1. This improve the looking, the star shape (spike) on long action bar is gone. Shadow is more smooth now. 2. The performance is better, too. For averaging around rect, round rect and circle, the spot shadow itself is 3 times faster. On N7 v1, it could be less than 0.1 ms. b/14976551 b/16712006 Change-Id: I61ed546ee56e7c8dbe504dfcaef12d084904b4b8
144 lines
3.0 KiB
C++
144 lines
3.0 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_VECTOR_H
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#define ANDROID_HWUI_VECTOR_H
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Classes
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///////////////////////////////////////////////////////////////////////////////
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// MUST BE A POD - this means no ctor or dtor!
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struct Vector2 {
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float x;
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float y;
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float lengthSquared() const {
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return x * x + y * y;
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}
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float length() const {
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return sqrt(x * x + y * y);
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}
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void operator+=(const Vector2& v) {
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x += v.x;
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y += v.y;
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}
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void operator-=(const Vector2& v) {
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x -= v.x;
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y -= v.y;
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}
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void operator+=(const float v) {
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x += v;
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y += v;
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}
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void operator-=(const float v) {
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x -= v;
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y -= v;
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}
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void operator/=(float s) {
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x /= s;
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y /= s;
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}
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void operator*=(float s) {
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x *= s;
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y *= s;
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}
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Vector2 operator+(const Vector2& v) const {
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return (Vector2){x + v.x, y + v.y};
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}
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Vector2 operator-(const Vector2& v) const {
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return (Vector2){x - v.x, y - v.y};
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}
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Vector2 operator/(float s) const {
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return (Vector2){x / s, y / s};
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}
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Vector2 operator*(float s) const {
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return (Vector2){x * s, y * s};
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}
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void normalize() {
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float s = 1.0f / length();
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x *= s;
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y *= s;
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}
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Vector2 copyNormalized() const {
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Vector2 v = {x, y};
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v.normalize();
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return v;
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}
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float dot(const Vector2& v) const {
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return x * v.x + y * v.y;
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}
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float cross(const Vector2& v) const {
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return x * v.y - y * v.x;
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}
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void dump() {
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ALOGD("Vector2[%.2f, %.2f]", x, y);
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}
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}; // class Vector2
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// MUST BE A POD - this means no ctor or dtor!
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class Vector3 {
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public:
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float x;
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float y;
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float z;
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Vector3 operator+(const Vector3& v) const {
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return (Vector3){x + v.x, y + v.y, z + v.z};
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}
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Vector3 operator-(const Vector3& v) const {
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return (Vector3){x - v.x, y - v.y, z - v.z};
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}
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Vector3 operator/(float s) const {
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return (Vector3){x / s, y / s, z / s};
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}
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Vector3 operator*(float s) const {
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return (Vector3){x * s, y * s, z * s};
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}
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void dump() {
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ALOGD("Vector3[%.2f, %.2f, %.2f]", x, y, z);
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}
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};
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_VECTOR_H
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