DO NOT MERGE cherrypick from master

docs: restructure graphics docs and add hw-acceleration docs change-Id: I0f6288d1aa5430794ac672324c3e0fc7b714455d

Change-Id: Ic8406a836bde5395c1bdb9aa5c50027c7c59195f
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Robert Ly
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page.title=2D Graphics
page.title=Canvas and Drawables
parent.title=Graphics
parent.link=index.html
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>In this document</h2>
<h2>In this document</h2>
<ol>
<li><a href="#draw-with-canvas">Draw with a Canvas</a>
<ol>
<li><a href="#drawables">Drawables</a>
<li><a href="#on-view">On a View</a></li>
<li><a href="#on-surfaceview">On a SurfaceView</a></li>
</ol>
</li>
<li><a href="#drawables">Drawables</a>
<ol>
<li><a href="#drawables-from-images">Creating from resource images</a></li>
<li><a href="#drawables-from-xml">Creating from resource XML</a></li>
</ol>
</li>
<li><a href="#shape-drawable">Shape Drawable</a></li>
<!-- <li><a href="#state-list">StateListDrawable</a></li> -->
<li><a href="#nine-patch">Nine-patch</a></li>
</ol>
</li>
<li><a href="#shape-drawable">Shape Drawable</a></li>
<li><a href="#nine-patch">Nine-patch</a></li>
</ol>
<h2>See also</h2>
<ol>
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
APIs</a></li>
<li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
</ol>
</div>
</div>
<p>Android offers a custom 2D graphics library for drawing and animating shapes and images.
The {@link android.graphics.drawable} and {@link android.view.animation}
packages are where you'll find the common classes used for drawing and animating in two-dimensions.
<p>The Android framework APIs provides a set 2D drawing APIs that allow you to render your own
custom graphics onto a canvas or to modify existing Views to customize their look and feel.
When drawing 2D graphics, you'll typically do so in one of two ways:</p>
<ol type="a">
<li>Draw your graphics or animations into a View object from your layout. In this manner,
the drawing of your graphics is handled by the system's
normal View hierarchy drawing process &mdash; you simply define the graphics to go inside the View.</li>
<li>Draw your graphics directly to a Canvas. This way, you personally call the appropriate class's
{@link android.view.View#onDraw onDraw()} method (passing it your Canvas), or one of the Canvas
<code>draw...()</code> methods (like
<code>{@link android.graphics.Canvas#drawPicture(Picture,Rect) drawPicture()}</code>). In doing so, you are also in
control of any animation.</li>
</ol>
<p>Option "a," drawing to a View, is your best choice when you want to draw simple graphics that do not
need to change dynamically and are not part of a performance-intensive game. For example, you should
draw your graphics into a View when you want to display a static graphic or predefined animation, within
an otherwise static application. Read <a href="#drawables">Drawables</a> for more information.</li>
</p>
<p>This document offers an introduction to drawing graphics in your Android application.
We'll discuss the basics of using Drawable objects to draw
graphics, how to use a couple subclasses of the Drawable class, and how to
create animations that either tween (move, stretch, rotate) a single graphic
or animate a series of graphics (like a roll of film).</p>
<p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself.
Applications such as video games should be drawing to the Canvas on its own. However, there's more than
one way to do this:</p>
<ul>
<li>In the same thread as your UI Activity, wherein you create a custom View component in
your layout, call <code>{@link android.view.View#invalidate()}</code> and then handle the
<code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback.</li>
<li>Or, in a separate thread, wherein you manage a {@link android.view.SurfaceView} and
perform draws to the Canvas as fast as your thread is capable
(you do not need to request <code>invalidate()</code>).</li>
</ul>
<h2 id="draw-with-canvas">Draw with a Canvas</h2>
<p>When you're writing an application in which you would like to perform specialized drawing
and/or control the animation of graphics,
you should do so by drawing through a {@link android.graphics.Canvas}. A Canvas works for you as
a pretense, or interface, to the actual surface upon which your graphics will be drawn &mdash; it
holds all of your "draw" calls. Via the Canvas, your drawing is actually performed upon an
underlying {@link android.graphics.Bitmap}, which is placed into the window.</p>
<p>In the event that you're drawing within the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code>
callback method, the Canvas is provided for you and you need only place your drawing calls upon it.
You can also acquire a Canvas from <code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code>,
when dealing with a SurfaceView object. (Both of these scenarios are discussed in the following sections.)
However, if you need to create a new Canvas, then you must define the {@link android.graphics.Bitmap}
upon which drawing will actually be performed. The Bitmap is always required for a Canvas. You can set up
a new Canvas like this:</p>
<pre>
Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
</pre>
<p>Now your Canvas will draw onto the defined Bitmap. After drawing upon it with the Canvas, you can then carry your
Bitmap to another Canvas with one of the <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Matrix,Paint)
Canvas.drawBitmap(Bitmap,...)}</code> methods. It's recommended that you ultimately draw your final
graphics through a Canvas offered to you
by <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code> or
<code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code> (see the following sections).</p>
<p>The {@link android.graphics.Canvas} class has its own set of drawing methods that you can use,
like <code>drawBitmap(...)</code>, <code>drawRect(...)</code>, <code>drawText(...)</code>, and many more.
Other classes that you might use also have <code>draw()</code> methods. For example, you'll probably
have some {@link android.graphics.drawable.Drawable} objects that you want to put on the Canvas. Drawable
has its own <code>{@link android.graphics.drawable.Drawable#draw(Canvas) draw()}</code> method
that takes your Canvas as an argument.</p>
<h3 id="on-view">On a View</h3>
<p>If your application does not require a significant amount of processing or
frame-rate speed (perhaps for a chess game, a snake game,
or another slowly-animated application), then you should consider creating a custom View component
and drawing with a Canvas in <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code>.
The most convenient aspect of doing so is that the Android framework will
provide you with a pre-defined Canvas to which you will place your drawing calls.</p>
<p>To start, extend the {@link android.view.View} class (or descendant thereof) and define
the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback method. This method will be called by the Android
framework to request that your View draw itself. This is where you will perform all your calls
to draw through the {@link android.graphics.Canvas}, which is passed to you through the <code>onDraw()</code> callback.</p>
<p>The Android framework will only call <code>onDraw()</code> as necessary. Each time that
your application is prepared to be drawn, you must request your View be invalidated by calling
<code>{@link android.view.View#invalidate()}</code>. This indicates that you'd like your View to be drawn and
Android will then call your <code>onDraw()</code> method (though is not guaranteed that the callback will
be instantaneous). </p>
<p>Inside your View component's <code>onDraw()</code>, use the Canvas given to you for all your drawing,
using various <code>Canvas.draw...()</code> methods, or other class <code>draw()</code> methods that
take your Canvas as an argument. Once your <code>onDraw()</code> is complete, the Android framework will
use your Canvas to draw a Bitmap handled by the system.</p>
<p class="note"><strong>Note: </strong> In order to request an invalidate from a thread other than your main
Activity's thread, you must call <code>{@link android.view.View#postInvalidate()}</code>.</p>
<p>Also read <a href="{@docRoot}guide/topics/ui/custom-components.html">Building Custom Components</a>
for a guide to extending a View class, and <a href="2d-graphics.html">2D Graphics: Drawables</a> for
information on using Drawable objects like images from your resources and other primitive shapes.</p>
<p>For a sample application, see the Snake game, in the SDK samples folder:
<code>&lt;your-sdk-directory>/samples/Snake/</code>.</p>
<h3 id="on-surfaceview">On a SurfaceView</h3>
<p>The {@link android.view.SurfaceView} is a special subclass of View that offers a dedicated
drawing surface within the View hierarchy. The aim is to offer this drawing surface to
an application's secondary thread, so that the application isn't required
to wait until the system's View hierarchy is ready to draw. Instead, a secondary thread
that has reference to a SurfaceView can draw to its own Canvas at its own pace.</p>
<p>To begin, you need to create a new class that extends {@link android.view.SurfaceView}. The class should also
implement {@link android.view.SurfaceHolder.Callback}. This subclass is an interface that will notify you
with information about the underlying {@link android.view.Surface}, such as when it is created, changed, or destroyed.
These events are important so that you know when you can start drawing, whether you need
to make adjustments based on new surface properties, and when to stop drawing and potentially
kill some tasks. Inside your SurfaceView class is also a good place to define your secondary Thread class, which will
perform all the drawing procedures to your Canvas.</p>
<p>Instead of handling the Surface object directly, you should handle it via
a {@link android.view.SurfaceHolder}. So, when your SurfaceView is initialized, get the SurfaceHolder by calling
<code>{@link android.view.SurfaceView#getHolder()}</code>. You should then notify the SurfaceHolder that you'd
like to receive SurfaceHolder callbacks (from {@link android.view.SurfaceHolder.Callback}) by calling
{@link android.view.SurfaceHolder#addCallback(SurfaceHolder.Callback) addCallback()}
(pass it <var>this</var>). Then override each of the
{@link android.view.SurfaceHolder.Callback} methods inside your SurfaceView class.</p>
<p>In order to draw to the Surface Canvas from within your second thread, you must pass the thread your SurfaceHandler
and retrieve the Canvas with <code>{@link android.view.SurfaceHolder#lockCanvas() lockCanvas()}</code>.
You can now take the Canvas given to you by the SurfaceHolder and do your necessary drawing upon it.
Once you're done drawing with the Canvas, call
<code>{@link android.view.SurfaceHolder#unlockCanvasAndPost(Canvas) unlockCanvasAndPost()}</code>, passing it
your Canvas object. The Surface will now draw the Canvas as you left it. Perform this sequence of locking and
unlocking the canvas each time you want to redraw.</p>
<p class="note"><strong>Note:</strong> On each pass you retrieve the Canvas from the SurfaceHolder,
the previous state of the Canvas will be retained. In order to properly animate your graphics, you must re-paint the
entire surface. For example, you can clear the previous state of the Canvas by filling in a color
with <code>{@link android.graphics.Canvas#drawColor(int) drawColor()}</code> or setting a background image
with <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Rect,RectF,Paint) drawBitmap()}</code>. Otherwise,
you will see traces of the drawings you previously performed.</p>
<p>For a sample application, see the Lunar Lander game, in the SDK samples folder:
<code>&lt;your-sdk-directory>/samples/LunarLander/</code>. Or,
browse the source in the <a href="{@docRoot}guide/samples/index.html">Sample Code</a> section.</p>
<h2 id="drawables">Drawables</h2>
<p>Android offers a custom 2D graphics library for drawing shapes and images.
The {@link android.graphics.drawable} package is where you'll find the common classes used for
drawing in two-dimensions.</p>
<p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be drawn."
You'll discover that the Drawable class extends to define a variety of specific kinds of drawable graphics,
including {@link android.graphics.drawable.BitmapDrawable}, {@link android.graphics.drawable.ShapeDrawable},
{@link android.graphics.drawable.PictureDrawable}, {@link android.graphics.drawable.LayerDrawable}, and several more.
Of course, you can also extend these to define your own custom Drawable objects that behave in unique ways.</p>
<p>This document discusses the basics of using Drawable objects to draw graphics and how to use a
couple subclasses of the Drawable class. For information on using Drawables to do frame-by-frame
animation, see <a href="{@docRoot}guide/topics/animation/frame-animation.html">Frame-by-Frame
Animation</a>.</p>
<p>There are three ways to define and instantiate a Drawable: using an image saved in your project resources;
using an XML file that defines the Drawable properties; or using the normal class constructors. Below, we'll discuss
each the first two techniques (using constructors is nothing new for an experienced developer).</p>
<p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be
drawn." You'll discover that the Drawable class extends to define a variety of specific kinds of
drawable graphics, including {@link android.graphics.drawable.BitmapDrawable}, {@link
android.graphics.drawable.ShapeDrawable}, {@link android.graphics.drawable.PictureDrawable},
{@link android.graphics.drawable.LayerDrawable}, and several more. Of course, you can also extend
these to define your own custom Drawable objects that behave in unique ways.</p>
<p>There are three ways to define and instantiate a Drawable: using an image saved in your project
resources; using an XML file that defines the Drawable properties; or using the normal class
constructors. Below, we'll discuss each the first two techniques (using constructors is nothing new
for an experienced developer).</p>
<h3 id="drawables-from-images">Creating from resource images</h3>
<p>A simple way to add graphics to your application is by referencing an image file from your project resources.
Supported file types are PNG (preferred), JPG (acceptable) and GIF (discouraged). This technique would
obviously be preferred for application icons, logos, or other graphics such as those used in a game.</p>
<p>A simple way to add graphics to your application is by referencing an image file from your
project resources. Supported file types are PNG (preferred), JPG (acceptable) and GIF
(discouraged). This technique would obviously be preferred for application icons, logos, or other
graphics such as those used in a game.</p>
<p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your project.
From there, you can reference it from your code or your XML layout.
Either way, it is referred using a resource ID, which is the file name without the file type
extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
<p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your
project. From there, you can reference it from your code or your XML layout.
Either way, it is referred using a resource ID, which is the file name without the file type
extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
<p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be
automatically optimized with lossless image compression by the
<code>aapt</code> tool during the build process. For example, a true-color PNG that does
not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This
will result in an image of equal quality but which requires less memory. So be aware that the
image binaries placed in this directory can change during the build. If you plan on reading
an image as a bit stream in order to convert it to a bitmap, put your images in the <code>res/raw/</code>
folder instead, where they will not be optimized.</p>
<p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be
automatically optimized with lossless image compression by the
<code>aapt</code> tool during the build process. For example, a true-color PNG that does
not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This
will result in an image of equal quality but which requires less memory. So be aware that the
image binaries placed in this directory can change during the build. If you plan on reading
an image as a bit stream in order to convert it to a bitmap, put your images in the
<code>res/raw/</code> folder instead, where they will not be optimized.</p>
<h4>Example code</h4>
<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that uses an image
from drawable resources and add it to the layout.</p>
<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that
uses an image from drawable resources and add it to the layout.</p>
<pre>
LinearLayout mLinearLayout;
LinearLayout mLinearLayout;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Create a LinearLayout in which to add the ImageView
mLinearLayout = new LinearLayout(this);
// Create a LinearLayout in which to add the ImageView
mLinearLayout = new LinearLayout(this);
// Instantiate an ImageView and define its properties
ImageView i = new ImageView(this);
i.setImageResource(R.drawable.my_image);
i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
// Instantiate an ImageView and define its properties
ImageView i = new ImageView(this);
i.setImageResource(R.drawable.my_image);
i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT,
LayoutParams.WRAP_CONTENT));
// Add the ImageView to the layout and set the layout as the content view
mLinearLayout.addView(i);
setContentView(mLinearLayout);
}
</pre>
<p>In other cases, you may want to handle your image resource as a
{@link android.graphics.drawable.Drawable} object.
To do so, create a Drawable from the resource like so:
<pre>
Resources res = mContext.getResources();
Drawable myImage = res.getDrawable(R.drawable.my_image);
// Add the ImageView to the layout and set the layout as the content view
mLinearLayout.addView(i);
setContentView(mLinearLayout);
}
</pre>
<p>In other cases, you may want to handle your image resource as a
{@link android.graphics.drawable.Drawable} object.
To do so, create a Drawable from the resource like so:
<pre>
Resources res = mContext.getResources();
Drawable myImage = res.getDrawable(R.drawable.my_image);
</pre>
<p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only one
state, no matter how many different objects you may instantiate for it. For example, if you instantiate two
Drawable objects from the same image resource, then change a property (such as the alpha) for one of the
Drawables, then it will also affect the other. So when dealing with multiple instances of an image resource,
instead of directly transforming the Drawable, you should perform a <a href="#tween-animation">tween animation</a>.</p>
<p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only
one state, no matter how many different objects you may instantiate for it. For example, if you
instantiate two Drawable objects from the same image resource, then change a property (such
as the alpha) for one of the Drawables, then it will also affect the other. So when dealing with
multiple instances of an image resource, instead of directly transforming the Drawable, you
should perform a <a href="{@docRoot}guide/topics/graphics/view-animation.html#tween-animation">tween
animation</a>.</p>
<h4>Example XML</h4>
<p>The XML snippet below shows how to add a resource Drawable to an
{@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
<pre>
&lt;ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:tint="#55ff0000"
android:src="@drawable/my_image"/>
</pre>
<p>For more information on using project resources, read about
<a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
<h4>Example XML</h4>
<p>The XML snippet below shows how to add a resource Drawable to an
{@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
<pre>
&lt;ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:tint="#55ff0000"
android:src="@drawable/my_image"/>
</pre>
<p>For more information on using project resources, read about
<a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
<h3 id="drawables-from-xml">Creating from resource XML</h3>
<h3 id="drawables-from-xml">Creating from resource XML</h3>
<p>By now, you should be familiar with Android's principles of developing a
<a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the power
and flexibility inherent in defining objects in XML. This philosophy caries over from Views to Drawables.
If there is a Drawable object that you'd like to create, which is not initially dependent on variables defined by
your application code or user interaction, then defining the Drawable in XML is a good option.
Even if you expect your Drawable to change its properties during the user's experience with your application,
you should consider defining the object in XML, as you can always modify properties once it is instantiated.</p>
<p>By now, you should be familiar with Android's principles of developing a
<a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the
power and flexibility inherent in defining objects in XML. This philosophy caries over from Views
to Drawables. If there is a Drawable object that you'd like to create, which is not initially
dependent on variables defined by your application code or user interaction, then defining the
Drawable in XML is a good option. Even if you expect your Drawable to change its properties
during the user's experience with your application, you should consider defining the object in
XML, as you can always modify properties once it is instantiated.</p>
<p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code> directory of
your project. Then, retrieve and instantiate the object by calling
{@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the resource ID
of your XML file. (See the <a href="#drawable-xml-example">example below</a>.)</p>
<p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code>
directory of your project. Then, retrieve and instantiate the object by calling
{@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the
resource ID of your XML file. (See the <a href="#drawable-xml-example">example
below</a>.)</p>
<p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in
XML and instantiated by your application.
Each Drawable that supports XML inflation utilizes specific XML attributes that help define the object
properties (see the class reference to see what these are). See the class documentation for each
Drawable subclass for information on how to define it in XML.
<p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in
XML and instantiated by your application. Each Drawable that supports XML inflation utilizes
specific XML attributes that help define the object
properties (see the class reference to see what these are). See the class documentation for each
Drawable subclass for information on how to define it in XML.
<h4 id="drawable-xml-example">Example</h4>
<p>Here's some XML that defines a TransitionDrawable:</p>
<pre>
&lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
&lt;item android:drawable="&#64;drawable/image_expand">
&lt;item android:drawable="&#64;drawable/image_collapse">
&lt;/transition>
</pre>
<h4 id="drawable-xml-example">Example</h4>
<p>Here's some XML that defines a TransitionDrawable:</p>
<pre>
&lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
&lt;item android:drawable="&#64;drawable/image_expand">
&lt;item android:drawable="&#64;drawable/image_collapse">
&lt;/transition>
</pre>
<p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>,
the following code will instantiate the TransitionDrawable and set it as the content of an ImageView:</p>
<pre>
Resources res = mContext.getResources();
TransitionDrawable transition = (TransitionDrawable) res.getDrawable(R.drawable.expand_collapse);
ImageView image = (ImageView) findViewById(R.id.toggle_image);
image.setImageDrawable(transition);
</pre>
<p>Then this transition can be run forward (for 1 second) with:</p>
<pre>transition.startTransition(1000);</pre>
<p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>,
the following code will instantiate the TransitionDrawable and set it as the content of an
ImageView:</p>
<pre>
Resources res = mContext.getResources();
TransitionDrawable transition = (TransitionDrawable)
res.getDrawable(R.drawable.expand_collapse);
ImageView image = (ImageView) findViewById(R.id.toggle_image);
image.setImageDrawable(transition);
</pre>
<p>Then this transition can be run forward (for 1 second) with:</p>
<pre>transition.startTransition(1000);</pre>
<p>Refer to the Drawable classes listed above for more information on the XML attributes supported by each.</p>
<p>Refer to the Drawable classes listed above for more information on the XML attributes
supported by each.</p>
<h2 id="shape-drawable">Shape Drawable</h2>
<h2 id="shape-drawable">Shape Drawable</h2>
<p>When you want to dynamically draw some two-dimensional graphics, a {@link android.graphics.drawable.ShapeDrawable}
object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
primitive shapes and style them in any way imaginable.</p>
<p>When you want to dynamically draw some two-dimensional graphics, a {@link
android.graphics.drawable.ShapeDrawable}
object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
primitive shapes and style them in any way imaginable.</p>
<p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use one where ever
a Drawable is expected &mdash; perhaps for the background of a View, set with
{@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable) setBackgroundDrawable()}.
Of course, you can also draw your shape as its own custom {@link android.view.View},
to be added to your layout however you please.
Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of View that
draws the ShapeDrawable during the <code>View.onDraw()</code> method.
Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a View:</p>
<pre>
public class CustomDrawableView extends View {
private ShapeDrawable mDrawable;
<p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use
one where ever
a Drawable is expected &mdash; perhaps for the background of a View, set with
{@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable)
setBackgroundDrawable()}.
Of course, you can also draw your shape as its own custom {@link android.view.View},
to be added to your layout however you please.
Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of
View that
draws the ShapeDrawable during the <code>View.onDraw()</code> method.
Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a
View:</p>
<pre>
public class CustomDrawableView extends View {
private ShapeDrawable mDrawable;
public CustomDrawableView(Context context) {
super(context);
public CustomDrawableView(Context context) {
super(context);
int x = 10;
int y = 10;
int width = 300;
int height = 50;
int x = 10;
int y = 10;
int width = 300;
int height = 50;
mDrawable = new ShapeDrawable(new OvalShape());
mDrawable.getPaint().setColor(0xff74AC23);
mDrawable.setBounds(x, y, x + width, y + height);
}
mDrawable = new ShapeDrawable(new OvalShape());
mDrawable.getPaint().setColor(0xff74AC23);
mDrawable.setBounds(x, y, x + width, y + height);
}
protected void onDraw(Canvas canvas) {
mDrawable.draw(canvas);
}
}
</pre>
protected void onDraw(Canvas canvas) {
mDrawable.draw(canvas);
}
}
</pre>
<p>In the constructor, a ShapeDrawable is defines as an {@link android.graphics.drawable.shapes.OvalShape}.
It's then given a color and the bounds of the shape are set. If you do not set the bounds, then the
shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
<p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
draw the shape programmatically in an Activity:</p>
<pre>
CustomDrawableView mCustomDrawableView;
<p>In the constructor, a ShapeDrawable is defines as an {@link
android.graphics.drawable.shapes.OvalShape}.
It's then given a color and the bounds of the shape are set. If you do not set the bounds,
then the
shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
<p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
draw the shape programmatically in an Activity:</p>
<pre>
CustomDrawableView mCustomDrawableView;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mCustomDrawableView = new CustomDrawableView(this);
setContentView(mCustomDrawableView);
}
</pre>
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mCustomDrawableView = new CustomDrawableView(this);
<p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity,
then the CustomDrawable class must override the {@link android.view.View#View(android.content.Context, android.util.AttributeSet) View(Context, AttributeSet)} constructor, which is called when
instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML,
like so:</p>
<pre>
&lt;com.example.shapedrawable.CustomDrawableView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
/>
</pre>
setContentView(mCustomDrawableView);
}
</pre>
<p>The ShapeDrawable class (like many other Drawable types in the {@link android.graphics.drawable} package)
allows you to define various properties of the drawable with public methods.
Some properties you might want to adjust include
alpha transparency, color filter, dither, opacity and color.</p>
<p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity,
then the CustomDrawable class must override the {@link
android.view.View#View(android.content.Context, android.util.AttributeSet) View(Context,
AttributeSet)} constructor, which is called when
instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML,
like so:</p>
<pre>
&lt;com.example.shapedrawable.CustomDrawableView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
/>
</pre>
<p>The ShapeDrawable class (like many other Drawable types in the {@link
android.graphics.drawable} package)
allows you to define various properties of the drawable with public methods.
Some properties you might want to adjust include
alpha transparency, color filter, dither, opacity and color.</p>
<p>You can also define primitive drawable shapes using XML. For more information, see the
section about Shape Drawables in the <a
<p>You can also define primitive drawable shapes using XML. For more information, see the
section about Shape Drawables in the <a
href="{@docRoot}guide/topics/resources/drawable-resource.html#Shape">Drawable Resources</a>
document.</p>
document.</p>
<!-- TODO
<h2 id="state-list">StateListDrawable</h2>
<!-- TODO
<h2 id="state-list">StateListDrawable</h2>
<p>A StateListDrawable is an extension of the DrawableContainer class, making it little different.
The primary distinction is that the
StateListDrawable manages a collection of images for the Drawable, instead of just one.
This means that it can switch the image when you want, without switching objects. However, the
intention of the StateListDrawable is to automatically change the image used based on the state
of the object it's attached to.
-->
<p>A StateListDrawable is an extension of the DrawableContainer class, making it little
different.
The primary distinction is that the
StateListDrawable manages a collection of images for the Drawable, instead of just one.
This means that it can switch the image when you want, without switching objects. However,
the
intention of the StateListDrawable is to automatically change the image used based on the
state
of the object it's attached to.
-->
<h2 id="nine-patch">Nine-patch</h2>
<h2 id="nine-patch">Nine-patch</h2>
<p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap image, which Android
will automatically resize to accommodate the contents of the View in which you have placed it as the background.
An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a standard PNG
image that includes an extra 1-pixel-wide border. It must be saved with the extension <code>.9.png</code>,
and saved into the <code>res/drawable/</code> directory of your project.
</p>
<p>
The border is used to define the stretchable and static areas of
the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide
black line(s) in the left and top part of the border (the other border pixels should
be fully transparent or white). You can have as many stretchable sections as you want:
their relative size stays the same, so the largest sections always remain the largest.
</p>
<p>
You can also define an optional drawable section of the image (effectively,
the padding lines) by drawing a line on the right and bottom lines.
If a View object sets the NinePatch as its background and then specifies the
View's text, it will stretch itself so that all the text fits inside only
the area designated by the right and bottom lines (if included). If the
padding lines are not included, Android uses the left and top lines to
define this drawable area.
</p>
<p>To clarify the difference between the different lines, the left and top lines define
which pixels of the image are allowed to be replicated in order to stretch the image.
The bottom and right lines define the relative area within the image that the contents
of the View are allowed to lie within.</p>
<p>
Here is a sample NinePatch file used to define a button:
</p>
<img src="{@docRoot}images/ninepatch_raw.png" alt="" />
<p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap
image, which Android
will automatically resize to accommodate the contents of the View in which you have
placed it as the background.
An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a
standard PNG
image that includes an extra 1-pixel-wide border. It must be saved with the extension
<code>.9.png</code>,
and saved into the <code>res/drawable/</code> directory of your project.
</p>
<p>
The border is used to define the stretchable and static areas of
the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide
black line(s) in the left and top part of the border (the other border pixels should
be fully transparent or white). You can have as many stretchable sections as you want:
their relative size stays the same, so the largest sections always remain the largest.
</p>
<p>
You can also define an optional drawable section of the image (effectively,
the padding lines) by drawing a line on the right and bottom lines.
If a View object sets the NinePatch as its background and then specifies the
View's text, it will stretch itself so that all the text fits inside only
the area designated by the right and bottom lines (if included). If the
padding lines are not included, Android uses the left and top lines to
define this drawable area.
</p>
<p>To clarify the difference between the different lines, the left and top lines define
which pixels of the image are allowed to be replicated in order to stretch the image.
The bottom and right lines define the relative area within the image that the contents
of the View are allowed to lie within.</p>
<p>
Here is a sample NinePatch file used to define a button:
</p>
<img src="{@docRoot}images/ninepatch_raw.png" alt="" />
<p>This NinePatch defines one stretchable area with the left and top lines
and the drawable area with the bottom and right lines. In the top image, the dotted grey
lines identify the regions of the image that will be replicated in order to stretch the image. The pink
rectangle in the bottom image identifies the region in which the contents of the View are allowed.
If the contents don't fit in this region, then the image will be stretched so that they do.
<p>This NinePatch defines one stretchable area with the left and top lines
and the drawable area with the bottom and right lines. In the top image, the dotted grey
lines identify the regions of the image that will be replicated in order to stretch the
image. The pink
rectangle in the bottom image identifies the region in which the contents of the View are
allowed.
If the contents don't fit in this region, then the image will be stretched so that they
do.
</p>
<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers
an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It
<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers
an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It
even raises warnings if the region you've defined for the stretchable area is at risk of
producing drawing artifacts as a result of the pixel replication.
</p>
@@ -298,7 +486,8 @@ producing drawing artifacts as a result of the pixel replication.
<h3>Example XML</h3>
<p>Here's some sample layout XML that demonstrates how to add a NinePatch image to a
couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button_background.9.png</code>
couple of buttons. (The NinePatch image is saved as
<code>res/drawable/my_button_background.9.png</code>
<pre>
&lt;Button id="@+id/tiny"
android:layout_width="wrap_content"
@@ -318,11 +507,12 @@ couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button
android:textSize="30sp"
android:background="@drawable/my_button_background"/&gt;
</pre>
<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the text.
<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the
text.
</p>
<p>Below are the two buttons rendered from the XML and NinePatch image shown above.
Notice how the width and height of the button varies with the text, and the background image
<p>Below are the two buttons rendered from the XML and NinePatch image shown above.
Notice how the width and height of the button varies with the text, and the background image
stretches to accommodate it.
</p>

View File

@@ -0,0 +1,522 @@
page.title=Hardware Acceleration
parent.title=Graphics
parent.link=index.html
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>In this document</h2>
<ol>
<li><a href="#controlling">Controlling Hardware Acceleration</a></li>
<li><a href="#determining">Determining if a View is Hardware Accelerated</a></li>
<li><a href="#model">Android Drawing Models</a>
<ol>
<li><a href="#software-model">Software-based drawing model</a></li>
<li><a href="#hardware-model">Hardware accelerated drawing model</a></li>
</ol>
</li>
<li>
<a href="#unsupported">Unsupported Drawing Operations</a>
</li>
<li>
<a href="#layers">View Layers</a>
<ol>
<li><a href="#layers-anims">View Layers and Animations</a></li>
</ol>
</li>
<li><a href="#tips">Tips and Tricks</a></li>
</ol>
<h2>See also</h2>
<ol>
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
APIs</a></li>
<li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
</ol>
</div>
</div>
<p>Beginning in Android 3.0 (API level 11), the Android 2D rendering pipeline is designed to
better support hardware acceleration. Hardware acceleration carries out all drawing operations
that are performed on a {@link android.view.View}'s canvas using the GPU.</p>
<p>The easiest way to enable hardware acceleration is to turn it on
globally for your entire application. If your application uses only standard views and {@link
android.graphics.drawable.Drawable}s, turning it on globally should not cause any adverse
effects. However, because hardware acceleration is not supported for all of the 2D drawing
operations, turning it on might affect some of your applications that use custom views or drawing
calls. Problems usually manifest themselves as invisible elements, exceptions, or wrongly
rendered pixels. To remedy this, Android gives you the option to enable or disable hardware
acceleration at the following levels:</p>
<ul>
<li>Application</li>
<li>Activity</li>
<li>Window</li>
<li>View</li>
</ul>
<p>If your application performs custom drawing, test your application on actual hardware
devices with hardware acceleration turned on to find any problems. The <a
href="#drawing-support">Unsupported drawing operations</a> section describes known issues with
drawing operations that cannot be hardware accelerated and how to work around them.</p>
<h2 id="controlling">Controlling Hardware Acceleration</h2>
<p>You can control hardware acceleration at the following levels:</p>
<ul>
<li>Application</li>
<li>Activity</li>
<li>Window</li>
<li>View</li>
</ul>
<h4>Application level</h4>
<p>In your Android manifest file, add the following attribute to the
<a href="{@docRoot}guide/topics/manifest/application-element.html">
<code>&lt;application&gt;</code></a> tag to enable hardware acceleration for your entire
application:</p>
<pre>
&lt;application android:hardwareAccelerated="true" ...&gt;
</pre>
<h4>Activity level</h4>
<p>If your application does not behave properly with hardware acceleration turned on globally,
you can control it for individual activities as well. To enable or disable hardware acceleration
at the activity level, you can use the <code>android:hardwareAccelerated</code>
attribute for the <a href="{@docRoot}guide/topics/manifest/activity-element.html">
<code>&lt;activity&gt;</code></a> element. The following example enables hardware acceleration
for the entire application but disables it for one activity:</p>
<pre>
&lt;application android:hardwareAccelerated="true"&gt;
&lt;activity ... /&gt;
&lt;activity android:hardwareAccelerated="false" /&gt;
&lt;/application&gt;
</pre>
<h4>Window level</h4>
<p>If you need even more fine-grained control, you can enable hardware acceleration for a given
window with the following code:</p>
<pre>
getWindow().setFlags(
WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED,
WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED);
</pre>
<p class="note"><strong>Note</strong>: You currently cannot disable hardware acceleration at
the window level.</p>
<h4>View level</h4>
<p>You can disable hardware acceleration for an individual view at runtime with the
following code:</p>
<pre>
myView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
</pre>
<p class="note"><strong>Note</strong>: You currently cannot enable hardware acceleration at
the view level. View layers have other functions besides disabling hardware acceleration. See <a
href="#layers">View layers</a> for more information about their uses.</p>
<h2 id="determining">Determining if a View is Hardware Accelerated</h2>
<p>It is sometimes useful for an application to know whether it is currently hardware
accelerated, especially for things such as custom views. This is particularly useful if your
application does a lot of custom drawing and not all operations are properly supported by the new
rendering pipeline.</p>
<p>There are two different ways to check whether the application is hardware accelerated:</p>
<ul>
<li>{@link android.view.View#isHardwareAccelerated View.isHardwareAccelerated()} returns
<code>true</code> if the {@link android.view.View} is attached to a hardware accelerated
window.</li>
<li>{@link android.graphics.Canvas#isHardwareAccelerated Canvas.isHardwareAccelerated()}
returns <code>true</code> if the {@link android.graphics.Canvas} is hardware accelerated</li>
</ul>
<p>If you must do this check in your drawing code, use {@link
android.graphics.Canvas#isHardwareAccelerated Canvas.isHardwareAccelerated()} instead of {@link
android.view.View#isHardwareAccelerated View.isHardwareAccelerated()} when possible. When a view
is attached to a hardware accelerated window, it can still be drawn using a non-hardware
accelerated Canvas. This happens, for instance, when drawing a view into a bitmap for caching
purposes.</p>
<h2 id="model">Android Drawing Models</h2>
<p>When hardware acceleration is enabled, the Android framework utilizes a new drawing model that
utilizes <em>display lists</em> to render your application to the screen. To fully understand
display lists and how they might affect your application, it is useful to understand how Android
draws views without hardware acceleration as well. The following sections describe the
software-based and hardware-accelerated drawing models.</p>
<h3>Software-based drawing model</h3>
<p>In the software drawing model, views are drawn with the following two steps:</p>
<ol>
<li>Invalidate the hierarchy</li>
<li>Draw the hierarchy</li>
</ol>
<p>Whenever an application needs to update a part of its UI, it invokes {@link
android.view.View#invalidate invalidate()} (or one of its variants) on any view that has changed
content. The invalidation messages are propagated all the way up the view hierarchy to compute
the regions of the screen that need to be redrawn (the dirty region). The Android system then
draws any view in the hierarchy that intersects with the dirty region. Unfortunately, there are
two drawbacks to this drawing model:</p>
<ul>
<li>First, this model requires execution of a lot of code on every draw pass. For example, if
your application calls {@link android.view.View#invalidate invalidate()} on a button and that
button sits on top of another view, the Android system redraws the view even though it hasn't
changed.</li>
<li>The second issue is that the drawing model can hide bugs in your application. Since the
Android system redraws views when they intersect the dirty region, a view whose content you
changed might be redrawn even though {@link android.view.View#invalidate invalidate()} was not
called on it. When this happens, you are relying on another view being invalidated to obtain the
proper behavior. This behavior can change every time you modify your application. Because of
this, you should always call {@link android.view.View#invalidate invalidate()} on your custom
views whenever you modify data or state that affects the view’s drawing code.</li>
</ul>
<p class="note"><strong>Note</strong>: Android views automatically call {@link
android.view.View#invalidate invalidate()} when their properties change, such as the background
color or the text in a {@link android.widget.TextView}.</p>
<h3>Hardware accelerated drawing model</h3>
<p>The Android system still uses {@link android.view.View#invalidate invalidate()} and {@link
android.view.View#draw draw()} to request screen updates and to render views, but handles the
actual drawing differently. Instead of executing the drawing commands immediately, the Android
system records them inside display lists, which contain the output of the view hierarchy’s
drawing code. Another optimization is that the Android system only needs to record and update
display lists for views marked dirty by an {@link android.view.View#invalidate invalidate()}
call. Views that have not been invalidated can be redrawn simply by re-issuing the previously
recorded display list. The new drawing model contains three stages:</p>
<ol>
<li>Invalidate the hierarchy</li>
<li>Record and update display lists</li>
<li>Draw the display lists</li>
</ol>
<p>With this model, you cannot rely on a view intersecting the dirty region to have its {@link
android.view.View#draw draw()} method executed. To ensure that the Android system records a
view’s display list, you must call {@link android.view.View#invalidate invalidate()}. Forgetting
to do so causes a view to look the same even after changing it, which is an easier bug to find if
it happens.</p>
<p>Using display lists also benefits animation performance because setting specific properties,
such as alpha or rotation, does not require invalidating the targeted view (it is done
automatically). This optimization also applies to views with display lists (any view when your
application is hardware accelerated.) For example, assume there is a {@link
android.widget.LinearLayout} that contains a {@link android.widget.ListView} above a {@link
android.widget.Button}. The display list for the {@link android.widget.LinearLayout} looks like
this:</p>
<ul>
<li>DrawDisplayList(ListView)</li>
<li>DrawDisplayList(Button)</li>
</ul>
<p>Assume now that you want to change the {@link android.widget.ListView}'s opacity. After
invoking <code>setAlpha(0.5f)</code> on the {@link android.widget.ListView}, the display list now
contains this:</p>
<ul>
<li>SaveLayerAlpha(0.5)</li>
<li>DrawDisplayList(ListView)</li>
<li>Restore</li>
<li>DrawDisplayList(Button)</li>
</ul>
<p>The complex drawing code of {@link android.widget.ListView} was not executed. Instead, the
system only updated the display list of the much simpler {@link android.widget.LinearLayout}. In
an application without hardware acceleration enabled, the drawing code of both the list and its
parent are executed again.</p>
<h2 id="unsupported">Unsupported Drawing Operations</h2>
<p>When hardware accelerated, the 2D rendering pipeline supports the most commonly used {@link
android.graphics.Canvas} drawing operations as well as many less-used operations. All of the
drawing operations that are used to render applications that ship with Android, default widgets
and layouts, and common advanced visual effects such as reflections and tiled textures are
supported. The following list describes known operations that are <strong>not supported</strong>
with hardware acceleration:</p>
<ul>
<li>
<strong>Canvas</strong>
<ul>
<li>{@link android.graphics.Canvas#clipPath clipPath()}</li>
<li>{@link android.graphics.Canvas#clipRegion clipRegion()}</li>
<li>{@link android.graphics.Canvas#drawPicture drawPicture()}</li>
<li>{@link android.graphics.Canvas#drawPosText drawPosText()}</li>
<li>{@link android.graphics.Canvas#drawTextOnPath drawTextOnPath()}</li>
<li>{@link android.graphics.Canvas#drawVertices drawVertices()}</li>
</ul>
</li>
<li>
<strong>Paint</strong>
<ul>
<li>{@link android.graphics.Paint#setLinearText setLinearText()}</li>
<li>{@link android.graphics.Paint#setMaskFilter setMaskFilter()}</li>
<li>{@link android.graphics.Paint#setRasterizer setRasterizer()}</li>
</ul>
</li>
</ul>
<p>In addition, some operations behave differently with hardware acceleration enabled:</p>
<ul>
<li>
<strong>Canvas</strong>
<ul>
<li>{@link android.graphics.Canvas#clipRect clipRect()}: <code>XOR</code>,
<code>Difference</code> and <code>ReverseDifference</code> clip modes are ignored. 3D
transforms do not apply to the clip rectangle</li>
<li>{@link android.graphics.Canvas#drawBitmapMesh drawBitmapMesh()}: colors array is
ignored</li>
<li>{@link android.graphics.Canvas#drawLines drawLines()}: anti-aliasing is not
supported</li>
<li>{@link android.graphics.Canvas#setDrawFilter setDrawFilter()}: can be set, but is
ignored</li>
</ul>
</li>
<li>
<strong>Paint</strong>
<ul>
<li>{@link android.graphics.Paint#setDither setDither()}: ignored</li>
<li>{@link android.graphics.Paint#setFilterBitmap setFilterBitmap()}: filtering is always
on</li>
<li>{@link android.graphics.Paint#setShadowLayer setShadowLayer()}: works with text
only</li>
</ul>
</li>
<li>
<strong>ComposeShader</strong>
<ul>
<li>{@link android.graphics.ComposeShader} can only contain shaders of different types (a
{@link android.graphics.BitmapShader} and a {@link android.graphics.LinearGradient} for
instance, but not two instances of {@link android.graphics.BitmapShader} )</li>
<li>{@link android.graphics.ComposeShader} cannot contain a {@link
android.graphics.ComposeShader}</li>
</ul>
</li>
</ul>
<p>If your application is affected by any of these missing features or limitations, you can turn
off hardware acceleration for just the affected portion of your application by calling
{@link android.view.View#setLayerType setLayerType(View.LAYER_TYPE_SOFTWARE, null)}. This way,
you can still take advantage of hardware acceleratin everywhere else. See <a
href="#controlling">Controlling Hardware Acceleration</a> for more information on how to enable and
disable hardware acceleration at different levels in your application.
<h2 id="layers">View Layers</h2>
<p>In all versions of Android, views have had the ability to render into off-screen buffers,
either by using a view's drawing cache, or by using {@link android.graphics.Canvas#saveLayer
Canvas.saveLayer()}. Off-screen buffers, or layers, have several uses. You can use them to get
better performance when animating complex views or to apply composition effects. For instance,
you can implement fade effects using <code>Canvas.saveLayer()</code> to temporarily render a view
into a layer and then composite it back on screen with an opacity factor.</p>
<p>Beginning in Android 3.0 (API level 11), you have more control on how and when to use layers
with the {@link android.view.View#setLayerType View.setLayerType()} method. This API takes two
parameters: the type of layer you want to use and an optional {@link android.graphics.Paint}
object that describes how the layer should be composited. You can use the {@link
android.graphics.Paint} parameter to apply color filters, special blending modes, or opacity to a
layer. A view can use one of three layer types:</p>
<ul>
<li>{@link android.view.View#LAYER_TYPE_NONE}: The view is rendered normally and is not backed
by an off-screen buffer. This is the default behavior.</li>
<li>{@link android.view.View#LAYER_TYPE_HARDWARE}: The view is rendered in hardware into a
hardware texture if the application is hardware accelerated. If the application is not hardware
accelerated, this layer type behaves the same as {@link
android.view.View#LAYER_TYPE_SOFTWARE}.</li>
<li>{@link android.view.View#LAYER_TYPE_SOFTWARE}: The view is rendered in software into a
bitmap.</li>
</ul>
<p>The type of layer you use depends on your goal:</p>
<ul>
<li><strong>Performance</strong>: Use a hardware layer type to render a view into a hardware
texture. Once a view is rendered into a layer, its drawing code does not have to be executed
until the view calls {@link android.view.View#invalidate invalidate()}. Some animations, such as
alpha animations, can then be applied directly onto the layer, which is very efficient
for the GPU to do.</li>
<li><strong>Visual effects</strong>: Use a hardware or software layer type and a {@link
android.graphics.Paint} to apply special visual treatments to a view. For instance, you can
draw a view in black and white using a {@link
android.graphics.ColorMatrixColorFilter}.</li>
<li><strong>Compatibility</strong>: Use a software layer type to force a view to be rendered in
software. If a view that is hardware accelerated (for instance, if your whole
application is hardware acclerated), is having rendering problems, this is an easy way to work
around limitations of the hardware rendering
pipeline.</li>
</ul>
<h3 id="layers-anims">View layers and animations</h3>
<p>Hardware layers can deliver faster and smoother animations when your application
is hardware accelerated. Running an animation at 60 frames per second is not always possible when
animating complex views that issue a lot of drawing operations. This can be alleviated by
using hardware layers to render the view to a hardware texture. The hardware texture can
then be used to animate the view, eliminating the need for the view to constantly redraw itself
when it is being animated. The view is not redrawn unless you change the view's
properties, which calls {@link android.view.View#invalidate invalidate()}, or if you call {@link
android.view.View#invalidate invalidate()} manually. If you are running an animation in
your application and do not obtain the smooth results you want, consider enabling hardware layers on
your animated views.</p>
<p>When a view is backed by a hardware layer, some of its properties are handled by the way the
layer is composited on screen. Setting these properties will be efficient because they do not
require the view to be invalidated and redrawn. The following list of properties affect the way
the layer is composited. Calling the setter for any of these properties results in optimal
invalidation and no redrawing of the targeted view:</p>
<ul>
<li><code>alpha</code>: Changes the layer's opacity</li>
<li><code>x</code>, <code>y</code>, <code>translationX</code>, <code>translationY</code>:
Changes the layer's position</li>
<li><code>scaleX</code>, <code>scaleY</code>: Changes the layer's size</li>
<li><code>rotation</code>, <code>rotationX</code>, <code>rotationY</code>: Changes the
layer's orientation in 3D space</li>
<li><code>pivotX</code>, <code>pivotY</code>: Changes the layer's transformations origin</li>
</ul>
<p>These properties are the names used when animating a view with an {@link
android.animation.ObjectAnimator}. If you want to access these properties, call the appropriate
setter or getter. For instance, to modify the alpha property, call {@link
android.view.View#setAlpha setAlpha()}. The following code snippet shows the most efficient way
to rotate a viewiew in 3D around the Y-axis:</p>
<pre>
view.setLayerType(View.LAYER_TYPE_HARDWARE, null);
ObjectAnimator.ofFloat(view, "rotationY", 180).start();
</pre>
<p>Because hardware layers consume video memory, it is highly recommended that you enable them
only for the duration of the animation and then disable them after the animation is done. You
can accomplish this using animation listeners:</p>
<pre>
View.setLayerType(View.LAYER_TYPE_HARDWARE, null);
ObjectAnimator animator = ObjectAnimator.ofFloat(view, "rotationY", 180);
animator.addListener(new AnimatorListenerAdapter() {
&#064;Override
public void onAnimationEnd(Animator animation) {
view.setLayerType(View.LAYER_TYPE_NONE, null);
}
});
animator.start();
</pre>
<p>For more information on property animation, see <a href=
"{@docRoot}guide/topics/graphics/prop-animation.html">Property Animation</a>.</p>
<h2 id="tips">Tips and Tricks</h2>
<p>Switching to hardware accelerated 2D graphics can instantly increase performance, but you
should still design your application to use the GPU effectively by following these
recommendations:</p>
<dl>
<dt><strong>Reduce the number of views in your application</strong></dt>
<dd>The more views the system has to draw, the slower it will be. This applies to the software
rendering pipeline as well. Reducing views is one of the easiest ways to optimize your UI.</dd>
<dt><strong>Avoid overdraw</strong></dt>
<dd>Do not draw too many layers on top of each other. Remove any views that are completely
obscured by other opaque views on top of it. If you need to draw several layers blended on top
of each other, consider merging them into a single layer. A good rule of thumb with current
hardware is to not draw more than 2.5 times the number of pixels on screen per frame
(transparent pixels in a bitmap count!).</dd>
<dt><strong>Don't create render objects in draw methods</strong></dt>
<dd>A common mistake is to create a new {@link android.graphics.Paint} or a new {@link
android.graphics.Path} every time a rendering method is invoked. This forces the garbage
collector to run more often and also bypasses caches and optimizations in the hardware
pipeline.</dd>
<dt><strong>Don't modify shapes too often</strong></dt>
<dd>Complex shapes, paths, and circles for instance, are rendered using texture masks. Every
time you create or modify a path, the hardware pipeline creates a new mask, which can be
expensive.</dd>
<dt><strong>Don't modify bitmaps too often</strong></dt>
<dd>Every time you change the content of a bitmap, it is uploaded again as a GPU texture the
next time you draw it.</dd>
<dt><strong>Use alpha with care</strong></dt>
<dd>When you make a view translucent using {@link android.view.View#setAlpha setAlpha()},
{@link android.view.animation.AlphaAnimation}, or {@link android.animation.ObjectAnimator}, it
is rendered in an off-screen buffer which doubles the required fill-rate. When applying alpha
on very large views, consider setting the view's layer type to
<code>LAYER_TYPE_HARDWARE</code>.</dd>
</dl>

View File

@@ -3,208 +3,49 @@ page.title=Graphics
<div id="qv-wrapper">
<div id="qv">
<h2>In this document</h2>
<h2>Topics</h2>
<ol>
<li><a href="#options">Consider your Options</a></li>
<li><a href="#draw-to-view">Simple Graphics Inside a View</a></li>
<li><a href="#draw-with-canvas">Draw with a Canvas</a>
<ol>
<li><a href="#on-view">On a View</a></li>
<li><a href="#on-surfaceview">On a SurfaceView</a></li>
</ol>
</li>
</ol>
<h2>See also</h2>
<ol>
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li>
<li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
<li><a href="{@docRoot}guide/topics/graphics/canvas.html">Canvas and Drawables</a></li>
<li><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware Acceleration</a></li>
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
</ol>
</div>
</div>
<p>Android graphics are powered by a custom 2D graphics library, and the framework provides
support for high performance 3D graphics in the form of OpenGL ES and RenderScript. The most
common 2D graphics APIs can be found in the {@link android.graphics.drawable drawable package}.
OpenGL APIs are available from the Khronos {@link javax.microedition.khronos.opengles OpenGL ES} and
the {@link android.opengl} packages. The RenderScript APIs are available in the
{@link android.renderscript} package.</p>
<p>When starting a project, it's important to consider exactly what your graphical demands will be.
<p>When writing an application, it's important to consider exactly what your graphical demands will be.
Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations
for a rather static application should be implemented much differently than graphics and animations
for an interactive game or 3D rendering.</p>
<p>Here, we'll discuss a few of the options you have for drawing graphics on Android,
and which tasks they're best suited for.</p>
<p>If you're specifically looking for information on drawing 3D graphics, this page won't
help a lot. However, the information below about how to <a href="#draw-with-canvas">Draw with a
Canvas</a> (and the section on SurfaceView), will give you a quick idea of how you should draw to
the View hierarchy. For more information on Android's 3D graphics APIs, see
the <a href="opengl.html">3D with OpenGL</a> and
<a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a> documents.</p>
<h2 id="options">Consider your Options</h2>
<p>When drawing 2D graphics, you'll typically do so in one of two ways:</p>
<ol type="a">
<li>Draw your graphics or animations into a View object from your layout. In this manner,
the drawing (and any animation) of your graphics is handled by the system's
normal View hierarchy drawing process &mdash; you simply define the graphics to go inside the View.</li>
<li>Draw your graphics directly to a Canvas. This way, you personally call the appropriate class's
<code>draw()</code> method (passing it your Canvas), or one of the Canvas <code>draw...()</code> methods (like
<code>{@link android.graphics.Canvas#drawPicture(Picture,Rect) drawPicture()}</code>). In doing so, you are also in
control of any animation.</li>
</ol>
<p>Option "a," drawing to a View, is your best choice when you want to draw simple graphics that do not
need to change dynamically and are not part of a performance-intensive game. For example, you should
draw your graphics into a View when you want to display a static graphic or predefined animation, within
an otherwise static application. Read <a href="#draw-to-view">Simple Graphics Inside a View</a>.</li>
<p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself.
Basically, any video game should be drawing to the Canvas on its own. However, there's more than
one way to do this: </p>
<ul>
<li>In the same thread as your UI Activity, wherein you create a custom View component in
your layout, call <code>{@link android.view.View#invalidate()}</code> and then handle the
<code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback..</li>
<li>Or, in a separate thread, wherein you manage a {@link android.view.SurfaceView} and
perform draws to the Canvas as fast as your thread is capable
(you do not need to request <code>invalidate()</code>).</li>
</ul>
<p>...Begin by reading <a href="#draw-with-canvas">Draw with a Canvas</a>.</p>
<h2 id="draw-to-view">Simple Graphics Inside a View</h2>
<p>If you'll be drawing some simple graphics (images, shapes, colors, pre-defined animations, etc.),
then you should probably just draw to the background of a View or
to the content of an {@link android.widget.ImageView} in your layout.
In this case, you can skip the rest of this document and learn how to
draw graphics and animations in the <a href="2d-graphics.html">2D Graphics</a> document.
for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics
on Android and which tasks they're best suited for.
</p>
<dl>
<dt><strong><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">Canvas and
Drawables</a></strong></dt>
<dd>Android provides a set of {@link android.view.View} widgets that provide general functionality
for a wide array of user interfaces. You can also extend these widgets to modify the way they
look or behave. In addition, you can do your own custom 2D rendering using the various drawing
methods contained in the {@link android.graphics.Canvas} class or create {@link
android.graphics.drawable.Drawable} objects for things such as textured buttons or frame-by-frame
animations.</dd>
<h2 id="draw-with-canvas">Draw with a Canvas</h2>
<p>When you're writing an application in which you would like to perform specialized drawing
and/or control the animation of graphics,
you should do so by drawing through a {@link android.graphics.Canvas}. A Canvas works for you as
a pretense, or interface, to the actual surface upon which your graphics will be drawn &mdash; it
holds all of your "draw" calls. Via the Canvas, your drawing is actually performed upon an
underlying {@link android.graphics.Bitmap}, which is placed into the window.</p>
<p>In the event that you're drawing within the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code>
callback method, the Canvas is provided for you and you need only place your drawing calls upon it.
You can also acquire a Canvas from <code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code>,
when dealing with a SurfaceView object. (Both of these scenarios are discussed in the following sections.)
However, if you need to create a new Canvas, then you must define the {@link android.graphics.Bitmap}
upon which drawing will actually be performed. The Bitmap is always required for a Canvas. You can set up
a new Canvas like this:</p>
<pre>
Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
</pre>
<p>Now your Canvas will draw onto the defined Bitmap. After drawing upon it with the Canvas, you can then carry your
Bitmap to another Canvas with one of the <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Matrix,Paint)
Canvas.drawBitmap(Bitmap,...)}</code> methods. It's recommended that you ultimately draw your final
graphics through a Canvas offered to you
by <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code> or
<code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code> (see the following sections).</p>
<p>The {@link android.graphics.Canvas} class has its own set of drawing methods that you can use,
like <code>drawBitmap(...)</code>, <code>drawRect(...)</code>, <code>drawText(...)</code>, and many more.
Other classes that you might use also have <code>draw()</code> methods. For example, you'll probably
have some {@link android.graphics.drawable.Drawable} objects that you want to put on the Canvas. Drawable
has its own <code>{@link android.graphics.drawable.Drawable#draw(Canvas) draw()}</code> method
that takes your Canvas as an argument.</p>
<h3 id="on-view">On a View</h3>
<p>If your application does not require a significant amount of processing or
frame-rate speed (perhaps for a chess game, a snake game,
or another slowly-animated application), then you should consider creating a custom View component
and drawing with a Canvas in <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code>.
The most convenient aspect of doing so is that the Android framework will
provide you with a pre-defined Canvas to which you will place your drawing calls.</p>
<p>To start, extend the {@link android.view.View} class (or descendant thereof) and define
the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback method. This method will be called by the Android
framework to request that your View draw itself. This is where you will perform all your calls
to draw through the {@link android.graphics.Canvas}, which is passed to you through the <code>onDraw()</code> callback.</p>
<p>The Android framework will only call <code>onDraw()</code> as necessary. Each time that
your application is prepared to be drawn, you must request your View be invalidated by calling
<code>{@link android.view.View#invalidate()}</code>. This indicates that you'd like your View to be drawn and
Android will then call your <code>onDraw()</code> method (though is not guaranteed that the callback will
be instantaneous). </p>
<p>Inside your View component's <code>onDraw()</code>, use the Canvas given to you for all your drawing,
using various <code>Canvas.draw...()</code> methods, or other class <code>draw()</code> methods that
take your Canvas as an argument. Once your <code>onDraw()</code> is complete, the Android framework will
use your Canvas to draw a Bitmap handled by the system.</p>
<p class="note"><strong>Note: </strong> In order to request an invalidate from a thread other than your main
Activity's thread, you must call <code>{@link android.view.View#postInvalidate()}</code>.</p>
<p>Also read <a href="{@docRoot}guide/topics/ui/custom-components.html">Custom Components</a>
for a guide to extending a View class, and <a href="2d-graphics.html">2D Graphics: Drawables</a> for
information on using Drawable objects like images from your resources and other primitive shapes.</p>
<p>For a sample application, see the Snake game, in the SDK samples folder:
<code>&lt;your-sdk-directory>/samples/Snake/</code>.</p>
<h3 id="on-surfaceview">On a SurfaceView</h3>
<p>The {@link android.view.SurfaceView} is a special subclass of View that offers a dedicated
drawing surface within the View hierarchy. The aim is to offer this drawing surface to
an application's secondary thread, so that the application isn't required
to wait until the system's View hierarchy is ready to draw. Instead, a secondary thread
that has reference to a SurfaceView can draw to its own Canvas at its own pace.</p>
<p>To begin, you need to create a new class that extends {@link android.view.SurfaceView}. The class should also
implement {@link android.view.SurfaceHolder.Callback}. This subclass is an interface that will notify you
with information about the underlying {@link android.view.Surface}, such as when it is created, changed, or destroyed.
These events are important so that you know when you can start drawing, whether you need
to make adjustments based on new surface properties, and when to stop drawing and potentially
kill some tasks. Inside your SurfaceView class is also a good place to define your secondary Thread class, which will
perform all the drawing procedures to your Canvas.</p>
<p>Instead of handling the Surface object directly, you should handle it via
a {@link android.view.SurfaceHolder}. So, when your SurfaceView is initialized, get the SurfaceHolder by calling
<code>{@link android.view.SurfaceView#getHolder()}</code>. You should then notify the SurfaceHolder that you'd
like to receive SurfaceHolder callbacks (from {@link android.view.SurfaceHolder.Callback}) by calling
{@link android.view.SurfaceHolder#addCallback(SurfaceHolder.Callback) addCallback()}
(pass it <var>this</var>). Then override each of the
{@link android.view.SurfaceHolder.Callback} methods inside your SurfaceView class.</p>
<p>In order to draw to the Surface Canvas from within your second thread, you must pass the thread your SurfaceHandler
and retrieve the Canvas with <code>{@link android.view.SurfaceHolder#lockCanvas() lockCanvas()}</code>.
You can now take the Canvas given to you by the SurfaceHolder and do your necessary drawing upon it.
Once you're done drawing with the Canvas, call
<code>{@link android.view.SurfaceHolder#unlockCanvasAndPost(Canvas) unlockCanvasAndPost()}</code>, passing it
your Canvas object. The Surface will now draw the Canvas as you left it. Perform this sequence of locking and
unlocking the canvas each time you want to redraw.</p>
<p class="note"><strong>Note:</strong> On each pass you retrieve the Canvas from the SurfaceHolder,
the previous state of the Canvas will be retained. In order to properly animate your graphics, you must re-paint the
entire surface. For example, you can clear the previous state of the Canvas by filling in a color
with <code>{@link android.graphics.Canvas#drawColor(int) drawColor()}</code> or setting a background image
with <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Rect,RectF,Paint) drawBitmap()}</code>. Otherwise,
you will see traces of the drawings you previously performed.</p>
<p>For a sample application, see the Lunar Lander game, in the SDK samples folder:
<code>&lt;your-sdk-directory>/samples/LunarLander/</code>. Or,
browse the source in the <a href="{@docRoot}guide/samples/index.html">Sample Code</a> section.</p>
<dt><strong><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware
Acceleration</a></strong></dt>
<dd>Beginning in Android 3.0, you can hardware accelerate the majority of
the drawing done by the Canvas APIs to further increase their performance.</dd>
<dt><strong><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></strong></dt>
<dd>Android supports OpenGL ES 1.0 and 2.0, with Android framework APIs as well as natively
with the Native Development Kit (NDK). Using the framework APIs is desireable when you want to add a
few graphical enhancements to your application that are not supported with the Canvas APIs, or if
you desire platform independence and don't demand high performance. There is a performance hit in
using the framework APIs compared to the NDK, so for many graphic intensive applications such as
games, using the NDK is beneficial (It is important to note though that you can still get adequate
performance using the framework APIs. For example, the Google Body app is developed entirely
using the framework APIs). OpenGL with the NDK is also useful if you have a lot of native
code that you want to port over to Android. For more information about using the NDK, read the
docs in the <code>docs/</code> directory of the <a href="{@docRoot}sdk/ndk/index.html">NDK
download.</a></dd>
</dl>

View File

@@ -1,4 +1,4 @@
page.title=3D with OpenGL
page.title=OpenGL
parent.title=Graphics
parent.link=index.html
@jd:body
@@ -6,7 +6,7 @@ parent.link=index.html
<div id="qv-wrapper">
<div id="qv">
<h2>In this document</h2>
<ol>
<li><a href="#basics">The Basics</a>
<ol>
@@ -14,7 +14,7 @@ parent.link=index.html
</ol>
<li><a href="#manifest">Declaring OpenGL Requirements</a></li>
</li>
<li><a href="#coordinate-mapping">Mapping Coordinates for Drawn Objects</a>
<li><a href="#coordinate-mapping">Mapping Coordinates for Drawn Objects</a>
<ol>
<li><a href="#proj-es1">Projection and camera in ES 1.0</a></li>
<li><a href="#proj-es1">Projection and camera in ES 2.0</a></li>
@@ -78,8 +78,7 @@ OpenGL ES 2.0 API specification.</p>
Kit (NDK). This topic focuses on the Android framework interfaces. For more information about the
NDK, see the <a href="{@docRoot}sdk/ndk/index.html">Android NDK</a>.
<p>
There are two foundational classes in the Android framework that let you create and manipulate
<p>There are two foundational classes in the Android framework that let you create and manipulate
graphics with the OpenGL ES API: {@link android.opengl.GLSurfaceView} and {@link
android.opengl.GLSurfaceView.Renderer}. If your goal is to use OpenGL in your Android application,
understanding how to implement these classes in an activity should be your first objective.
@@ -89,22 +88,22 @@ understanding how to implement these classes in an activity should be your first
<dt><strong>{@link android.opengl.GLSurfaceView}</strong></dt>
<dd>This class is a {@link android.view.View} where you can draw and manipulate objects using
OpenGL API calls and is similar in function to a {@link android.view.SurfaceView}. You can use
this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your
this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your
{@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture
touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to
implement the touch listeners, as shown in OpenGL Tutorials for
<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#touch">ES 1.0</a>,
implement the touch listeners, as shown in OpenGL Tutorials for
<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#touch">ES 1.0</a>,
<a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#touch">ES 2.0</a> and the <a
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity
.html">TouchRotateActivity</a> sample.</dd>
<dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt>
<dd>This interface defines the methods required for drawing graphics in an OpenGL {@link
android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a
separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using
{@link android.opengl.GLSurfaceView#setRenderer(android.opengl.GLSurfaceView.Renderer)
GLSurfaceView.setRenderer()}.
<p>The {@link android.opengl.GLSurfaceView.Renderer} interface requires that you implement the
following methods:</p>
<ul>
@@ -129,7 +128,7 @@ href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics
android.opengl.GLSurfaceView} geometry changes, including changes in size of the {@link
android.opengl.GLSurfaceView} or orientation of the device screen. For example, the system calls
this method when the device changes from portrait to landscape orientation. Use this method to
respond to changes in the {@link android.opengl.GLSurfaceView} container.
respond to changes in the {@link android.opengl.GLSurfaceView} container.
</li>
</ul>
</dd>
@@ -173,13 +172,13 @@ interface to OpenGL ES 2.0 and is available starting with Android 2.2 (API Level
</ul>
<p>If you'd like to start building an app with OpenGL right away, have a look at the tutorials for
<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a> or
<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a> or
<a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL ES 2.0</a>!
</p>
<h2 id="manifest">Declaring OpenGL Requirements</h2>
<p>If your application uses OpenGL features that are not available on all devices, you must include
these requirements in your <a
these requirements in your <a
href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a></code> file.
Here are the most common OpenGL manifest declarations:</p>
@@ -200,14 +199,14 @@ shown below.
compression formats, you must declare the formats your application supports in your manifest file
using <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
&lt;supports-gl-texture&gt;}</a>. For more information about available texture compression
formats, see <a href="#textures">Texture compression support</a>.
formats, see <a href="#textures">Texture compression support</a>.
<p>Declaring texture compression requirements in your manifest hides your application from users
with devices that do not support at least one of your declared compression types. For more
information on how Android Market filtering works for texture compressions, see the <a
href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering">
Android Market and texture compression filtering</a> section of the {@code
&lt;supports-gl-texture&gt;} documentation.</p>
&lt;supports-gl-texture&gt;} documentation.</p>
</li>
</ul>
@@ -237,7 +236,7 @@ matrix creates a transformation that renders objects from a specific eye positio
<h3 id="proj-es1">Projection and camera view in OpenGL ES 1.0</h3>
<p>In the ES 1.0 API, you apply projection and camera view by creating each matrix and then
adding them to the OpenGL environment.</p>
<ol>
<li><strong>Projection matrix</strong> - Create a projection matrix using the geometry of the
device screen in order to recalculate object coordinates so they are drawn with correct proportions.
@@ -250,19 +249,19 @@ OpenGL rendering environment.
<pre>
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
// make adjustments for screen ratio
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode
gl.glLoadIdentity(); // reset the matrix to its default state
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix
}
}
</pre>
</li>
<li><strong>Camera transformation matrix</strong> - Once you have adjusted the coordinate system
using a projection matrix, you must also apply a camera view. The following example code shows how
to modify the {@link
to modify the {@link
android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)
onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer}
implementation to apply a model view and use the
@@ -276,12 +275,12 @@ which simulates a camera position.
// Set GL_MODELVIEW transformation mode
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset the matrix to its default state
// When using GL_MODELVIEW, you must set the camera view
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
...
}
</pre>
</pre>
</li>
</ol>
@@ -294,26 +293,26 @@ tutorial</a>.</p>
<p>In the ES 2.0 API, you apply projection and camera view by first adding a matrix member to
the vertex shaders of your graphics objects. With this matrix member added, you can then
generate and apply projection and camera viewing matrices to your objects.</p>
<ol>
<li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
and include it as a multiplier of the shader's position. In the following example vertex shader
code, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing
code, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing
matrices to the coordinates of objects that use this shader.
<pre>
private final String vertexShaderCode =
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of objects that use this vertex shader
"uniform mat4 uMVPMatrix; \n" +
"attribute vec4 vPosition; \n" +
"void main(){ \n" +
// the matrix must be included as part of gl_Position
" gl_Position = uMVPMatrix * vPosition; \n" +
"} \n";
</pre>
<p class="note"><strong>Note:</strong> The example above defines a single transformation matrix
@@ -340,7 +339,7 @@ variable defined in the vertex shader above.
</li>
<li><strong>Create projection and camera viewing matrices</strong> - Generate the projection and
viewing matrices to be applied the graphic objects. The following example code shows how to modify
the {@link
the {@link
android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10,
javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} and {@link
android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10,
@@ -353,16 +352,16 @@ of the device.
...
// Create a camera view matrix
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// create a projection matrix from device screen geometry
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
}
</pre>
</li>
@@ -373,16 +372,16 @@ android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.ope
onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} implementation to combine
the projection matrix and camera view created in the code above and then apply it to the graphic
objects to be rendered by OpenGL.
<pre>
public void onDrawFrame(GL10 unused) {
...
// Combine the projection and camera view matrices
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Apply the combined projection and camera view transformations
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Draw objects
...
}
@@ -498,7 +497,7 @@ must run this call on several target devices to determine what compression types
supported.</p>
</li>
<li>Review the output of this method to determine what OpenGL extensions are supported on the
device.</li>
device.</li>
</ol>
@@ -514,7 +513,7 @@ should carefully consider the following factors before starting development with
than the ES 1.0/1.1 APIs. However, the performance difference can vary depending on the Android
device your OpenGL application is running on, due to differences in the implementation of the OpenGL
graphics pipeline.</li>
<li><strong>Device Compatibility</strong> - Developers should consider the types of devices,
<li><strong>Device Compatibility</strong> - Developers should consider the types of devices,
Android versions and the OpenGL ES versions available to their customers. For more information
on OpenGL compatibility across devices, see the <a href="#compatibility">OpenGL Versions and Device
Compatibility</a> section.</li>
@@ -526,7 +525,7 @@ of control by providing a fully programmable pipeline through the use of shaders
direct control of the graphics processing pipeline, developers can create effects that would be
very difficult to generate using the 1.0/1.1 API.</li>
</ul>
<p>While performance, compatibility, convenience, control and other factors may influence your
decision, you should pick an OpenGL API version based on what you think provides the best experience
for your users.</p>