/* * 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 #include #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 SkiaShader; 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() {} /** * Indicates whether this renderer is recording drawing commands for later playback. * If this method returns true, the drawing commands are deferred. */ virtual bool isRecording() const { return false; } /** * 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; /** * This method must be invoked before handing control over to a draw functor. * See callDrawGLFunction() for instance. * * This command must not be recorded inside display lists. */ virtual void interrupt() = 0; /** * This method must be invoked after getting control back from a draw functor. * * This command must not be recorded inside display lists. */ virtual void resume() = 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& getClipBounds() 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 resetShader() = 0; virtual void setupShader(SkiaShader* shader) = 0; virtual void resetShadow() = 0; virtual void setupShadow(float radius, float dx, float dy, int color) = 0; 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, float left, float top, const SkPaint* paint) = 0; virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, 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, float left, float top, 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 drawDisplayList(RenderNode* displayList, 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