/* * 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.graphics; import android.annotation.BytesLong; import android.annotation.ColorInt; import android.annotation.FloatRange; import android.annotation.IntDef; import android.annotation.NonNull; import android.annotation.Nullable; import android.graphics.animation.RenderNodeAnimator; import android.view.NativeVectorDrawableAnimator; import android.view.Surface; import android.view.View; import com.android.internal.util.ArrayUtils; import dalvik.annotation.optimization.CriticalNative; import libcore.util.NativeAllocationRegistry; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.lang.ref.WeakReference; /** *
RenderNode is used to build hardware accelerated rendering hierarchies. Each RenderNode * contains both a display list as well as a set of properties that affect the rendering of the * display list. RenderNodes are used internally for all Views by default and are not typically * used directly.
* *RenderNodes are used to divide up the rendering content of a complex scene into smaller * pieces that can then be updated individually more cheaply. Updating part of the scene only needs * to update the display list or properties of a small number of RenderNode instead of redrawing * everything from scratch. A RenderNode only needs its display list re-recorded when its content * alone should be changed. RenderNodes can also be transformed without re-recording the display * list through the transform properties.
* *A text editor might for instance store each paragraph into its own RenderNode. * Thus when the user inserts or removes characters, only the display list of the * affected paragraph needs to be recorded again.
* *RenderNodes can be drawn using a {@link RecordingCanvas}. 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()}.
* ** RenderNode renderNode = new RenderNode("myRenderNode"); * renderNode.setPosition(0, 0, 50, 50); // Set the size to 50x50 * RecordingCanvas canvas = renderNode.beginRecording(); * try { * // Draw with the canvas * canvas.drawRect(...); * } finally { * renderNode.endRecording(); * }* *
* protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * // Check that the RenderNode has a display list, re-recording it if it does not. * if (!myRenderNode.hasDisplayList()) { * updateDisplayList(myRenderNode); * } * // Draw the RenderNode into this canvas. * canvas.drawRenderNode(myRenderNode); * } * }* *
This step is not mandatory but recommended if you want to release resources * held by a display list as soon as possible. Most significantly any bitmaps it may contain.
** // Discards the display list content allowing for any held resources to be released. * // After calling this * renderNode.discardDisplayList();* * *
In addition, a RenderNode offers several properties, such as
* {@link #setScaleX(float)} or {@link #setTranslationX(float)}, 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
* canvas.drawBitmap()
calls.
* private void createDisplayList() { * mRenderNode = new RenderNode("MyRenderNode"); * mRenderNode.setPosition(0, 0, width, height); * RecordingCanvas canvas = mRenderNode.beginRecording(); * try { * for (Bitmap b : mBitmaps) { * canvas.drawBitmap(b, 0.0f, 0.0f, null); * canvas.translate(0.0f, b.getHeight()); * } * } finally { * mRenderNode.endRecording(); * } * } * * protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) * canvas.drawRenderNode(mRenderNode); * } * } * * 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 * mRenderNode.offsetLeftAndRight(x); * invalidate(); * }* *
A few of the properties may at first appear redundant, such as {@link #setElevation(float)} * and {@link #setTranslationZ(float)}. The reason for these duplicates are to allow for a * separation between static & transient usages. For example consider a button that raises from 2dp * to 8dp when pressed. To achieve that an application may decide to setElevation(2dip), and then * on press to animate setTranslationZ to 6dip. Combined this achieves the final desired 8dip * value, but the animation need only concern itself with animating the lift from press without * needing to know the initial starting value. {@link #setTranslationX(float)} and * {@link #setTranslationY(float)} are similarly provided for animation uses despite the functional * overlap with {@link #setPosition(Rect)}. * *
The RenderNode's transform matrix is computed at render time as follows: *
* Matrix transform = new Matrix(); * transform.setTranslate(renderNode.getTranslationX(), renderNode.getTranslationY()); * transform.preRotate(renderNode.getRotationZ(), * renderNode.getPivotX(), renderNode.getPivotY()); * transform.preScale(renderNode.getScaleX(), renderNode.getScaleY(), * renderNode.getPivotX(), renderNode.getPivotY());* The current canvas transform matrix, which is translated to the RenderNode's position, * is then multiplied by the RenderNode's transform matrix. Therefore the ordering of calling * property setters does not affect the result. That is to say that: * *
* renderNode.setTranslationX(100); * renderNode.setScaleX(100);* * is equivalent to: * *
* renderNode.setScaleX(100); * renderNode.setTranslationX(100);* *
RenderNode may be created and used on any thread but they are not thread-safe. Only * a single thread may interact with a RenderNode at any given time. It is critical * that the RenderNode is only used on the same thread it is drawn with. For example when using * RenderNode with a custom View, then that RenderNode must only be used from the UI thread.
* *Many of the RenderNode mutation methods, such as {@link #setTranslationX(float)}, return * a boolean indicating if the value actually changed or not. This is useful in detecting * if a new frame should be rendered or not. A typical usage would look like: *
* public void translateTo(int x, int y) { * boolean needsUpdate = myRenderNode.setTranslationX(x); * needsUpdate |= myRenderNode.setTranslationY(y); * if (needsUpdate) { * myOwningView.invalidate(); * } * }* This is marginally faster than doing a more explicit up-front check if the value changed by * comparing the desired value against {@link #getTranslationX()} as it minimizes JNI transitions. * The actual mechanism of requesting a new frame to be rendered will depend on how this * RenderNode is being drawn. If it's drawn to a containing View, as in the above snippet, * then simply invalidating that View works. If instead the RenderNode is being drawn to a Canvas * directly such as with {@link Surface#lockHardwareCanvas()} then a new frame needs to be drawn * by calling {@link Surface#lockHardwareCanvas()}, re-drawing the root RenderNode or whatever * top-level content is desired, and finally calling {@link Surface#unlockCanvasAndPost(Canvas)}. * */ public final class RenderNode { // Use a Holder to allow static initialization in the boot image. private static class NoImagePreloadHolder { public static final NativeAllocationRegistry sRegistry = NativeAllocationRegistry.createMalloced( RenderNode.class.getClassLoader(), nGetNativeFinalizer()); } /** * Not for general use; use only if you are ThreadedRenderer or RecordingCanvas. * * @hide */ public final long mNativeRenderNode; private final AnimationHost mAnimationHost; private RecordingCanvas mCurrentRecordingCanvas; // Will be null if not currently registered @Nullable private CompositePositionUpdateListener mCompositePositionUpdateListener; /** * 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. */ public RenderNode(@Nullable String name) { this(name, null); } 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; } /** @hide */ 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 * * @hide */ 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 */ public 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 by a Rendering Worker thread to update window position; includes * the local rect that represents the clipped area of the RenderNode's bounds. * * @hide */ default void positionChanged(long frameNumber, int left, int top, int right, int bottom, int clipLeft, int clipTop, int clipRight, int clipBottom) { positionChanged(frameNumber, left, top, right, bottom); } /** * Called by JNI * * @hide */ static boolean callPositionChanged(WeakReference
The usage of this is instead to allow for either overriding of the internal behavior * if it's measured to be necessary for the particular rendering content in question or, more * usefully, to add a composition effect to the RenderNode via the optional paint parameter. * *
Note: When a RenderNode is using a compositing layer it will also result in * clipToBounds=true behavior. * * @param forceToLayer if true this forces the RenderNode to use an intermediate buffer. * Default & generally recommended value is false. * @param paint The blend mode, alpha, and ColorFilter to apply to the compositing layer. * Only applies if forceToLayer is true. The paint's alpha is multiplied * with {@link #getAlpha()} to resolve the final alpha of the RenderNode. * If null then no additional composition effects are applied on top of the * composition layer. * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setUseCompositingLayer(boolean forceToLayer, @Nullable Paint paint) { boolean didChange = nSetLayerType(mNativeRenderNode, forceToLayer ? 2 : 0); didChange |= nSetLayerPaint(mNativeRenderNode, paint != null ? paint.getNativeInstance() : 0); return didChange; } /** * Gets whether or not a compositing layer is forced to be used. The default & recommended * is false, as it is typically faster to avoid using compositing layers. * See {@link #setUseCompositingLayer(boolean, Paint)}. * * @return true if a compositing layer is forced, false otherwise */ public boolean getUseCompositingLayer() { return nGetLayerType(mNativeRenderNode) != 0; } /** * Sets an additional clip on the RenderNode. If null, the extra clip is removed from the * RenderNode. If non-null, the RenderNode will be clipped to this rect. In addition if * {@link #setClipToBounds(boolean)} is true, then the RenderNode will be clipped to the * intersection of this rectangle and the bounds of the render node, which is set with * {@link #setPosition(Rect)}. * *
This is equivalent to do a {@link Canvas#clipRect(Rect)} at the start of this * RenderNode's display list. However, as this is a property of the RenderNode instead * of part of the display list it can be more easily animated for transient additional * clipping. An example usage of this would be the {@link android.transition.ChangeBounds} * transition animation with the resizeClip=true option. * * @param rect the bounds to clip to. If null, the additional clip is removed. * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setClipRect(@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 defaults to true, * and is useful to the renderer in enable quick-rejection of chunks of the tree as well as * better partial invalidation support. Clipping can be further restricted or controlled * through the combination of this property as well as {@link #setClipRect(Rect)}, which * allows for a different clipping rectangle to be used in addition to or instead of the * {@link #setPosition(int, int, int, int)} or the RenderNode. * * @param clipToBounds true if the display list should clip to its bounds, false otherwise. * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setClipToBounds(boolean clipToBounds) { return nSetClipToBounds(mNativeRenderNode, clipToBounds); } /** * Returns whether or not the RenderNode is clipping to its bounds. See * {@link #setClipToBounds(boolean)} and {@link #setPosition(int, int, int, int)} * * @return true if the render node clips to its bounds, false otherwise. */ public boolean getClipToBounds() { return nGetClipToBounds(mNativeRenderNode); } /** *
Sets whether the RenderNode should be drawn immediately after the * closest ancestor RenderNode containing a projection receiver. * *
The default is false, and the rendering of this node happens in the typical draw order. * *
If true, then at rendering time this rendernode will not be drawn in order with the * {@link Canvas#drawRenderNode(RenderNode)} command that drew this RenderNode, but instead * it will be re-positioned in the RenderNode tree to be drawn on the closet ancestor with a * child rendernode that has {@link #setProjectionReceiver(boolean)} as true. * *
The typical usage of this is to allow a child RenderNode to draw on a parent's background, * such as the platform's usage with {@link android.graphics.drawable.RippleDrawable}. Consider * the following structure, built out of which RenderNode called drawRenderNode on a different * RenderNode: * *
* +-------------+ * |RenderNode: P| * +-+----------++ * | | * v v * +-------+-----+ +-+--------------+ * |RenderNode: C| |RenderNode: P'BG| * +-------+-----+ +----------------+ * | * | * +--------+-------+ * |RenderNode: C'BG| * +----------------+ ** * If P'BG is a projection receiver, and C'BG is set to project backwards then C'BG will * behave as if it was drawn directly by P'BG instead of by C. This includes inheriting P'BG's * clip instead of C's clip. * * @param shouldProject true if the display list should be projected onto a * containing volume. Default is false. * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setProjectBackwards(boolean shouldProject) { return nSetProjectBackwards(mNativeRenderNode, shouldProject); } /** * Sets whether the RenderNode is a projection receiver. If true then this RenderNode's parent * should draw any descendant RenderNodes with ProjectBackwards=true directly on top of it. * Default value is false. See * {@link #setProjectBackwards(boolean)} for a description of what this entails. * * @param shouldReceive True if this RenderNode is a projection receiver, false otherwise. * Default is false. * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setProjectionReceiver(boolean shouldReceive) { return nSetProjectionReceiver(mNativeRenderNode, shouldReceive); } /** * Sets the outline, defining the shape that casts a shadow, and the path to * be clipped if setClipToOutline is set. * * This will make a copy of the provided {@link Outline}, so any future modifications * to the outline will need to call {@link #setOutline(Outline)} with the modified * outline for those changes to be applied. * * @param outline The outline to use for this RenderNode. * @return True if the value changed, false if the new value was the same as the previous value. */ 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_PATH: return nSetOutlinePath(mNativeRenderNode, outline.mPath.mNativePath, outline.mAlpha); } throw new IllegalArgumentException("Unrecognized outline?"); } /** @hide */ public boolean clearStretch() { return nClearStretch(mNativeRenderNode); } /** @hide */ public boolean stretch(float vecX, float vecY, float maxStretchAmountX, float maxStretchAmountY) { if (Float.isInfinite(vecX) || Float.isNaN(vecX)) { throw new IllegalArgumentException("vecX must be a finite, non-NaN value " + vecX); } if (Float.isInfinite(vecY) || Float.isNaN(vecY)) { throw new IllegalArgumentException("vecY must be a finite, non-NaN value " + vecY); } if (maxStretchAmountX <= 0.0f) { throw new IllegalArgumentException( "The max horizontal stretch amount must be >0, got " + maxStretchAmountX); } if (maxStretchAmountY <= 0.0f) { throw new IllegalArgumentException( "The max vertical stretch amount must be >0, got " + maxStretchAmountY); } return nStretch( mNativeRenderNode, vecX, vecY, maxStretchAmountX, maxStretchAmountY ); } /** * Checks if the RenderNode has a shadow. That is, if the combination of {@link #getElevation()} * and {@link #getTranslationZ()} is greater than zero, there is an {@link Outline} set with * a valid shadow caster path, and the provided outline has a non-zero * {@link Outline#getAlpha()}. * * @return True if this RenderNode has a shadow, false otherwise */ public boolean hasShadow() { return nHasShadow(mNativeRenderNode); } /** * Sets the color of the spot shadow that is drawn when the RenderNode has a positive Z or * elevation value and is drawn inside of a {@link Canvas#enableZ()} section. *
* By default the shadow color is black. Generally, this color will be opaque so the intensity * of the shadow is consistent between different RenderNodes with different colors. *
* The opacity of the final spot shadow is a function of the shadow caster height, the * alpha channel of the outlineSpotShadowColor (typically opaque), and the * {@link android.R.attr#spotShadowAlpha} theme attribute * * @param color The color this RenderNode will cast for its elevation spot shadow. * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setSpotShadowColor(@ColorInt int color) { return nSetSpotShadowColor(mNativeRenderNode, color); } /** * @return The shadow color set by {@link #setSpotShadowColor(int)}, or black if nothing * was set */ public @ColorInt int getSpotShadowColor() { return nGetSpotShadowColor(mNativeRenderNode); } /** * Sets the color of the ambient shadow that is drawn when the RenderNode has a positive Z or * elevation value and is drawn inside of a {@link Canvas#enableZ()} section. *
* By default the shadow color is black. Generally, this color will be opaque so the intensity * of the shadow is consistent between different RenderNodes with different colors. *
* The opacity of the final ambient shadow is a function of the shadow caster height, the
* alpha channel of the outlineAmbientShadowColor (typically opaque), and the
* {@link android.R.attr#ambientShadowAlpha} theme attribute.
*
* @param color The color this RenderNode will cast for its elevation shadow.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setAmbientShadowColor(@ColorInt int color) {
return nSetAmbientShadowColor(mNativeRenderNode, color);
}
/**
* @return The shadow color set by {@link #setAmbientShadowColor(int)}, or black if
* nothing was set
*/
public @ColorInt int getAmbientShadowColor() {
return nGetAmbientShadowColor(mNativeRenderNode);
}
/**
* Enables or disables clipping to the outline.
*
* @param clipToOutline true if clipping to the outline.
* @return True if the clipToOutline value changed, false if previous value matched the new
* value.
*/
public boolean setClipToOutline(boolean clipToOutline) {
return nSetClipToOutline(mNativeRenderNode, clipToOutline);
}
/**
* See {@link #setClipToOutline(boolean)}
*
* @return True if this RenderNode clips to its outline, false otherwise
*/
public boolean getClipToOutline() {
return nGetClipToOutline(mNativeRenderNode);
}
/**
* Controls the RenderNode's circular reveal clip.
*
* @hide
*/
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 #setRotationZ(float)}, etc.)
*
* @param matrix A transform matrix to apply to this display list
* @hide TODO Do we want this?
*/
public boolean setStaticMatrix(Matrix matrix) {
return nSetStaticMatrix(mNativeRenderNode, matrix.ni());
}
/**
* 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.
* @see #getAnimationMatrix()
*
* @hide TODO Do we want this?
*/
public boolean setAnimationMatrix(@Nullable Matrix matrix) {
return nSetAnimationMatrix(mNativeRenderNode,
(matrix != null) ? matrix.ni() : 0);
}
/**
* Returns the previously set Animation matrix. This matrix exists if an Animation is
* currently playing on a View, and is set on the display list during at draw() time.
* Returns null
when there is no transformation provided by
* {@link #setAnimationMatrix(Matrix)}.
*
* @return the current Animation matrix.
* @see #setAnimationMatrix(Matrix)
*
* @hide
*/
@Nullable
public Matrix getAnimationMatrix() {
Matrix output = new Matrix();
if (nGetAnimationMatrix(mNativeRenderNode, output.ni())) {
return output;
} else {
return null;
}
}
/**
* 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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setAlpha(float alpha) {
return nSetAlpha(mNativeRenderNode, alpha);
}
/**
* Configure the {@link android.graphics.RenderEffect} to apply to this RenderNode. This
* will apply a visual effect to the end result of the contents of this RenderNode before
* it is drawn into the destination. For example if
* {@link RenderEffect#createBlurEffect(float, float, RenderEffect, Shader.TileMode)}
* is provided, the contents will be drawn in a separate layer, then this layer will
* be blurred when this RenderNode is drawn into the destination.
* @param renderEffect to be applied to the RenderNode. Passing null clears all previously
* configured RenderEffects
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setRenderEffect(@Nullable RenderEffect renderEffect) {
return nSetRenderEffect(mNativeRenderNode,
renderEffect != null ? renderEffect.getNativeInstance() : 0);
}
/**
* Configure the {@link android.graphics.RenderEffect} to apply to the backdrop contents of
* this RenderNode. This will apply a visual effect to the result of the backdrop contents
* of this RenderNode before the RenderNode is drawn into the destination. For example if
* {@link RenderEffect#createBlurEffect(float, float, RenderEffect, Shader.TileMode)}
* is provided, the previous content behind this RenderNode will be blurred before the
* RenderNode is drawn in to the destination.
* @param renderEffect to be applied to the backdrop contents of this RenderNode. Passing
* null clears all previously configured RenderEffects
* @return True if the value changed, false if the new value was the same as the previous value.
* @hide
*/
public boolean setBackdropRenderEffect(@Nullable RenderEffect renderEffect) {
return nSetBackdropRenderEffect(mNativeRenderNode,
renderEffect != null ? renderEffect.getNativeInstance() : 0);
}
/**
* 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 boolean setHasOverlappingRendering(boolean hasOverlappingRendering) {
return nSetHasOverlappingRendering(mNativeRenderNode, hasOverlappingRendering);
}
/** @hide */
@IntDef({USAGE_BACKGROUND})
@Retention(RetentionPolicy.SOURCE)
public @interface UsageHint {
}
/**
* The default usage hint
*
* @hide
*/
public static final int USAGE_UNKNOWN = 0;
/**
* Usage is background content
*
* @hide
*/
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.
*
* @hide
*/
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);
}
/**
* Sets the base elevation of this RenderNode in pixels
*
* @param lift the elevation in pixels
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setElevation(float lift) {
return nSetElevation(mNativeRenderNode, lift);
}
/**
* See {@link #setElevation(float)}
*
* @return The RenderNode's current elevation
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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 #getRotationZ()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setRotationZ(float rotation) {
return nSetRotation(mNativeRenderNode, rotation);
}
/**
* Returns the rotation value for this display list around the Z axis, in degrees.
*
* @see #setRotationZ(float)
*/
public float getRotationZ() {
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
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);
}
/**
* @return Whether or not a pivot was explicitly set with {@link #setPivotX(float)} or
* {@link #setPivotY(float)}. If no pivot has been set then the pivot will be the center
* of the RenderNode.
*/
public boolean isPivotExplicitlySet() {
return nIsPivotExplicitlySet(mNativeRenderNode);
}
/**
* Clears any pivot previously set by a call to {@link #setPivotX(float)} or
* {@link #setPivotY(float)}. After calling this {@link #isPivotExplicitlySet()} will be false
* and the pivot used for rotation will return to default of being centered on the view.
*
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean resetPivot() {
return nResetPivot(mNativeRenderNode);
}
/**
*
Sets the distance along the Z axis (orthogonal to the X/Y plane on which * RenderNodes are drawn) from the camera to this RenderNode. The camera's distance * affects 3D transformations, for instance rotations around the X and Y * axis. If the rotationX or rotationY properties are changed and this view is * large (more than half the size of the screen), it is recommended to always * use a camera distance that's greater than the height (X axis rotation) or * the width (Y axis rotation) of this view.
* *The distance of the camera from the drawing plane can have an affect on the * perspective distortion of the RenderNode when it is rotated around the x or y axis. * For example, a large distance will result in a large viewing angle, and there * will not be much perspective distortion of the view as it rotates. A short * distance may cause much more perspective distortion upon rotation, and can * also result in some drawing artifacts if the rotated view ends up partially * behind the camera (which is why the recommendation is to use a distance at * least as far as the size of the view, if the view is to be rotated.)
* *The distance is expressed in pixels and must always be positive
* * @param distance The distance in pixels, must always be positive * @see #setRotationX(float) * @see #setRotationY(float) * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setCameraDistance( @FloatRange(from = 0.0f, to = Float.MAX_VALUE) float distance) { if (!Float.isFinite(distance) || distance < 0.0f) { throw new IllegalArgumentException("distance must be finite & positive, given=" + distance); } // Native actually wants this to be negative not positive, so we flip it. return nSetCameraDistance(mNativeRenderNode, -distance); } /** * Returns the distance in Z of the camera for this RenderNode * * @return the distance along the Z axis in pixels. * @see #setCameraDistance(float) */ public @FloatRange(from = 0.0f, to = Float.MAX_VALUE) float getCameraDistance() { return -nGetCameraDistance(mNativeRenderNode); } /** * Sets the left position for the RenderNode. * * @param left The left position, in pixels, of the RenderNode * @return true if the value changed, false otherwise * @hide */ public boolean setLeft(int left) { return nSetLeft(mNativeRenderNode, left); } /** * Sets the top position for the RenderNode. * * @param top The top position, in pixels, of the RenderNode * @return true if the value changed, false otherwise. * @hide */ public boolean setTop(int top) { return nSetTop(mNativeRenderNode, top); } /** * Sets the right position for the RenderNode. * * @param right The right position, in pixels, of the RenderNode * @return true if the value changed, false otherwise. * @hide */ public boolean setRight(int right) { return nSetRight(mNativeRenderNode, right); } /** * Sets the bottom position for the RenderNode. * * @param bottom The bottom position, in pixels, of the RenderNode * @return true if the value changed, false otherwise. * @hide */ public boolean setBottom(int bottom) { return nSetBottom(mNativeRenderNode, bottom); } /** * Gets the left position for the RenderNode. * * @return the left position in pixels */ public int getLeft() { return nGetLeft(mNativeRenderNode); } /** * Gets the top position for the RenderNode. * * @return the top position in pixels */ public int getTop() { return nGetTop(mNativeRenderNode); } /** * Gets the right position for the RenderNode. * * @return the right position in pixels */ public int getRight() { return nGetRight(mNativeRenderNode); } /** * Gets the bottom position for the RenderNode. * * @return the bottom position in pixels */ public int getBottom() { return nGetBottom(mNativeRenderNode); } /** * Gets the width of the RenderNode, which is the right - left. * * @return the width of the RenderNode */ public int getWidth() { return nGetWidth(mNativeRenderNode); } /** * Gets the height of the RenderNode, which is the bottom - top. * * @return the height of the RenderNode */ public int getHeight() { return nGetHeight(mNativeRenderNode); } /** * Sets the left, top, right, and bottom of the RenderNode. * * @param left The left position of the RenderNode, in pixels * @param top The top position of the RenderNode, in pixels * @param right The right position of the RenderNode, in pixels * @param bottom The bottom position of the RenderNode, in pixels * @return true if any values changed, false otherwise. * @hide */ public boolean setLeftTopRightBottom(int left, int top, int right, int bottom) { return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom); } /** * Sets the position of the RenderNode. * * @param left The left position of the RenderNode, in pixels * @param top The top position of the RenderNode, in pixels * @param right The right position of the RenderNode, in pixels * @param bottom The bottom position of the RenderNode, in pixels * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setPosition(int left, int top, int right, int bottom) { return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom); } /** * Sets the position of the RenderNode. * * @param position The position rectangle in pixels * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean setPosition(@NonNull Rect position) { return nSetLeftTopRightBottom(mNativeRenderNode, position.left, position.top, position.right, position.bottom); } /** * Offsets the left and right positions for the RenderNode * * @param offset The amount that the left and right positions are offset in pixels * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean offsetLeftAndRight(int offset) { return nOffsetLeftAndRight(mNativeRenderNode, offset); } /** * Offsets the top and bottom values for the RenderNode * * @param offset The amount that the left and right positions are offset in pixels * @return True if the value changed, false if the new value was the same as the previous value. */ public boolean offsetTopAndBottom(int offset) { return nOffsetTopAndBottom(mNativeRenderNode, offset); } /** * Outputs the RenderNode to the log. This method exists for use by * tools to output display lists for selected nodes to the log. * * @hide TODO: Expose? Should the shape of this be different than forced dump to logcat? */ public void output() { nOutput(mNativeRenderNode); } /** * Gets the approximate memory usage of the RenderNode for debug purposes. Does not include * the memory usage of any child RenderNodes nor any bitmaps, only the memory usage of * this RenderNode and any data it owns. * * @return Approximate memory usage in bytes. */ public @BytesLong long computeApproximateMemoryUsage() { return nGetUsageSize(mNativeRenderNode); } /** * Gets the approximate amount of memory allocated for the RenderNode for debug purposes. * Does not include the memory allocated by any child RenderNodes nor any bitmaps, only the * memory allocated for this RenderNode and any data it owns. * * The difference between this and {@link #computeApproximateMemoryUsage()} is this includes * memory allocated but not used. In particular structures such as DisplayLists are similar * to things like ArrayLists - they need to resize as commands are added to them. As such, * memory used can be less than memory allocated. * * @hide */ public @BytesLong long computeApproximateMemoryAllocated() { return nGetAllocatedSize(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 changed, false if the new value was the same as the previous value. */ public boolean setForceDarkAllowed(boolean allow) { return nSetAllowForceDark(mNativeRenderNode, allow); } /** * See {@link #setForceDarkAllowed(boolean)} * * @return true if force dark is allowed (default), false if it is disabled */ public boolean isForceDarkAllowed() { return nGetAllowForceDark(mNativeRenderNode); } /** * Returns the unique ID that identifies this RenderNode. This ID is unique for the * lifetime of the process. IDs are reset on process death, and are unique only within * the process. * * This ID is intended to be used with debugging tools to associate a particular * RenderNode across different debug dumping & inspection tools. For example * a View layout inspector should include the unique ID for any RenderNodes that it owns * to associate the drawing content with the layout content. * * @return the unique ID for this RenderNode */ public long getUniqueId() { return nGetUniqueId(mNativeRenderNode); } /** * Captures whether this RenderNote represents a TextureView * TODO(b/281695725): Clean this up once TextureView use setFrameRate API * * @hide */ public void setIsTextureView() { nSetIsTextureView(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 */ public interface AnimationHost { /** @hide */ void registerAnimatingRenderNode(RenderNode animator); /** @hide */ void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animator); /** @hide */ 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); } /** @hide */ public void forceEndAnimators() { nForceEndAnimators(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 nGetUsageSize(long renderNode); private static native int nGetAllocatedSize(long renderNode); private static native void nRequestPositionUpdates(long renderNode, WeakReference