03c00b5a13
This change also fixes the way batched bitmaps were handled inside a layer. The layer is now correctly dirtied to minimize the amount of pixels to blend. Fix alpha, mode and opaque computations for DrawPatchOp. Change-Id: I1b6cd581c0f0db66c1002bb4fb1a9811e55bfa78
77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_PATCH_H
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#define ANDROID_HWUI_PATCH_H
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#include <sys/types.h>
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#include <GLES2/gl2.h>
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#include <utils/Vector.h>
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#include <androidfw/ResourceTypes.h>
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#include "Rect.h"
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#include "UvMapper.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// 9-patch structures
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///////////////////////////////////////////////////////////////////////////////
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struct Patch {
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Patch();
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~Patch();
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/**
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* Returns the size of this patch's mesh in bytes.
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*/
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uint32_t getSize() const;
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TextureVertex* vertices;
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uint32_t verticesCount;
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uint32_t indexCount;
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bool hasEmptyQuads;
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Vector<Rect> quads;
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GLintptr offset;
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GLintptr textureOffset;
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TextureVertex* createMesh(const float bitmapWidth, const float bitmapHeight,
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float width, float height, const Res_png_9patch* patch);
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TextureVertex* createMesh(const float bitmapWidth, const float bitmapHeight,
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float width, float height, const UvMapper& mapper, const Res_png_9patch* patch);
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private:
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void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
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float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
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float width, float bitmapWidth, uint32_t& quadCount);
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void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
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float u1, float v1, float u2, float v2, uint32_t& quadCount);
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uint32_t mColorKey;
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UvMapper mUvMapper;
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}; // struct Patch
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_PATCH_H
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