderNode, int left, int top,
int right, int bottom);
private static native void nSetBottom(long renderNode, int bottom);
private static native void nSetRight(long renderNode, int right);
private static native void nSetTop(long renderNode, int top);
private static native void nSetLeft(long renderNode, int left);
private static native void nSetCameraDistance(long renderNode, float distance);
private static native void nSetPivotY(long renderNode, float pivotY);
private static native void nSetPivotX(long renderNode, float pivotX);
private static native void nSetCaching(long renderNode, boolean caching);
private static native void nSetClipToBounds(long renderNode, boolean clipToBounds);
private static native void nSetProjectBackwards(long renderNode, boolean shouldProject);
private static native void nSetProjectionReceiver(long renderNode, boolean shouldRecieve);
private static native void nSetOutlineRoundRect(long renderNode, int left, int top,
int right, int bottom, float radius);
private static native void nSetOutlineConvexPath(long renderNode, long nativePath);
private static native void nSetOutlineEmpty(long renderNode);
private static native void nSetClipToOutline(long renderNode, boolean clipToOutline);
private static native void nSetRevealClip(long renderNode,
boolean shouldClip, boolean inverseClip, float x, float y, float radius);
private static native void nSetAlpha(long renderNode, float alpha);
private static native void nSetHasOverlappingRendering(long renderNode,
boolean hasOverlappingRendering);
private static native void nSetTranslationX(long renderNode, float translationX);
private static native void nSetTranslationY(long renderNode, float translationY);
private static native void nSetTranslationZ(long renderNode, float translationZ);
private static native void nSetRotation(long renderNode, float rotation);
private static native void nSetRotationX(long renderNode, float rotationX);
private static native void nSetRotationY(long renderNode, float rotationY);
private static native void nSetScaleX(long renderNode, float scaleX);
private static native void nSetScaleY(long renderNode, float scaleY);
private static native void nSetStaticMatrix(long renderNode, long nativeMatrix);
private static native void nSetAnimationMatrix(long renderNode, long animationMatrix);
private static native boolean nHasOverlappingRendering(long renderNode);
private static native float nGetAlpha(long renderNode);
private static native float nGetLeft(long renderNode);
private static native float nGetTop(long renderNode);
private static native float nGetRight(long renderNode);
private static native float nGetBottom(long renderNode);
private static native float nGetCameraDistance(long renderNode);
private static native float nGetScaleX(long renderNode);
private static native float nGetScaleY(long renderNode);
private static native float nGetTranslationX(long renderNode);
private static native float nGetTranslationY(long renderNode);
private static native float nGetTranslationZ(long renderNode);
private static native float nGetRotation(long renderNode);
private static native float nGetRotationX(long renderNode);
private static native float nGetRotationY(long renderNode);
private static native boolean nIsPivotExplicitlySet(long renderNode);
private static native float nGetPivotX(long renderNode);
private static native float nGetPivotY(long renderNode);
private static native void nOutput(long renderNode);
///////////////////////////////////////////////////////////////////////////
// Finalization
///////////////////////////////////////////////////////////////////////////
@Override
protected void finalize() throws Throwable {
try {
nDestroyRenderNode(mNativeRenderNode);
} finally {
super.finalize();
}
}
}