Correctly report the transparent region am: f8da30dc65
am: 94a2f7e6fd
Change-Id: Ice979b549a74f1e8e59210f2b7c7e5a6f141b9f6
This commit is contained in:
@@ -20280,8 +20280,14 @@ public class View implements Drawable.Callback, KeyEvent.Callback,
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// remove it from the transparent region.
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// remove it from the transparent region.
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final int[] location = attachInfo.mTransparentLocation;
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final int[] location = attachInfo.mTransparentLocation;
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getLocationInWindow(location);
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getLocationInWindow(location);
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region.op(location[0], location[1], location[0] + mRight - mLeft,
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// When a view has Z value, then it will be better to leave some area below the view
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location[1] + mBottom - mTop, Region.Op.DIFFERENCE);
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// for drawing shadow. The shadow outset is proportional to the Z value. Note that
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// the bottom part needs more offset than the left, top and right parts due to the
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// spot light effects.
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int shadowOffset = getZ() > 0 ? (int) getZ() : 0;
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region.op(location[0] - shadowOffset, location[1] - shadowOffset,
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location[0] + mRight - mLeft + shadowOffset,
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location[1] + mBottom - mTop + (shadowOffset * 3), Region.Op.DIFFERENCE);
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} else {
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} else {
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if (mBackground != null && mBackground.getOpacity() != PixelFormat.TRANSPARENT) {
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if (mBackground != null && mBackground.getOpacity() != PixelFormat.TRANSPARENT) {
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// The SKIP_DRAW flag IS set and the background drawable exists, we remove
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// The SKIP_DRAW flag IS set and the background drawable exists, we remove
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@@ -6406,16 +6406,28 @@ public abstract class ViewGroup extends View implements ViewParent, ViewManager
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return true;
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return true;
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}
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}
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super.gatherTransparentRegion(region);
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super.gatherTransparentRegion(region);
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final View[] children = mChildren;
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// Instead of naively traversing the view tree, we have to traverse according to the Z
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final int count = mChildrenCount;
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// order here. We need to go with the same order as dispatchDraw().
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// One example is that after surfaceView punch a hole, we will still allow other views drawn
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// on top of that hole. In this case, those other views should be able to cut the
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// transparent region into smaller area.
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final int childrenCount = mChildrenCount;
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boolean noneOfTheChildrenAreTransparent = true;
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boolean noneOfTheChildrenAreTransparent = true;
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for (int i = 0; i < count; i++) {
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if (childrenCount > 0) {
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final View child = children[i];
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final ArrayList<View> preorderedList = buildOrderedChildList();
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if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
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final boolean customOrder = preorderedList == null
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if (!child.gatherTransparentRegion(region)) {
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&& isChildrenDrawingOrderEnabled();
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noneOfTheChildrenAreTransparent = false;
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final View[] children = mChildren;
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for (int i = 0; i < childrenCount; i++) {
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final int childIndex = getAndVerifyPreorderedIndex(childrenCount, i, customOrder);
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final View child = getAndVerifyPreorderedView(preorderedList, children, childIndex);
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if ((child.mViewFlags & VISIBILITY_MASK) == VISIBLE || child.getAnimation() != null) {
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if (!child.gatherTransparentRegion(region)) {
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noneOfTheChildrenAreTransparent = false;
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}
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}
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}
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}
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}
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if (preorderedList != null) preorderedList.clear();
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}
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}
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return meOpaque || noneOfTheChildrenAreTransparent;
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return meOpaque || noneOfTheChildrenAreTransparent;
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}
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}
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