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/*
* 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.
*/
package android.view;
import android.annotation.NonNull;
import android.graphics.Matrix;
import android.graphics.Outline;
/**
* <p>A display list records a series of graphics related operations and can replay
* them later. Display lists are usually built by recording operations on a
* {@link HardwareCanvas}. Replaying the operations from a display list avoids
* executing application code on every frame, and is thus much more efficient.</p>
*
* <p>Display lists are used internally for all views by default, and are not
* typically used directly. One reason to consider using a display is a custom
* {@link View} implementation that needs to issue a large number of drawing commands.
* When the view invalidates, all the drawing commands must be reissued, even if
* large portions of the drawing command stream stay the same frame to frame, which
* can become a performance bottleneck. To solve this issue, a custom View might split
* its content into several display lists. A display list is updated only when its
* content, and only its content, needs to be updated.</p>
*
* <p>A text editor might for instance store each paragraph into its own display list.
* Thus when the user inserts or removes characters, only the display list of the
* affected paragraph needs to be recorded again.</p>
*
* <h3>Hardware acceleration</h3>
* <p>Display lists can only be replayed using a {@link HardwareCanvas}. They are not
* supported in software. Always make sure that the {@link android.graphics.Canvas}
* you are using to render a display list is hardware accelerated using
* {@link android.graphics.Canvas#isHardwareAccelerated()}.</p>
*
* <h3>Creating a display list</h3>
* <pre class="prettyprint">
* HardwareRenderer renderer = myView.getHardwareRenderer();
* if (renderer != null) {
* DisplayList displayList = renderer.createDisplayList();
* HardwareCanvas canvas = displayList.start(width, height);
* try {
* // Draw onto the canvas
* // For instance: canvas.drawBitmap(...);
* } finally {
* displayList.end();
* }
* }
* </pre>
*
* <h3>Rendering a display list on a View</h3>
* <pre class="prettyprint">
* protected void onDraw(Canvas canvas) {
* if (canvas.isHardwareAccelerated()) {
* HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas;
* hardwareCanvas.drawDisplayList(mDisplayList);
* }
* }
* </pre>
*
* <h3>Releasing resources</h3>
* <p>This step is not mandatory but recommended if you want to release resources
* held by a display list as soon as possible.</p>
* <pre class="prettyprint">
* // Mark this display list invalid, it cannot be used for drawing anymore,
* // and release resources held by this display list
* displayList.clear();
* </pre>
*
* <h3>Properties</h3>
* <p>In addition, a display list offers several properties, such as
* {@link #setScaleX(float)} or {@link #setLeft(int)}, that can be used to affect all
* the drawing commands recorded within. For instance, these properties can be used
* to move around a large number of images without re-issuing all the individual
* <code>drawBitmap()</code> calls.</p>
*
* <pre class="prettyprint">
* private void createDisplayList() {
* mDisplayList = DisplayList.create("MyDisplayList");
* HardwareCanvas canvas = mDisplayList.start(width, height);
* try {
* for (Bitmap b : mBitmaps) {
* canvas.drawBitmap(b, 0.0f, 0.0f, null);
* canvas.translate(0.0f, b.getHeight());
* }
* } finally {
* displayList.end();
* }
* }
*
* protected void onDraw(Canvas canvas) {
* if (canvas.isHardwareAccelerated()) {
* HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas;
* hardwareCanvas.drawDisplayList(mDisplayList);
* }
* }
*
* private void moveContentBy(int x) {
* // This will move all the bitmaps recorded inside the display list
* // by x pixels to the right and redraw this view. All the commands
* // recorded in createDisplayList() won't be re-issued, only onDraw()
* // will be invoked and will execute very quickly
* mDisplayList.offsetLeftAndRight(x);
* invalidate();
* }
* </pre>
*
* <h3>Threading</h3>
* <p>Display lists must be created on and manipulated from the UI thread only.</p>
*
* @hide
*/
public class RenderNode {
/**
* Flag used when calling
* {@link HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)}
* When this flag is set, draw operations lying outside of the bounds of the
* display list will be culled early. It is recommeneded to always set this
* flag.
*
* @hide
*/
public static final int FLAG_CLIP_CHILDREN = 0x1;
// NOTE: The STATUS_* values *must* match the enum in DrawGlInfo.h
/**
* Indicates that the display list is done drawing.
*
* @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)
*
* @hide
*/
public static final int STATUS_DONE = 0x0;
/**
* Indicates that the display list needs another drawing pass.
*
* @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)
*
* @hide
*/
public static final int STATUS_DRAW = 0x1;
/**
* Indicates that the display list needs to re-execute its GL functors.
*
* @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)
* @see HardwareCanvas#callDrawGLFunction(long)
*
* @hide
*/
public static final int STATUS_INVOKE = 0x2;
/**
* Indicates that the display list performed GL drawing operations.
*
* @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)
*
* @hide
*/
public static final int STATUS_DREW = 0x4;
private boolean mValid;
private final long mNativeRenderNode;
private RenderNode(String name) {
mNativeRenderNode = nCreate(name);
}
/**
* Creates a new display list that can be used to record batches of
* drawing operations.
*
* @param name The name of the display list, used for debugging purpose. May be null.
*
* @return A new display list.
*
* @hide
*/
public static RenderNode create(String name) {
return new RenderNode(name);
}
/**
* Starts recording a display list for the render node. All
* operations performed on the returned canvas are recorded and
* stored in this display list.
*
* Calling this method will mark the render node invalid until
* {@link #end(HardwareCanvas)} is called.
* Only valid render nodes can be replayed.
*
* @param width The width of the recording viewport
* @param height The height of the recording viewport
*
* @return A canvas to record drawing operations.
*
* @see #end(HardwareCanvas)
* @see #isValid()
*/
public HardwareCanvas start(int width, int height) {
HardwareCanvas canvas = GLES20RecordingCanvas.obtain();
canvas.setViewport(width, height);
// The dirty rect should always be null for a display list
canvas.onPreDraw(null);
return canvas;
}
/**
* Ends the recording for this display list. A display list cannot be
* replayed if recording is not finished. Calling this method marks
* the display list valid and {@link #isValid()} will return true.
*
* @see #start(int, int)
* @see #isValid()
*/
public void end(HardwareCanvas endCanvas) {
if (!(endCanvas instanceof GLES20RecordingCanvas)) {
throw new IllegalArgumentException("Passed an invalid canvas to end!");
}
GLES20RecordingCanvas canvas = (GLES20RecordingCanvas) endCanvas;
canvas.onPostDraw();
long renderNodeData = canvas.finishRecording();
nSetDisplayListData(mNativeRenderNode, renderNodeData);
canvas.recycle();
mValid = true;
}
/**
* Reset native resources. This is called when cleaning up the state of display lists
* during destruction of hardware resources, to ensure that we do not hold onto
* obsolete resources after related resources are gone.
*
* @hide
*/
public void destroyDisplayListData() {
if (!mValid) return;
nSetDisplayListData(mNativeRenderNode, 0);
mValid = false;
}
/**
* Returns whether the RenderNode's display list content is currently usable.
* If this returns false, the display list should be re-recorded prior to replaying it.
*
* @return boolean true if the display list is able to be replayed, false otherwise.
*/
public boolean isValid() { return mValid; }
long getNativeDisplayList() {
if (!mValid) {
throw new IllegalStateException("The display list is not valid.");
}
return mNativeRenderNode;
}
///////////////////////////////////////////////////////////////////////////
// Matrix manipulation
///////////////////////////////////////////////////////////////////////////
public boolean hasIdentityMatrix() {
return nHasIdentityMatrix(mNativeRenderNode);
}
public void getMatrix(@NonNull Matrix outMatrix) {
nGetTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
}
public void getInverseMatrix(@NonNull Matrix outMatrix) {
nGetInverseTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
}
///////////////////////////////////////////////////////////////////////////
// RenderProperty Setters
///////////////////////////////////////////////////////////////////////////
/**
* Set the caching property on the display list, which indicates whether the display list
* holds a layer. Layer display lists should avoid creating an alpha layer, since alpha is
* handled in the drawLayer operation directly (and more efficiently).
*
* @param caching true if the display list represents a hardware layer, false otherwise.
*
* @hide
*/
public void setCaching(boolean caching) {
nSetCaching(mNativeRenderNode, caching);
}
/**
* Set whether the Render node should clip itself to its bounds. This property is controlled by
* the view's parent.
*
* @param clipToBounds true if the display list should clip to its bounds
*/
public void setClipToBounds(boolean clipToBounds) {
nSetClipToBounds(mNativeRenderNode, clipToBounds);
}
/**
* Sets whether the display list should be drawn immediately after the
* closest ancestor display list containing a projection receiver.
*
* @param shouldProject true if the display list should be projected onto a
* containing volume.
*/
public void setProjectBackwards(boolean shouldProject) {
nSetProjectBackwards(mNativeRenderNode, shouldProject);
}
/**
* Sets whether the display list is a projection receiver - that its parent
* DisplayList should draw any descendent DisplayLists with
* ProjectBackwards=true directly on top of it. Default value is false.
*/
public void setProjectionReceiver(boolean shouldRecieve) {
nSetProjectionReceiver(mNativeRenderNode, shouldRecieve);
}
/**
* Sets the outline, defining the shape that casts a shadow, and the path to
* be clipped if setClipToOutline is set.
*
* Deep copies the data into native to simplify reference ownership.
*/
public void setOutline(Outline outline) {
if (outline == null) {
nSetOutlineEmpty(mNativeRenderNode);
} else if (!outline.isValid()) {
throw new IllegalArgumentException("Outline must be valid");
} else if (outline.mRect != null) {
nSetOutlineRoundRect(mNativeRenderNode, outline.mRect.left, outline.mRect.top,
outline.mRect.right, outline.mRect.bottom, outline.mRadius);
} else if (outline.mPath != null) {
nSetOutlineConvexPath(mNativeRenderNode, outline.mPath.mNativePath);
}
}
/**
* Enables or disables clipping to the outline.
*
* @param clipToOutline true if clipping to the outline.
*/
public void setClipToOutline(boolean clipToOutline) {
nSetClipToOutline(mNativeRenderNode, clipToOutline);
}
/**
* Controls the RenderNode's circular reveal clip.
*/
public void setRevealClip(boolean shouldClip, boolean inverseClip,
float x, float y, float radius) {
nSetRevealClip(mNativeRenderNode, shouldClip, inverseClip, x, y, radius);
}
/**
* Set the static matrix on the display list. The specified matrix is combined with other
* transforms (such as {@link #setScaleX(float)}, {@link #setRotation(float)}, etc.)
*
* @param matrix A transform matrix to apply to this display list
*/
public void setStaticMatrix(Matrix matrix) {
nSetStaticMatrix(mNativeRenderNode, matrix.native_instance);
}
/**
* Set the Animation matrix on the display list. This matrix exists if an Animation is
* currently playing on a View, and is set on the display list during at draw() time. When
* the Animation finishes, the matrix should be cleared by sending <code>null</code>
* for the matrix parameter.
*
* @param matrix The matrix, null indicates that the matrix should be cleared.
*
* @hide
*/
public void setAnimationMatrix(Matrix matrix) {
nSetAnimationMatrix(mNativeRenderNode,
(matrix != null) ? matrix.native_instance : 0);
}
/**
* Sets the translucency level for the display list.
*
* @param alpha The translucency of the display list, must be a value between 0.0f and 1.0f
*
* @see View#setAlpha(float)
* @see #getAlpha()
*/
public void setAlpha(float alpha) {
nSetAlpha(mNativeRenderNode, alpha);
}
/**
* Returns the translucency level of this display list.
*
* @return A value between 0.0f and 1.0f
*
* @see #setAlpha(float)
*/
public float getAlpha() {
return nGetAlpha(mNativeRenderNode);
}
/**
* Sets whether the display list renders content which overlaps. Non-overlapping rendering
* can use a fast path for alpha that avoids rendering to an offscreen buffer. By default
* display lists consider they do not have overlapping content.
*
* @param hasOverlappingRendering False if the content is guaranteed to be non-overlapping,
* true otherwise.
*
* @see android.view.View#hasOverlappingRendering()
* @see #hasOverlappingRendering()
*/
public void setHasOverlappingRendering(boolean hasOverlappingRendering) {
nSetHasOverlappingRendering(mNativeRenderNode, hasOverlappingRendering);
}
/**
* Indicates whether the content of this display list overlaps.
*
* @return True if this display list renders content which overlaps, false otherwise.
*
* @see #setHasOverlappingRendering(boolean)
*/
public boolean hasOverlappingRendering() {
//noinspection SimplifiableIfStatement
return nHasOverlappingRendering(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the X axis.
*
* @param translationX The X axis translation value of the display list, in pixels
*
* @see View#setTranslationX(float)
* @see #getTranslationX()
*/
public void setTranslationX(float translationX) {
nSetTranslationX(mNativeRenderNode, translationX);
}
/**
* Returns the translation value for this display list on the X axis, in pixels.
*
* @see #setTranslationX(float)
*/
public float getTranslationX() {
return nGetTranslationX(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the Y axis.
*
* @param translationY The Y axis translation value of the display list, in pixels
*
* @see View#setTranslationY(float)
* @see #getTranslationY()
*/
public void setTranslationY(float translationY) {
nSetTranslationY(mNativeRenderNode, translationY);
}
/**
* Returns the translation value for this display list on the Y axis, in pixels.
*
* @see #setTranslationY(float)
*/
public float getTranslationY() {
return nGetTranslationY(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the Z axis.
*
* @see View#setTranslationZ(float)
* @see #getTranslationZ()
*/
public void setTranslationZ(float translationZ) {
nSetTranslationZ(mNativeRenderNode, translationZ);
}
/**
* Returns the translation value for this display list on the Z axis.
*
* @see #setTranslationZ(float)
*/
public float getTranslationZ() {
return nGetTranslationZ(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the Z axis.
*
* @param rotation The rotation value of the display list, in degrees
*
* @see View#setRotation(float)
* @see #getRotation()
*/
public void setRotation(float rotation) {
nSetRotation(mNativeRenderNode, rotation);
}
/**
* Returns the rotation value for this display list around the Z axis, in degrees.
*
* @see #setRotation(float)
*/
public float getRotation() {
return nGetRotation(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the X axis.
*
* @param rotationX The rotation value of the display list, in degrees
*
* @see View#setRotationX(float)
* @see #getRotationX()
*/
public void setRotationX(float rotationX) {
nSetRotationX(mNativeRenderNode, rotationX);
}
/**
* Returns the rotation value for this display list around the X axis, in degrees.
*
* @see #setRotationX(float)
*/
public float getRotationX() {
return nGetRotationX(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the Y axis.
*
* @param rotationY The rotation value of the display list, in degrees
*
* @see View#setRotationY(float)
* @see #getRotationY()
*/
public void setRotationY(float rotationY) {
nSetRotationY(mNativeRenderNode, rotationY);
}
/**
* Returns the rotation value for this display list around the Y axis, in degrees.
*
* @see #setRotationY(float)
*/
public float getRotationY() {
return nGetRotationY(mNativeRenderNode);
}
/**
* Sets the scale value for the display list on the X axis.
*
* @param scaleX The scale value of the display list
*
* @see View#setScaleX(float)
* @see #getScaleX()
*/
public void setScaleX(float scaleX) {
nSetScaleX(mNativeRenderNode, scaleX);
}
/**
* Returns the scale value for this display list on the X axis.
*
* @see #setScaleX(float)
*/
public float getScaleX() {
return nGetScaleX(mNativeRenderNode);
}
/**
* Sets the scale value for the display list on the Y axis.
*
* @param scaleY The scale value of the display list
*
* @see View#setScaleY(float)
* @see #getScaleY()
*/
public void setScaleY(float scaleY) {
nSetScaleY(mNativeRenderNode, scaleY);
}
/**
* Returns the scale value for this display list on the Y axis.
*
* @see #setScaleY(float)
*/
public float getScaleY() {
return nGetScaleY(mNativeRenderNode);
}
/**
* Sets the pivot value for the display list on the X axis
*
* @param pivotX The pivot value of the display list on the X axis, in pixels
*
* @see View#setPivotX(float)
* @see #getPivotX()
*/
public void setPivotX(float pivotX) {
nSetPivotX(mNativeRenderNode, pivotX);
}
/**
* Returns the pivot value for this display list on the X axis, in pixels.
*
* @see #setPivotX(float)
*/
public float getPivotX() {
return nGetPivotX(mNativeRenderNode);
}
/**
* Sets the pivot value for the display list on the Y axis
*
* @param pivotY The pivot value of the display list on the Y axis, in pixels
*
* @see View#setPivotY(float)
* @see #getPivotY()
*/
public void setPivotY(float pivotY) {
nSetPivotY(mNativeRenderNode, pivotY);
}
/**
* Returns the pivot value for this display list on the Y axis, in pixels.
*
* @see #setPivotY(float)
*/
public float getPivotY() {
return nGetPivotY(mNativeRenderNode);
}
public boolean isPivotExplicitlySet() {
return nIsPivotExplicitlySet(mNativeRenderNode);
}
/**
* Sets the camera distance for the display list. Refer to
* {@link View#setCameraDistance(float)} for more information on how to
* use this property.
*
* @param distance The distance in Z of the camera of the display list
*
* @see View#setCameraDistance(float)
* @see #getCameraDistance()
*/
public void setCameraDistance(float distance) {
nSetCameraDistance(mNativeRenderNode, distance);
}
/**
* Returns the distance in Z of the camera of the display list.
*
* @see #setCameraDistance(float)
*/
public float getCameraDistance() {
return nGetCameraDistance(mNativeRenderNode);
}
/**
* Sets the left position for the display list.
*
* @param left The left position, in pixels, of the display list
*
* @see View#setLeft(int)
* @see #getLeft()
*/
public void setLeft(int left) {
nSetLeft(mNativeRenderNode, left);
}
/**
* Returns the left position for the display list in pixels.
*
* @see #setLeft(int)
*/
public float getLeft() {
return nGetLeft(mNativeRenderNode);
}
/**
* Sets the top position for the display list.
*
* @param top The top position, in pixels, of the display list
*
* @see View#setTop(int)
* @see #getTop()
*/
public void setTop(int top) {
nSetTop(mNativeRenderNode, top);
}
/**
* Returns the top position for the display list in pixels.
*
* @see #setTop(int)
*/
public float getTop() {
return nGetTop(mNativeRenderNode);
}
/**
* Sets the right position for the display list.
*
* @param right The right position, in pixels, of the display list
*
* @see View#setRight(int)
* @see #getRight()
*/
public void setRight(int right) {
nSetRight(mNativeRenderNode, right);
}
/**
* Returns the right position for the display list in pixels.
*
* @see #setRight(int)
*/
public float getRight() {
return nGetRight(mNativeRenderNode);
}
/**
* Sets the bottom position for the display list.
*
* @param bottom The bottom position, in pixels, of the display list
*
* @see View#setBottom(int)
* @see #getBottom()
*/
public void setBottom(int bottom) {
nSetBottom(mNativeRenderNode, bottom);
}
/**
* Returns the bottom position for the display list in pixels.
*
* @see #setBottom(int)
*/
public float getBottom() {
return nGetBottom(mNativeRenderNode);
}
/**
* Sets the left and top positions for the display list
*
* @param left The left position of the display list, in pixels
* @param top The top position of the display list, in pixels
* @param right The right position of the display list, in pixels
* @param bottom The bottom position of the display list, in pixels
*
* @see View#setLeft(int)
* @see View#setTop(int)
* @see View#setRight(int)
* @see View#setBottom(int)
*/
public void setLeftTopRightBottom(int left, int top, int right, int bottom) {
nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
}
/**
* Offsets the left and right positions for the display list
*
* @param offset The amount that the left and right positions of the display
* list are offset, in pixels
*
* @see View#offsetLeftAndRight(int)
*/
public void offsetLeftAndRight(float offset) {
nOffsetLeftAndRight(mNativeRenderNode, offset);
}
/**
* Offsets the top and bottom values for the display list
*
* @param offset The amount that the top and bottom positions of the display
* list are offset, in pixels
*
* @see View#offsetTopAndBottom(int)
*/
public void offsetTopAndBottom(float offset) {
nOffsetTopAndBottom(mNativeRenderNode, offset);
}
/**
* Outputs the display list to the log. This method exists for use by
* tools to output display lists for selected nodes to the log.
*
* @hide
*/
public void output() {
nOutput(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Native methods
///////////////////////////////////////////////////////////////////////////
private static native long nCreate(String name);
private static native void nDestroyRenderNode(long renderNode);
private static native void nSetDisplayListData(long renderNode, long newData);
// Matrix
private static native void nGetTransformMatrix(long renderNode, long nativeMatrix);
private static native void nGetInverseTransformMatrix(long renderNode, long nativeMatrix);
private static native boolean nHasIdentityMatrix(long renderNode);
// Properties
private static native void nOffsetTopAndBottom(long renderNode, float offset);
private static native void nOffsetLeftAndRight(long renderNode, float offset);
private static native void nSetLeftTopRightBottom(long renderNode, int left, int top,
int right, int bottom);
private static native void nSetBottom(long renderNode, int bottom);
private static native void nSetRight(long renderNode, int right);
private static native void nSetTop(long renderNode, int top);
private static native void nSetLeft(long renderNode, int left);
private static native void nSetCameraDistance(long renderNode, float distance);
private static native void nSetPivotY(long renderNode, float pivotY);
private static native void nSetPivotX(long renderNode, float pivotX);
private static native void nSetCaching(long renderNode, boolean caching);
private static native void nSetClipToBounds(long renderNode, boolean clipToBounds);
private static native void nSetProjectBackwards(long renderNode, boolean shouldProject);
private static native void nSetProjectionReceiver(long renderNode, boolean shouldRecieve);
private static native void nSetOutlineRoundRect(long renderNode, int left, int top,
int right, int bottom, float radius);
private static native void nSetOutlineConvexPath(long renderNode, long nativePath);
private static native void nSetOutlineEmpty(long renderNode);
private static native void nSetClipToOutline(long renderNode, boolean clipToOutline);
private static native void nSetRevealClip(long renderNode,
boolean shouldClip, boolean inverseClip, float x, float y, float radius);
private static native void nSetAlpha(long renderNode, float alpha);
private static native void nSetHasOverlappingRendering(long renderNode,
boolean hasOverlappingRendering);
private static native void nSetTranslationX(long renderNode, float translationX);
private static native void nSetTranslationY(long renderNode, float translationY);
private static native void nSetTranslationZ(long renderNode, float translationZ);
private static native void nSetRotation(long renderNode, float rotation);
private static native void nSetRotationX(long renderNode, float rotationX);
private static native void nSetRotationY(long renderNode, float rotationY);
private static native void nSetScaleX(long renderNode, float scaleX);
private static native void nSetScaleY(long renderNode, float scaleY);
private static native void nSetStaticMatrix(long renderNode, long nativeMatrix);
private static native void nSetAnimationMatrix(long renderNode, long animationMatrix);
private static native boolean nHasOverlappingRendering(long renderNode);
private static native float nGetAlpha(long renderNode);
private static native float nGetLeft(long renderNode);
private static native float nGetTop(long renderNode);
private static native float nGetRight(long renderNode);
private static native float nGetBottom(long renderNode);
private static native float nGetCameraDistance(long renderNode);
private static native float nGetScaleX(long renderNode);
private static native float nGetScaleY(long renderNode);
private static native float nGetTranslationX(long renderNode);
private static native float nGetTranslationY(long renderNode);
private static native float nGetTranslationZ(long renderNode);
private static native float nGetRotation(long renderNode);
private static native float nGetRotationX(long renderNode);
private static native float nGetRotationY(long renderNode);
private static native boolean nIsPivotExplicitlySet(long renderNode);
private static native float nGetPivotX(long renderNode);
private static native float nGetPivotY(long renderNode);
private static native void nOutput(long renderNode);
///////////////////////////////////////////////////////////////////////////
// Finalization
///////////////////////////////////////////////////////////////////////////
@Override
protected void finalize() throws Throwable {
try {
nDestroyRenderNode(mNativeRenderNode);
} finally {
super.finalize();
}
}
}