Basic functionality of handling View properties (transforms, left/right/top/bottom, and alpha) at the native DisplayList level. This logic is disabled for now (via compile-time flags in View.java and DisplayListRenderer.h) as we continue work on it (there is no advantage to the new approach until we optimize invalidation and rendering paths to use the new code path). Change-Id: I370c8d21fbd291be415f55515ab8dced6f6d51a3
170 lines
4.7 KiB
Java
170 lines
4.7 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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/**
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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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nativeApplyToCanvas(canvas.mNativeCanvas);
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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(int native_matrix);
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private native void nativeApplyToCanvas(int native_canvas);
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int native_instance;
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}
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