Instead of storing a direct SkCanvas reference, Canvas now tracks an opaque native wrapper class. The native wrapper can be used to store additional info for emulating deprecated Skia features (at this point it only stores a canvas). Some notes: * all native handle -> SkCanvas conversions are routed through a handful of native utility methods. * safeCanvasSwap() refactored as a lower level setNativeBitmp() - which is what clients need. * removed unused get_thread_msec() (Canvas.cpp) Change-Id: I715a5a6f1e1621c1cfc1e510ae4f2ea15cf11114
178 lines
4.9 KiB
Java
178 lines
4.9 KiB
Java
/*
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* Copyright (C) 2006 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.graphics;
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/**
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* A camera instance can be used to compute 3D transformations and
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* generate a matrix that can be applied, for instance, on a
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* {@link Canvas}.
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*/
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public class Camera {
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private Matrix mMatrix;
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/**
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* Creates a new camera, with empty transformations.
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*/
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public Camera() {
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nativeConstructor();
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}
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/**
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* Saves the camera state. Each save should be balanced
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* with a call to {@link #restore()}.
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*
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* @see #save()
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*/
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public native void save();
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/**
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* Restores the saved state, if any.
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*
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* @see #restore()
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*/
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public native void restore();
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/**
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* Applies a translation transform on all three axis.
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*
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* @param x The distance to translate by on the X axis
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* @param y The distance to translate by on the Y axis
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* @param z The distance to translate by on the Z axis
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*/
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public native void translate(float x, float y, float z);
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/**
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* Applies a rotation transform around the X axis.
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*
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* @param deg The angle of rotation around the X axis, in degrees
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*
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* @see #rotateY(float)
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* @see #rotateZ(float)
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* @see #rotate(float, float, float)
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*/
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public native void rotateX(float deg);
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/**
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* Applies a rotation transform around the Y axis.
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*
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* @param deg The angle of rotation around the Y axis, in degrees
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*
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* @see #rotateX(float)
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* @see #rotateZ(float)
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* @see #rotate(float, float, float)
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*/
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public native void rotateY(float deg);
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/**
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* Applies a rotation transform around the Z axis.
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*
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* @param deg The angle of rotation around the Z axis, in degrees
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*
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* @see #rotateX(float)
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* @see #rotateY(float)
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* @see #rotate(float, float, float)
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*/
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public native void rotateZ(float deg);
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/**
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* Applies a rotation transform around all three axis.
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*
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* @param x The angle of rotation around the X axis, in degrees
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* @param y The angle of rotation around the Y axis, in degrees
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* @param z The angle of rotation around the Z axis, in degrees
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*
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* @see #rotateX(float)
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* @see #rotateY(float)
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* @see #rotateZ(float)
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*/
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public native void rotate(float x, float y, float z);
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/**
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* Gets the x location of the camera.
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*
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* @see #setLocation(float, float, float)
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*/
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public native float getLocationX();
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/**
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* Gets the y location of the camera.
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*
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* @see #setLocation(float, float, float)
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*/
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public native float getLocationY();
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/**
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* Gets the z location of the camera.
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*
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* @see #setLocation(float, float, float)
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*/
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public native float getLocationZ();
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/**
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* Sets the location of the camera. The default location is set at
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* 0, 0, -8.
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*
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* @param x The x location of the camera
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* @param y The y location of the camera
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* @param z The z location of the camera
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*/
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public native void setLocation(float x, float y, float z);
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/**
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* Computes the matrix corresponding to the current transformation
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* and copies it to the supplied matrix object.
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*
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* @param matrix The matrix to copy the current transforms into
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*/
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public void getMatrix(Matrix matrix) {
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nativeGetMatrix(matrix.native_instance);
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}
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/**
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* Computes the matrix corresponding to the current transformation
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* and applies it to the specified Canvas.
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*
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* @param canvas The Canvas to set the transform matrix onto
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*/
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public void applyToCanvas(Canvas canvas) {
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if (canvas.isHardwareAccelerated()) {
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if (mMatrix == null) mMatrix = new Matrix();
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getMatrix(mMatrix);
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canvas.concat(mMatrix);
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} else {
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nativeApplyToCanvas(canvas.getNativeCanvasWrapper());
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}
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}
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public native float dotWithNormal(float dx, float dy, float dz);
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protected void finalize() throws Throwable {
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try {
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nativeDestructor();
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} finally {
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super.finalize();
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}
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}
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private native void nativeConstructor();
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private native void nativeDestructor();
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private native void nativeGetMatrix(long native_matrix);
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private native void nativeApplyToCanvas(long native_canvas);
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long native_instance;
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}
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