--Updated HWUI holepunch logic for SurfaceView to also apply the stretch to the hole punch --Updated RenderNode callbacks to also include an offset from the ancestor RenderNode that also has a stretch configured on it --Added new test activity to verify hole punch logic Bug: 179047472 Test: manual Change-Id: Ibbaf8248a31839ba9dc352ecb9fef54e1276918e
103 lines
2.9 KiB
C++
103 lines
2.9 KiB
C++
/*
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* Copyright (C) 2014 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 DAMAGEACCUMULATOR_H
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#define DAMAGEACCUMULATOR_H
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#include <cutils/compiler.h>
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#include <utils/LinearAllocator.h>
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#include <SkMatrix.h>
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#include <SkRect.h>
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#include <effects/StretchEffect.h>
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#include "utils/Macros.h"
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// Smaller than INT_MIN/INT_MAX because we offset these values
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// and thus don't want to be adding offsets to INT_MAX, that's bad
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#define DIRTY_MIN (-0x7ffffff - 1)
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#define DIRTY_MAX (0x8000000)
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namespace android {
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namespace uirenderer {
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struct DirtyStack;
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class RenderNode;
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class Matrix4;
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class DamageAccumulator {
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PREVENT_COPY_AND_ASSIGN(DamageAccumulator);
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public:
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DamageAccumulator();
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// mAllocator will clean everything up for us, no need for a dtor
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// Push a transform node onto the stack. This should be called prior
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// to any dirty() calls. Subsequent calls to dirty()
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// will be affected by the transform when popTransform() is called.
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void pushTransform(const RenderNode* transform);
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void pushTransform(const Matrix4* transform);
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// Pops a transform node from the stack, propagating the dirty rect
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// up to the parent node. Returns the IDamageTransform that was just applied
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void popTransform();
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void dirty(float left, float top, float right, float bottom);
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// Returns the current dirty area, *NOT* transformed by pushed transforms
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void peekAtDirty(SkRect* dest) const;
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void computeCurrentTransform(Matrix4* outMatrix) const;
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void finish(SkRect* totalDirty);
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struct StretchResult {
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/**
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* Stretch parameters configured on the stretch container
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*/
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const StretchEffect* stretchEffect;
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/**
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* Bounds of the child relative to the stretch container
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*/
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const SkRect childRelativeBounds;
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/**
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* Width of the stretch container
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*/
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const float width;
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/**
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* Height of the stretch container
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*/
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const float height;
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};
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[[nodiscard]] StretchResult findNearestStretchEffect() const;
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private:
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void pushCommon();
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void applyMatrix4Transform(DirtyStack* frame);
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void applyRenderNodeTransform(DirtyStack* frame);
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LinearAllocator mAllocator;
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DirtyStack* mHead;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* DAMAGEACCUMULATOR_H */
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