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/*
* Copyright (C) 2010 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.
*/
#ifndef ANDROID_HWUI_PATCH_H
#define ANDROID_HWUI_PATCH_H
#include <sys/types.h>
#include <GLES2/gl2.h>
#include <utils/Vector.h>
#include "Rect.h"
#include "Vertex.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define EXPLODE_GAP 4
///////////////////////////////////////////////////////////////////////////////
// 9-patch structures
///////////////////////////////////////////////////////////////////////////////
/**
* An OpenGL patch. This contains an array of vertices and an array of
* indices to render the vertices.
*/
struct Patch {
Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads);
~Patch();
void updateVertices(const float bitmapWidth, const float bitmapHeight,
float left, float top, float right, float bottom);
void updateColorKey(const uint32_t colorKey);
void copy(const int32_t* xDivs, const int32_t* yDivs);
bool matches(const int32_t* xDivs, const int32_t* yDivs,
const uint32_t colorKey, const int8_t emptyQuads);
GLuint meshBuffer;
uint32_t verticesCount;
bool hasEmptyQuads;
Vector<Rect> quads;
private:
TextureVertex* mVertices;
uint32_t mAllocatedVerticesCount;
int32_t* mXDivs;
int32_t* mYDivs;
uint32_t mColorKey;
uint32_t mXCount;
uint32_t mYCount;
int8_t mEmptyQuads;
void generateRow(TextureVertex*& vertex, float y1, float y2,
float v1, float v2, float stretchX, float rescaleX,
float width, float bitmapWidth, uint32_t& quadCount);
void generateQuad(TextureVertex*& vertex,
float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2,
uint32_t& quadCount);
}; // struct Patch
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATCH_H