Romain Guy 6cad75744e Fix 9patches' limitation of 32 empty quads
The 9patch format allows to define more empty quads than this, remove
the use of a single int to index empty quads and replace it with a
lookup in the 9patch resource data structure.

Change-Id: I148ee5d9e0c96822b534a344e15c9d88078db7c2
2013-07-24 11:49:33 -07:00

77 lines
2.2 KiB
C++

/*
* 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.
*/
#ifndef ANDROID_HWUI_PATCH_H
#define ANDROID_HWUI_PATCH_H
#include <sys/types.h>
#include <GLES2/gl2.h>
#include <utils/Vector.h>
#include <androidfw/ResourceTypes.h>
#include "Rect.h"
#include "UvMapper.h"
#include "Vertex.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// 9-patch structures
///////////////////////////////////////////////////////////////////////////////
struct Patch {
Patch();
~Patch();
/**
* Returns the size of this patch's mesh in bytes.
*/
uint32_t getSize() const;
TextureVertex* vertices;
uint32_t verticesCount;
uint32_t indexCount;
bool hasEmptyQuads;
Vector<Rect> quads;
GLintptr offset;
GLintptr textureOffset;
TextureVertex* createMesh(const float bitmapWidth, const float bitmapHeight,
float width, float height, const Res_png_9patch* patch);
TextureVertex* createMesh(const float bitmapWidth, const float bitmapHeight,
float width, float height, const UvMapper& mapper, const Res_png_9patch* patch);
private:
void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
float width, float bitmapWidth, uint32_t& quadCount);
void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2, uint32_t& quadCount);
uint32_t* mColors;
UvMapper mUvMapper;
}; // struct Patch
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATCH_H