Files
frameworks_base/graphics/java/android/graphics/Shader.java
Ashok Bhat a0398430fc AArch64: Make graphics classes 64-bit compatible
Changes in this patch include

[x] Long is used to store native pointers as they can
    be 64-bit.

[x] Some minor changes have been done to conform with
    standard JNI practice (e.g. use of jint instead of int
    in JNI function prototypes)

[x] AssetAtlasManager is not completely 64-bit compatible
    yet. Specifically mAtlasMap member has to be converted
    to hold native pointer using long. Added a TODO to
    AssetAtlasManager.java to indicate the change required.

Change-Id: I940433f601c6db998c1a8ffff338f5361200d5ed
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
Signed-off-by: Craig Barber <craig.barber@arm.com>
Signed-off-by: Kévin PETIT <kevin.petit@arm.com>
Signed-off-by: Marcus Oakland <marcus.oakland@arm.com>
2014-01-28 17:40:38 +00:00

119 lines
3.4 KiB
Java

/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.graphics;
/**
* Shader is the based class for objects that return horizontal spans of colors
* during drawing. A subclass of Shader is installed in a Paint calling
* paint.setShader(shader). After that any object (other than a bitmap) that is
* drawn with that paint will get its color(s) from the shader.
*/
public class Shader {
/**
* This is set by subclasses, but don't make it public.
*
* @hide
*/
public long native_instance;
/**
* @hide
*/
public long native_shader;
private Matrix mLocalMatrix;
public enum TileMode {
/**
* replicate the edge color if the shader draws outside of its
* original bounds
*/
CLAMP (0),
/**
* repeat the shader's image horizontally and vertically
*/
REPEAT (1),
/**
* repeat the shader's image horizontally and vertically, alternating
* mirror images so that adjacent images always seam
*/
MIRROR (2);
TileMode(int nativeInt) {
this.nativeInt = nativeInt;
}
final int nativeInt;
}
/**
* Return true if the shader has a non-identity local matrix.
* @param localM If not null, it is set to the shader's local matrix.
* @return true if the shader has a non-identity local matrix
*/
public boolean getLocalMatrix(Matrix localM) {
if (mLocalMatrix != null) {
localM.set(mLocalMatrix);
return !mLocalMatrix.isIdentity();
}
return false;
}
/**
* Set the shader's local matrix. Passing null will reset the shader's
* matrix to identity
* @param localM The shader's new local matrix, or null to specify identity
*/
public void setLocalMatrix(Matrix localM) {
mLocalMatrix = localM;
nativeSetLocalMatrix(native_instance, native_shader,
localM == null ? 0 : localM.native_instance);
}
protected void finalize() throws Throwable {
try {
super.finalize();
} finally {
nativeDestructor(native_instance, native_shader);
}
}
/**
* @hide
*/
protected Shader copy() {
final Shader copy = new Shader();
copyLocalMatrix(copy);
return copy;
}
/**
* @hide
*/
protected void copyLocalMatrix(Shader dest) {
if (mLocalMatrix != null) {
final Matrix lm = new Matrix();
getLocalMatrix(lm);
dest.setLocalMatrix(lm);
} else {
dest.setLocalMatrix(null);
}
}
private static native void nativeDestructor(long native_shader, long native_skiaShader);
private static native void nativeSetLocalMatrix(long native_shader,
long native_skiaShader, long matrix_instance);
}