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/*
* Copyright (C) 2013 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_RENDERER_H
#define ANDROID_HWUI_RENDERER_H
#include <SkRegion.h>
#include <utils/String8.h>
#include "AssetAtlas.h"
#include "SkPaint.h"
namespace android {
class Functor;
struct Res_png_9patch;
namespace uirenderer {
class RenderNode;
class Layer;
class Matrix4;
class SkiaColorFilter;
class SkiaShader;
class Patch;
enum DrawOpMode {
kDrawOpMode_Immediate,
kDrawOpMode_Defer,
kDrawOpMode_Flush
};
/**
* Hwui's abstract version of Canvas.
*
* Provides methods for frame state operations, as well as the SkCanvas style transform/clip state,
* and varied drawing operations.
*
* Should at some point interact with native SkCanvas.
*/
class ANDROID_API Renderer {
public:
virtual ~Renderer() {}
/**
* Indicates whether this renderer is recording drawing commands for later playback.
* If this method returns true, the drawing commands are deferred.
*/
virtual bool isRecording() const {
return false;
}
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
static inline SkXfermode::Mode getXfermode(SkXfermode* mode) {
SkXfermode::Mode resultMode;
if (!SkXfermode::AsMode(mode, &resultMode)) {
resultMode = SkXfermode::kSrcOver_Mode;
}
return resultMode;
}
// ----------------------------------------------------------------------------
// Frame state operations
// ----------------------------------------------------------------------------
/**
* Sets the dimension of the underlying drawing surface. This method must
* be called at least once every time the drawing surface changes size.
*
* @param width The width in pixels of the underlysing surface
* @param height The height in pixels of the underlysing surface
*/
virtual void setViewport(int width, int height) = 0;
/**
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. When this method is invoked, the
* entire drawing surface is assumed to be redrawn.
*
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared
*/
virtual status_t prepare(bool opaque) = 0;
/**
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. Only the specified rectangle of the
* frame is assumed to be dirty. A clip will automatically be set to
* the specified rectangle.
*
* @param left The left coordinate of the dirty rectangle
* @param top The top coordinate of the dirty rectangle
* @param right The right coordinate of the dirty rectangle
* @param bottom The bottom coordinate of the dirty rectangle
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared in the specified dirty rectangle
*/
virtual status_t prepareDirty(float left, float top, float right, float bottom,
bool opaque) = 0;
/**
* Indicates the end of a frame. This method must be invoked whenever
* the caller is done rendering a frame.
*/
virtual void finish() = 0;
/**
* This method must be invoked before handing control over to a draw functor.
* See callDrawGLFunction() for instance.
*
* This command must not be recorded inside display lists.
*/
virtual void interrupt() = 0;
/**
* This method must be invoked after getting control back from a draw functor.
*
* This command must not be recorded inside display lists.
*/
virtual void resume() = 0;
// ----------------------------------------------------------------------------
// Canvas state operations
// ----------------------------------------------------------------------------
// Save (layer)
virtual int getSaveCount() const = 0;
virtual int save(int flags) = 0;
virtual void restore() = 0;
virtual void restoreToCount(int saveCount) = 0;
virtual int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags) = 0;
int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
SkPaint paint;
paint.setAlpha(alpha);
return saveLayer(left, top, right, bottom, &paint, flags);
}
// Matrix
virtual void getMatrix(SkMatrix* outMatrix) const = 0;
virtual void translate(float dx, float dy, float dz = 0.0f) = 0;
virtual void rotate(float degrees) = 0;
virtual void scale(float sx, float sy) = 0;
virtual void skew(float sx, float sy) = 0;
virtual void setMatrix(const SkMatrix* matrix) = 0;
virtual void concatMatrix(const SkMatrix* matrix) = 0;
// clip
virtual const Rect& getLocalClipBounds() const = 0;
virtual bool quickRejectConservative(float left, float top,
float right, float bottom) const = 0;
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op) = 0;
virtual bool clipPath(const SkPath* path, SkRegion::Op op) = 0;
virtual bool clipRegion(const SkRegion* region, SkRegion::Op op) = 0;
// Misc - should be implemented with SkPaint inspection
virtual void resetShader() = 0;
virtual void setupShader(SkiaShader* shader) = 0;
virtual void resetPaintFilter() = 0;
virtual void setupPaintFilter(int clearBits, int setBits) = 0;
// ----------------------------------------------------------------------------
// Canvas draw operations
// ----------------------------------------------------------------------------
virtual status_t drawColor(int color, SkXfermode::Mode mode) = 0;
// Bitmap-based
virtual status_t drawBitmap(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint) = 0;
virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
const SkPaint* paint) = 0;
virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint) = 0;
virtual status_t drawBitmapData(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint) = 0;
virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint) = 0;
virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) = 0;
// Shapes
virtual status_t drawRect(float left, float top, float right, float bottom,
const SkPaint* paint) = 0;
virtual status_t drawRects(const float* rects, int count, const SkPaint* paint) = 0;
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint* paint) = 0;
virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint) = 0;
virtual status_t drawOval(float left, float top, float right, float bottom,
const SkPaint* paint) = 0;
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint) = 0;
virtual status_t drawPath(const SkPath* path, const SkPaint* paint) = 0;
virtual status_t drawLines(const float* points, int count, const SkPaint* paint) = 0;
virtual status_t drawPoints(const float* points, int count, const SkPaint* paint) = 0;
// Text
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode = kDrawOpMode_Immediate) = 0;
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
float hOffset, float vOffset, const SkPaint* paint) = 0;
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, const SkPaint* paint) = 0;
// ----------------------------------------------------------------------------
// Canvas draw operations - special
// ----------------------------------------------------------------------------
virtual status_t drawLayer(Layer* layer, float x, float y) = 0;
virtual status_t drawDisplayList(RenderNode* displayList, Rect& dirty,
int32_t replayFlags) = 0;
// TODO: rename for consistency
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty) = 0;
}; // class Renderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_RENDERER_H