Files
frameworks_base/graphics/java/android/graphics/Shader.java
Leon Scroggins III ab87983a11 Simplify Shader.setLocalMatrix.
Previously, calling setLocalMatrix updated any Paint that had the
Shader attached. This depended on deprecated behavior in Skia. Use
new Skia APIs, and do not modify any Paints that use the Shader.

In addition, update callers to call setShader (again) after modifying
the Shader.

Sample app at ag/499573 for testing.

Depends on I673801444f0a8fd4f192b5b7effdde1aa83e702b in external/skia.

BUG:14315916
Change-Id: I3c3316377874e89fccc85afb864bc038b0ef3890
2014-07-10 18:01:22 -04:00

120 lines
3.5 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;
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.
*
* Starting with {@link android.os.Build.VERSION_CODES#L}, this does not
* modify any Paints which use this Shader. In order to modify the Paint,
* you need to call {@link Paint#setShader} again.
*
* @param localM The shader's new local matrix, or null to specify identity
*/
public void setLocalMatrix(Matrix localM) {
mLocalMatrix = localM;
native_instance = nativeSetLocalMatrix(native_instance,
localM == null ? 0 : localM.native_instance);
}
protected void finalize() throws Throwable {
try {
super.finalize();
} finally {
nativeDestructor(native_instance);
}
}
/**
* @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);
private static native long nativeSetLocalMatrix(long native_shader,
long matrix_instance);
}