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/*
* 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;
import android.annotation.IntDef;
import android.annotation.NonNull;
import android.annotation.Nullable;
import android.text.GraphicsOperations;
import android.text.SpannableString;
import android.text.SpannedString;
import android.text.TextUtils;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import javax.microedition.khronos.opengles.GL;
/**
* The Canvas class holds the "draw" calls. To draw something, you need
* 4 basic components: A Bitmap to hold the pixels, a Canvas to host
* the draw calls (writing into the bitmap), a drawing primitive (e.g. Rect,
* Path, text, Bitmap), and a paint (to describe the colors and styles for the
* drawing).
*
* <div class="special reference">
* <h3>Developer Guides</h3>
* <p>For more information about how to use Canvas, read the
* <a href="{@docRoot}guide/topics/graphics/2d-graphics.html">
* Canvas and Drawables</a> developer guide.</p></div>
*/
public class Canvas {
// assigned in constructors or setBitmap, freed in finalizer
private long mNativeCanvasWrapper;
/** @hide */
public long getNativeCanvasWrapper() {
return mNativeCanvasWrapper;
}
/** @hide */
public boolean isRecordingFor(Object o) { return false; }
// may be null
private Bitmap mBitmap;
// optional field set by the caller
private DrawFilter mDrawFilter;
/**
* @hide
*/
protected int mDensity = Bitmap.DENSITY_NONE;
/**
* Used to determine when compatibility scaling is in effect.
*
* @hide
*/
protected int mScreenDensity = Bitmap.DENSITY_NONE;
// Used by native code
@SuppressWarnings("UnusedDeclaration")
private int mSurfaceFormat;
/**
* Flag for drawTextRun indicating left-to-right run direction.
* @hide
*/
public static final int DIRECTION_LTR = 0;
/**
* Flag for drawTextRun indicating right-to-left run direction.
* @hide
*/
public static final int DIRECTION_RTL = 1;
// Maximum bitmap size as defined in Skia's native code
// (see SkCanvas.cpp, SkDraw.cpp)
private static final int MAXMIMUM_BITMAP_SIZE = 32766;
// This field is used to finalize the native Canvas properly
private final CanvasFinalizer mFinalizer;
private static final class CanvasFinalizer {
private long mNativeCanvasWrapper;
public CanvasFinalizer(long nativeCanvas) {
mNativeCanvasWrapper = nativeCanvas;
}
@Override
protected void finalize() throws Throwable {
try {
dispose();
} finally {
super.finalize();
}
}
public void dispose() {
if (mNativeCanvasWrapper != 0) {
finalizer(mNativeCanvasWrapper);
mNativeCanvasWrapper = 0;
}
}
}
/**
* Construct an empty raster canvas. Use setBitmap() to specify a bitmap to
* draw into. The initial target density is {@link Bitmap#DENSITY_NONE};
* this will typically be replaced when a target bitmap is set for the
* canvas.
*/
public Canvas() {
if (!isHardwareAccelerated()) {
// 0 means no native bitmap
mNativeCanvasWrapper = initRaster(0);
mFinalizer = new CanvasFinalizer(mNativeCanvasWrapper);
} else {
mFinalizer = null;
}
}
/**
* Construct a canvas with the specified bitmap to draw into. The bitmap
* must be mutable.
*
* <p>The initial target density of the canvas is the same as the given
* bitmap's density.
*
* @param bitmap Specifies a mutable bitmap for the canvas to draw into.
*/
public Canvas(@NonNull Bitmap bitmap) {
if (!bitmap.isMutable()) {
throw new IllegalStateException("Immutable bitmap passed to Canvas constructor");
}
throwIfCannotDraw(bitmap);
mNativeCanvasWrapper = initRaster(bitmap.ni());
mFinalizer = new CanvasFinalizer(mNativeCanvasWrapper);
mBitmap = bitmap;
mDensity = bitmap.mDensity;
}
/** @hide */
public Canvas(long nativeCanvas) {
if (nativeCanvas == 0) {
throw new IllegalStateException();
}
mNativeCanvasWrapper = nativeCanvas;
mFinalizer = new CanvasFinalizer(mNativeCanvasWrapper);
mDensity = Bitmap.getDefaultDensity();
}
/**
* Returns null.
*
* @deprecated This method is not supported and should not be invoked.
*
* @hide
*/
@Deprecated
protected GL getGL() {
return null;
}
/**
* Indicates whether this Canvas uses hardware acceleration.
*
* Note that this method does not define what type of hardware acceleration
* may or may not be used.
*
* @return True if drawing operations are hardware accelerated,
* false otherwise.
*/
public boolean isHardwareAccelerated() {
return false;
}
/**
* Specify a bitmap for the canvas to draw into. All canvas state such as
* layers, filters, and the save/restore stack are reset with the exception
* of the current matrix and clip stack. Additionally, as a side-effect
* the canvas' target density is updated to match that of the bitmap.
*
* @param bitmap Specifies a mutable bitmap for the canvas to draw into.
* @see #setDensity(int)
* @see #getDensity()
*/
public void setBitmap(@Nullable Bitmap bitmap) {
if (isHardwareAccelerated()) {
throw new RuntimeException("Can't set a bitmap device on a HW accelerated canvas");
}
if (bitmap == null) {
native_setBitmap(mNativeCanvasWrapper, 0, false);
mDensity = Bitmap.DENSITY_NONE;
} else {
if (!bitmap.isMutable()) {
throw new IllegalStateException();
}
throwIfCannotDraw(bitmap);
native_setBitmap(mNativeCanvasWrapper, bitmap.ni(), true);
mDensity = bitmap.mDensity;
}
mBitmap = bitmap;
}
/**
* setBitmap() variant for native callers with a raw bitmap handle.
*/
private void setNativeBitmap(long bitmapHandle) {
native_setBitmap(mNativeCanvasWrapper, bitmapHandle, false);
}
/**
* Set the viewport dimensions if this canvas is GL based. If it is not,
* this method is ignored and no exception is thrown.
*
* @param width The width of the viewport
* @param height The height of the viewport
*
* @hide
*/
public void setViewport(int width, int height) {}
/** @hide */
public void setHighContrastText(boolean highContrastText) {}
/** @hide */
public void insertReorderBarrier() {}
/** @hide */
public void insertInorderBarrier() {}
/**
* Return true if the device that the current layer draws into is opaque
* (i.e. does not support per-pixel alpha).
*
* @return true if the device that the current layer draws into is opaque
*/
public boolean isOpaque() {
return native_isOpaque(mNativeCanvasWrapper);
}
/**
* Returns the width of the current drawing layer
*
* @return the width of the current drawing layer
*/
public int getWidth() {
return native_getWidth(mNativeCanvasWrapper);
}
/**
* Returns the height of the current drawing layer
*
* @return the height of the current drawing layer
*/
public int getHeight() {
return native_getHeight(mNativeCanvasWrapper);
}
/**
* <p>Returns the target density of the canvas. The default density is
* derived from the density of its backing bitmap, or
* {@link Bitmap#DENSITY_NONE} if there is not one.</p>
*
* @return Returns the current target density of the canvas, which is used
* to determine the scaling factor when drawing a bitmap into it.
*
* @see #setDensity(int)
* @see Bitmap#getDensity()
*/
public int getDensity() {
return mDensity;
}
/**
* <p>Specifies the density for this Canvas' backing bitmap. This modifies
* the target density of the canvas itself, as well as the density of its
* backing bitmap via {@link Bitmap#setDensity(int) Bitmap.setDensity(int)}.
*
* @param density The new target density of the canvas, which is used
* to determine the scaling factor when drawing a bitmap into it. Use
* {@link Bitmap#DENSITY_NONE} to disable bitmap scaling.
*
* @see #getDensity()
* @see Bitmap#setDensity(int)
*/
public void setDensity(int density) {
if (mBitmap != null) {
mBitmap.setDensity(density);
}
mDensity = density;
}
/** @hide */
public void setScreenDensity(int density) {
mScreenDensity = density;
}
/**
* Returns the maximum allowed width for bitmaps drawn with this canvas.
* Attempting to draw with a bitmap wider than this value will result
* in an error.
*
* @see #getMaximumBitmapHeight()
*/
public int getMaximumBitmapWidth() {
return MAXMIMUM_BITMAP_SIZE;
}
/**
* Returns the maximum allowed height for bitmaps drawn with this canvas.
* Attempting to draw with a bitmap taller than this value will result
* in an error.
*
* @see #getMaximumBitmapWidth()
*/
public int getMaximumBitmapHeight() {
return MAXMIMUM_BITMAP_SIZE;
}
// the SAVE_FLAG constants must match their native equivalents
/** @hide */
@IntDef(flag = true,
value = {
MATRIX_SAVE_FLAG,
CLIP_SAVE_FLAG,
HAS_ALPHA_LAYER_SAVE_FLAG,
FULL_COLOR_LAYER_SAVE_FLAG,
CLIP_TO_LAYER_SAVE_FLAG,
ALL_SAVE_FLAG
})
@Retention(RetentionPolicy.SOURCE)
public @interface Saveflags {}
/**
* Restore the current matrix when restore() is called.
*/
public static final int MATRIX_SAVE_FLAG = 0x01;
/**
* Restore the current clip when restore() is called.
*/
public static final int CLIP_SAVE_FLAG = 0x02;
/**
* The layer requires a per-pixel alpha channel.
*/
public static final int HAS_ALPHA_LAYER_SAVE_FLAG = 0x04;
/**
* The layer requires full 8-bit precision for each color channel.
*/
public static final int FULL_COLOR_LAYER_SAVE_FLAG = 0x08;
/**
* Clip drawing to the bounds of the offscreen layer, omit at your own peril.
* <p class="note"><strong>Note:</strong> it is strongly recommended to not
* omit this flag for any call to <code>saveLayer()</code> and
* <code>saveLayerAlpha()</code> variants. Not passing this flag generally
* triggers extremely poor performance with hardware accelerated rendering.
*/
public static final int CLIP_TO_LAYER_SAVE_FLAG = 0x10;
/**
* Restore everything when restore() is called (standard save flags).
* <p class="note"><strong>Note:</strong> for performance reasons, it is
* strongly recommended to pass this - the complete set of flags - to any
* call to <code>saveLayer()</code> and <code>saveLayerAlpha()</code>
* variants.
*/
public static final int ALL_SAVE_FLAG = 0x1F;
/**
* Saves the current matrix and clip onto a private stack.
* <p>
* Subsequent calls to translate,scale,rotate,skew,concat or clipRect,
* clipPath will all operate as usual, but when the balancing call to
* restore() is made, those calls will be forgotten, and the settings that
* existed before the save() will be reinstated.
*
* @return The value to pass to restoreToCount() to balance this save()
*/
public int save() {
return native_save(mNativeCanvasWrapper, MATRIX_SAVE_FLAG | CLIP_SAVE_FLAG);
}
/**
* Based on saveFlags, can save the current matrix and clip onto a private
* stack.
* <p class="note"><strong>Note:</strong> if possible, use the
* parameter-less save(). It is simpler and faster than individually
* disabling the saving of matrix or clip with this method.
* <p>
* Subsequent calls to translate,scale,rotate,skew,concat or clipRect,
* clipPath will all operate as usual, but when the balancing call to
* restore() is made, those calls will be forgotten, and the settings that
* existed before the save() will be reinstated.
*
* @param saveFlags flag bits that specify which parts of the Canvas state
* to save/restore
* @return The value to pass to restoreToCount() to balance this save()
*/
public int save(@Saveflags int saveFlags) {
return native_save(mNativeCanvasWrapper, saveFlags);
}
/**
* This behaves the same as save(), but in addition it allocates and
* redirects drawing to an offscreen bitmap.
* <p class="note"><strong>Note:</strong> this method is very expensive,
* incurring more than double rendering cost for contained content. Avoid
* using this method, especially if the bounds provided are large, or if
* the {@link #CLIP_TO_LAYER_SAVE_FLAG} is omitted from the
* {@code saveFlags} parameter. It is recommended to use a
* {@link android.view.View#LAYER_TYPE_HARDWARE hardware layer} on a View
* to apply an xfermode, color filter, or alpha, as it will perform much
* better than this method.
* <p>
* All drawing calls are directed to a newly allocated offscreen bitmap.
* Only when the balancing call to restore() is made, is that offscreen
* buffer drawn back to the current target of the Canvas (either the
* screen, it's target Bitmap, or the previous layer).
* <p>
* Attributes of the Paint - {@link Paint#getAlpha() alpha},
* {@link Paint#getXfermode() Xfermode}, and
* {@link Paint#getColorFilter() ColorFilter} are applied when the
* offscreen bitmap is drawn back when restore() is called.
*
* @param bounds May be null. The maximum size the offscreen bitmap
* needs to be (in local coordinates)
* @param paint This is copied, and is applied to the offscreen when
* restore() is called.
* @param saveFlags see _SAVE_FLAG constants, generally {@link #ALL_SAVE_FLAG} is recommended
* for performance reasons.
* @return value to pass to restoreToCount() to balance this save()
*/
public int saveLayer(@Nullable RectF bounds, @Nullable Paint paint, @Saveflags int saveFlags) {
if (bounds == null) {
bounds = new RectF(getClipBounds());
}
return saveLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, paint, saveFlags);
}
/**
* Convenience for saveLayer(bounds, paint, {@link #ALL_SAVE_FLAG})
*/
public int saveLayer(@Nullable RectF bounds, @Nullable Paint paint) {
return saveLayer(bounds, paint, ALL_SAVE_FLAG);
}
/**
* Helper version of saveLayer() that takes 4 values rather than a RectF.
*/
public int saveLayer(float left, float top, float right, float bottom, @Nullable Paint paint,
@Saveflags int saveFlags) {
return native_saveLayer(mNativeCanvasWrapper, left, top, right, bottom,
paint != null ? paint.mNativePaint : 0,
saveFlags);
}
/**
* Convenience for saveLayer(left, top, right, bottom, paint, {@link #ALL_SAVE_FLAG})
*/
public int saveLayer(float left, float top, float right, float bottom, @Nullable Paint paint) {
return saveLayer(left, top, right, bottom, paint, ALL_SAVE_FLAG);
}
/**
* This behaves the same as save(), but in addition it allocates and
* redirects drawing to an offscreen bitmap.
* <p class="note"><strong>Note:</strong> this method is very expensive,
* incurring more than double rendering cost for contained content. Avoid
* using this method, especially if the bounds provided are large, or if
* the {@link #CLIP_TO_LAYER_SAVE_FLAG} is omitted from the
* {@code saveFlags} parameter. It is recommended to use a
* {@link android.view.View#LAYER_TYPE_HARDWARE hardware layer} on a View
* to apply an xfermode, color filter, or alpha, as it will perform much
* better than this method.
* <p>
* All drawing calls are directed to a newly allocated offscreen bitmap.
* Only when the balancing call to restore() is made, is that offscreen
* buffer drawn back to the current target of the Canvas (either the
* screen, it's target Bitmap, or the previous layer).
* <p>
* The {@code alpha} parameter is applied when the offscreen bitmap is
* drawn back when restore() is called.
*
* @param bounds The maximum size the offscreen bitmap needs to be
* (in local coordinates)
* @param alpha The alpha to apply to the offscreen when when it is
drawn during restore()
* @param saveFlags see _SAVE_FLAG constants, generally {@link #ALL_SAVE_FLAG} is recommended
* for performance reasons.
* @return value to pass to restoreToCount() to balance this call
*/
public int saveLayerAlpha(@Nullable RectF bounds, int alpha, @Saveflags int saveFlags) {
if (bounds == null) {
bounds = new RectF(getClipBounds());
}
return saveLayerAlpha(bounds.left, bounds.top, bounds.right, bounds.bottom, alpha, saveFlags);
}
/**
* Convenience for saveLayerAlpha(bounds, alpha, {@link #ALL_SAVE_FLAG})
*/
public int saveLayerAlpha(@Nullable RectF bounds, int alpha) {
return saveLayerAlpha(bounds, alpha, ALL_SAVE_FLAG);
}
/**
* Helper for saveLayerAlpha() that takes 4 values instead of a RectF.
*/
public int saveLayerAlpha(float left, float top, float right, float bottom, int alpha,
@Saveflags int saveFlags) {
alpha = Math.min(255, Math.max(0, alpha));
return native_saveLayerAlpha(mNativeCanvasWrapper, left, top, right, bottom,
alpha, saveFlags);
}
/**
* Helper for saveLayerAlpha(left, top, right, bottom, alpha, {@link #ALL_SAVE_FLAG})
*/
public int saveLayerAlpha(float left, float top, float right, float bottom, int alpha) {
return saveLayerAlpha(left, top, right, bottom, alpha, ALL_SAVE_FLAG);
}
/**
* This call balances a previous call to save(), and is used to remove all
* modifications to the matrix/clip state since the last save call. It is
* an error to call restore() more times than save() was called.
*/
public void restore() {
native_restore(mNativeCanvasWrapper);
}
/**
* Returns the number of matrix/clip states on the Canvas' private stack.
* This will equal # save() calls - # restore() calls.
*/
public int getSaveCount() {
return native_getSaveCount(mNativeCanvasWrapper);
}
/**
* Efficient way to pop any calls to save() that happened after the save
* count reached saveCount. It is an error for saveCount to be less than 1.
*
* Example:
* int count = canvas.save();
* ... // more calls potentially to save()
* canvas.restoreToCount(count);
* // now the canvas is back in the same state it was before the initial
* // call to save().
*
* @param saveCount The save level to restore to.
*/
public void restoreToCount(int saveCount) {
native_restoreToCount(mNativeCanvasWrapper, saveCount);
}
/**
* Preconcat the current matrix with the specified translation
*
* @param dx The distance to translate in X
* @param dy The distance to translate in Y
*/
public void translate(float dx, float dy) {
native_translate(mNativeCanvasWrapper, dx, dy);
}
/**
* Preconcat the current matrix with the specified scale.
*
* @param sx The amount to scale in X
* @param sy The amount to scale in Y
*/
public void scale(float sx, float sy) {
native_scale(mNativeCanvasWrapper, sx, sy);
}
/**
* Preconcat the current matrix with the specified scale.
*
* @param sx The amount to scale in X
* @param sy The amount to scale in Y
* @param px The x-coord for the pivot point (unchanged by the scale)
* @param py The y-coord for the pivot point (unchanged by the scale)
*/
public final void scale(float sx, float sy, float px, float py) {
translate(px, py);
scale(sx, sy);
translate(-px, -py);
}
/**
* Preconcat the current matrix with the specified rotation.
*
* @param degrees The amount to rotate, in degrees
*/
public void rotate(float degrees) {
native_rotate(mNativeCanvasWrapper, degrees);
}
/**
* Preconcat the current matrix with the specified rotation.
*
* @param degrees The amount to rotate, in degrees
* @param px The x-coord for the pivot point (unchanged by the rotation)
* @param py The y-coord for the pivot point (unchanged by the rotation)
*/
public final void rotate(float degrees, float px, float py) {
translate(px, py);
rotate(degrees);
translate(-px, -py);
}
/**
* Preconcat the current matrix with the specified skew.
*
* @param sx The amount to skew in X
* @param sy The amount to skew in Y
*/
public void skew(float sx, float sy) {
native_skew(mNativeCanvasWrapper, sx, sy);
}
/**
* Preconcat the current matrix with the specified matrix. If the specified
* matrix is null, this method does nothing.
*
* @param matrix The matrix to preconcatenate with the current matrix
*/
public void concat(@Nullable Matrix matrix) {
if (matrix != null) native_concat(mNativeCanvasWrapper, matrix.native_instance);
}
/**
* Completely replace the current matrix with the specified matrix. If the
* matrix parameter is null, then the current matrix is reset to identity.
*
* <strong>Note:</strong> it is recommended to use {@link #concat(Matrix)},
* {@link #scale(float, float)}, {@link #translate(float, float)} and
* {@link #rotate(float)} instead of this method.
*
* @param matrix The matrix to replace the current matrix with. If it is
* null, set the current matrix to identity.
*
* @see #concat(Matrix)
*/
public void setMatrix(@Nullable Matrix matrix) {
native_setMatrix(mNativeCanvasWrapper,
matrix == null ? 0 : matrix.native_instance);
}
/**
* Return, in ctm, the current transformation matrix. This does not alter
* the matrix in the canvas, but just returns a copy of it.
*/
@Deprecated
public void getMatrix(@NonNull Matrix ctm) {
native_getCTM(mNativeCanvasWrapper, ctm.native_instance);
}
/**
* Return a new matrix with a copy of the canvas' current transformation
* matrix.
*/
@Deprecated
public final @NonNull Matrix getMatrix() {
Matrix m = new Matrix();
//noinspection deprecation
getMatrix(m);
return m;
}
/**
* Modify the current clip with the specified rectangle.
*
* @param rect The rect to intersect with the current clip
* @param op How the clip is modified
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(@NonNull RectF rect, @NonNull Region.Op op) {
return native_clipRect(mNativeCanvasWrapper, rect.left, rect.top, rect.right, rect.bottom,
op.nativeInt);
}
/**
* Modify the current clip with the specified rectangle, which is
* expressed in local coordinates.
*
* @param rect The rectangle to intersect with the current clip.
* @param op How the clip is modified
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(@NonNull Rect rect, @NonNull Region.Op op) {
return native_clipRect(mNativeCanvasWrapper, rect.left, rect.top, rect.right, rect.bottom,
op.nativeInt);
}
/**
* Intersect the current clip with the specified rectangle, which is
* expressed in local coordinates.
*
* @param rect The rectangle to intersect with the current clip.
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(@NonNull RectF rect) {
return native_clipRect(mNativeCanvasWrapper, rect.left, rect.top, rect.right, rect.bottom,
Region.Op.INTERSECT.nativeInt);
}
/**
* Intersect the current clip with the specified rectangle, which is
* expressed in local coordinates.
*
* @param rect The rectangle to intersect with the current clip.
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(@NonNull Rect rect) {
return native_clipRect(mNativeCanvasWrapper, rect.left, rect.top, rect.right, rect.bottom,
Region.Op.INTERSECT.nativeInt);
}
/**
* Modify the current clip with the specified rectangle, which is
* expressed in local coordinates.
*
* @param left The left side of the rectangle to intersect with the
* current clip
* @param top The top of the rectangle to intersect with the current
* clip
* @param right The right side of the rectangle to intersect with the
* current clip
* @param bottom The bottom of the rectangle to intersect with the current
* clip
* @param op How the clip is modified
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(float left, float top, float right, float bottom,
@NonNull Region.Op op) {
return native_clipRect(mNativeCanvasWrapper, left, top, right, bottom, op.nativeInt);
}
/**
* Intersect the current clip with the specified rectangle, which is
* expressed in local coordinates.
*
* @param left The left side of the rectangle to intersect with the
* current clip
* @param top The top of the rectangle to intersect with the current clip
* @param right The right side of the rectangle to intersect with the
* current clip
* @param bottom The bottom of the rectangle to intersect with the current
* clip
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(float left, float top, float right, float bottom) {
return native_clipRect(mNativeCanvasWrapper, left, top, right, bottom,
Region.Op.INTERSECT.nativeInt);
}
/**
* Intersect the current clip with the specified rectangle, which is
* expressed in local coordinates.
*
* @param left The left side of the rectangle to intersect with the
* current clip
* @param top The top of the rectangle to intersect with the current clip
* @param right The right side of the rectangle to intersect with the
* current clip
* @param bottom The bottom of the rectangle to intersect with the current
* clip
* @return true if the resulting clip is non-empty
*/
public boolean clipRect(int left, int top, int right, int bottom) {
return native_clipRect(mNativeCanvasWrapper, left, top, right, bottom,
Region.Op.INTERSECT.nativeInt);
}
/**
* Modify the current clip with the specified path.
*
* @param path The path to operate on the current clip
* @param op How the clip is modified
* @return true if the resulting is non-empty
*/
public boolean clipPath(@NonNull Path path, @NonNull Region.Op op) {
return native_clipPath(mNativeCanvasWrapper, path.ni(), op.nativeInt);
}
/**
* Intersect the current clip with the specified path.
*
* @param path The path to intersect with the current clip
* @return true if the resulting is non-empty
*/
public boolean clipPath(@NonNull Path path) {
return clipPath(path, Region.Op.INTERSECT);
}
/**
* Modify the current clip with the specified region. Note that unlike
* clipRect() and clipPath() which transform their arguments by the
* current matrix, clipRegion() assumes its argument is already in the
* coordinate system of the current layer's bitmap, and so not
* transformation is performed.
*
* @param region The region to operate on the current clip, based on op
* @param op How the clip is modified
* @return true if the resulting is non-empty
*
* @deprecated Unlike all other clip calls this API does not respect the
* current matrix. Use {@link #clipRect(Rect)} as an alternative.
*/
public boolean clipRegion(@NonNull Region region, @NonNull Region.Op op) {
return native_clipRegion(mNativeCanvasWrapper, region.ni(), op.nativeInt);
}
/**
* Intersect the current clip with the specified region. Note that unlike
* clipRect() and clipPath() which transform their arguments by the
* current matrix, clipRegion() assumes its argument is already in the
* coordinate system of the current layer's bitmap, and so not
* transformation is performed.
*
* @param region The region to operate on the current clip, based on op
* @return true if the resulting is non-empty
*
* @deprecated Unlike all other clip calls this API does not respect the
* current matrix. Use {@link #clipRect(Rect)} as an alternative.
*/
public boolean clipRegion(@NonNull Region region) {
return clipRegion(region, Region.Op.INTERSECT);
}
public @Nullable DrawFilter getDrawFilter() {
return mDrawFilter;
}
public void setDrawFilter(@Nullable DrawFilter filter) {
long nativeFilter = 0;
if (filter != null) {
nativeFilter = filter.mNativeInt;
}
mDrawFilter = filter;
nativeSetDrawFilter(mNativeCanvasWrapper, nativeFilter);
}
public enum EdgeType {
/**
* Black-and-White: Treat edges by just rounding to nearest pixel boundary
*/
BW(0), //!< treat edges by just rounding to nearest pixel boundary
/**
* Antialiased: Treat edges by rounding-out, since they may be antialiased
*/
AA(1);
EdgeType(int nativeInt) {
this.nativeInt = nativeInt;
}
/**
* @hide
*/
public final int nativeInt;
}
/**
* Return true if the specified rectangle, after being transformed by the
* current matrix, would lie completely outside of the current clip. Call
* this to check if an area you intend to draw into is clipped out (and
* therefore you can skip making the draw calls).
*
* @param rect the rect to compare with the current clip
* @param type {@link Canvas.EdgeType#AA} if the path should be considered antialiased,
* since that means it may affect a larger area (more pixels) than
* non-antialiased ({@link Canvas.EdgeType#BW}).
* @return true if the rect (transformed by the canvas' matrix)
* does not intersect with the canvas' clip
*/
public boolean quickReject(@NonNull RectF rect, @NonNull EdgeType type) {
return native_quickReject(mNativeCanvasWrapper,
rect.left, rect.top, rect.right, rect.bottom);
}
/**
* Return true if the specified path, after being transformed by the
* current matrix, would lie completely outside of the current clip. Call
* this to check if an area you intend to draw into is clipped out (and
* therefore you can skip making the draw calls). Note: for speed it may
* return false even if the path itself might not intersect the clip
* (i.e. the bounds of the path intersects, but the path does not).
*
* @param path The path to compare with the current clip
* @param type {@link Canvas.EdgeType#AA} if the path should be considered antialiased,
* since that means it may affect a larger area (more pixels) than
* non-antialiased ({@link Canvas.EdgeType#BW}).
* @return true if the path (transformed by the canvas' matrix)
* does not intersect with the canvas' clip
*/
public boolean quickReject(@NonNull Path path, @NonNull EdgeType type) {
return native_quickReject(mNativeCanvasWrapper, path.ni());
}
/**
* Return true if the specified rectangle, after being transformed by the
* current matrix, would lie completely outside of the current clip. Call
* this to check if an area you intend to draw into is clipped out (and
* therefore you can skip making the draw calls).
*
* @param left The left side of the rectangle to compare with the
* current clip
* @param top The top of the rectangle to compare with the current
* clip
* @param right The right side of the rectangle to compare with the
* current clip
* @param bottom The bottom of the rectangle to compare with the
* current clip
* @param type {@link Canvas.EdgeType#AA} if the path should be considered antialiased,
* since that means it may affect a larger area (more pixels) than
* non-antialiased ({@link Canvas.EdgeType#BW}).
* @return true if the rect (transformed by the canvas' matrix)
* does not intersect with the canvas' clip
*/
public boolean quickReject(float left, float top, float right, float bottom,
@NonNull EdgeType type) {
return native_quickReject(mNativeCanvasWrapper, left, top, right, bottom);
}
/**
* Return the bounds of the current clip (in local coordinates) in the
* bounds parameter, and return true if it is non-empty. This can be useful
* in a way similar to quickReject, in that it tells you that drawing
* outside of these bounds will be clipped out.
*
* @param bounds Return the clip bounds here. If it is null, ignore it but
* still return true if the current clip is non-empty.
* @return true if the current clip is non-empty.
*/
public boolean getClipBounds(@Nullable Rect bounds) {
return native_getClipBounds(mNativeCanvasWrapper, bounds);
}
/**
* Retrieve the bounds of the current clip (in local coordinates).
*
* @return the clip bounds, or [0, 0, 0, 0] if the clip is empty.
*/
public final @NonNull Rect getClipBounds() {
Rect r = new Rect();
getClipBounds(r);
return r;
}
/**
* Fill the entire canvas' bitmap (restricted to the current clip) with the
* specified RGB color, using srcover porterduff mode.
*
* @param r red component (0..255) of the color to draw onto the canvas
* @param g green component (0..255) of the color to draw onto the canvas
* @param b blue component (0..255) of the color to draw onto the canvas
*/
public void drawRGB(int r, int g, int b) {
drawColor(Color.rgb(r, g, b));
}
/**
* Fill the entire canvas' bitmap (restricted to the current clip) with the
* specified ARGB color, using srcover porterduff mode.
*
* @param a alpha component (0..255) of the color to draw onto the canvas
* @param r red component (0..255) of the color to draw onto the canvas
* @param g green component (0..255) of the color to draw onto the canvas
* @param b blue component (0..255) of the color to draw onto the canvas
*/
public void drawARGB(int a, int r, int g, int b) {
drawColor(Color.argb(a, r, g, b));
}
/**
* Fill the entire canvas' bitmap (restricted to the current clip) with the
* specified color, using srcover porterduff mode.
*
* @param color the color to draw onto the canvas
*/
public void drawColor(int color) {
native_drawColor(mNativeCanvasWrapper, color, PorterDuff.Mode.SRC_OVER.nativeInt);
}
/**
* Fill the entire canvas' bitmap (restricted to the current clip) with the
* specified color and porter-duff xfermode.
*
* @param color the color to draw with
* @param mode the porter-duff mode to apply to the color
*/
public void drawColor(int color, @NonNull PorterDuff.Mode mode) {
native_drawColor(mNativeCanvasWrapper, color, mode.nativeInt);
}
/**
* Fill the entire canvas' bitmap (restricted to the current clip) with
* the specified paint. This is equivalent (but faster) to drawing an
* infinitely large rectangle with the specified paint.
*
* @param paint The paint used to draw onto the canvas
*/
public void drawPaint(@NonNull Paint paint) {
native_drawPaint(mNativeCanvasWrapper, paint.mNativePaint);
}
/**
* Draw a series of points. Each point is centered at the coordinate
* specified by pts[], and its diameter is specified by the paint's stroke
* width (as transformed by the canvas' CTM), with special treatment for
* a stroke width of 0, which always draws exactly 1 pixel (or at most 4
* if antialiasing is enabled). The shape of the point is controlled by
* the paint's Cap type. The shape is a square, unless the cap type is
* Round, in which case the shape is a circle.
*
* @param pts Array of points to draw [x0 y0 x1 y1 x2 y2 ...]
* @param offset Number of values to skip before starting to draw.
* @param count The number of values to process, after skipping offset
* of them. Since one point uses two values, the number of
* "points" that are drawn is really (count >> 1).
* @param paint The paint used to draw the points
*/
public void drawPoints(float[] pts, int offset, int count, @NonNull Paint paint) {
native_drawPoints(mNativeCanvasWrapper, pts, offset, count, paint.mNativePaint);
}
/**
* Helper for drawPoints() that assumes you want to draw the entire array
*/
public void drawPoints(@NonNull float[] pts, @NonNull Paint paint) {
drawPoints(pts, 0, pts.length, paint);
}
/**
* Helper for drawPoints() for drawing a single point.
*/
public void drawPoint(float x, float y, @NonNull Paint paint) {
native_drawPoint(mNativeCanvasWrapper, x, y, paint.mNativePaint);
}
/**
* Draw a line segment with the specified start and stop x,y coordinates,
* using the specified paint.
*
* <p>Note that since a line is always "framed", the Style is ignored in the paint.</p>
*
* <p>Degenerate lines (length is 0) will not be drawn.</p>
*
* @param startX The x-coordinate of the start point of the line
* @param startY The y-coordinate of the start point of the line
* @param paint The paint used to draw the line
*/
public void drawLine(float startX, float startY, float stopX, float stopY,
@NonNull Paint paint) {
native_drawLine(mNativeCanvasWrapper, startX, startY, stopX, stopY, paint.mNativePaint);
}
/**
* Draw a series of lines. Each line is taken from 4 consecutive values
* in the pts array. Thus to draw 1 line, the array must contain at least 4
* values. This is logically the same as drawing the array as follows:
* drawLine(pts[0], pts[1], pts[2], pts[3]) followed by
* drawLine(pts[4], pts[5], pts[6], pts[7]) and so on.
*
* @param pts Array of points to draw [x0 y0 x1 y1 x2 y2 ...]
* @param offset Number of values in the array to skip before drawing.
* @param count The number of values in the array to process, after
* skipping "offset" of them. Since each line uses 4 values,
* the number of "lines" that are drawn is really
* (count >> 2).
* @param paint The paint used to draw the points
*/
public void drawLines(float[] pts, int offset, int count, Paint paint) {
native_drawLines(mNativeCanvasWrapper, pts, offset, count, paint.mNativePaint);
}
public void drawLines(@NonNull float[] pts, @NonNull Paint paint) {
drawLines(pts, 0, pts.length, paint);
}
/**
* Draw the specified Rect using the specified paint. The rectangle will
* be filled or framed based on the Style in the paint.
*
* @param rect The rect to be drawn
* @param paint The paint used to draw the rect
*/
public void drawRect(@NonNull RectF rect, @NonNull Paint paint) {
native_drawRect(mNativeCanvasWrapper,
rect.left, rect.top, rect.right, rect.bottom, paint.mNativePaint);
}
/**
* Draw the specified Rect using the specified Paint. The rectangle
* will be filled or framed based on the Style in the paint.
*
* @param r The rectangle to be drawn.
* @param paint The paint used to draw the rectangle
*/
public void drawRect(@NonNull Rect r, @NonNull Paint paint) {
drawRect(r.left, r.top, r.right, r.bottom, paint);
}
/**
* Draw the specified Rect using the specified paint. The rectangle will
* be filled or framed based on the Style in the paint.
*
* @param left The left side of the rectangle to be drawn
* @param top The top side of the rectangle to be drawn
* @param right The right side of the rectangle to be drawn
* @param bottom The bottom side of the rectangle to be drawn
* @param paint The paint used to draw the rect
*/
public void drawRect(float left, float top, float right, float bottom, @NonNull Paint paint) {
native_drawRect(mNativeCanvasWrapper, left, top, right, bottom, paint.mNativePaint);
}
/**
* Draw the specified oval using the specified paint. The oval will be
* filled or framed based on the Style in the paint.
*
* @param oval The rectangle bounds of the oval to be drawn
*/
public void drawOval(@NonNull RectF oval, @NonNull Paint paint) {
if (oval == null) {
throw new NullPointerException();
}
drawOval(oval.left, oval.top, oval.right, oval.bottom, paint);
}
/**
* Draw the specified oval using the specified paint. The oval will be
* filled or framed based on the Style in the paint.
*/
public void drawOval(float left, float top, float right, float bottom, @NonNull Paint paint) {
native_drawOval(mNativeCanvasWrapper, left, top, right, bottom, paint.mNativePaint);
}
/**
* Draw the specified circle using the specified paint. If radius is <= 0,
* then nothing will be drawn. The circle will be filled or framed based
* on the Style in the paint.
*
* @param cx The x-coordinate of the center of the cirle to be drawn
* @param cy The y-coordinate of the center of the cirle to be drawn
* @param radius The radius of the cirle to be drawn
* @param paint The paint used to draw the circle
*/
public void drawCircle(float cx, float cy, float radius, @NonNull Paint paint) {
native_drawCircle(mNativeCanvasWrapper, cx, cy, radius, paint.mNativePaint);
}
/**
* <p>Draw the specified arc, which will be scaled to fit inside the
* specified oval.</p>
*
* <p>If the start angle is negative or >= 360, the start angle is treated
* as start angle modulo 360.</p>
*
* <p>If the sweep angle is >= 360, then the oval is drawn
* completely. Note that this differs slightly from SkPath::arcTo, which
* treats the sweep angle modulo 360. If the sweep angle is negative,
* the sweep angle is treated as sweep angle modulo 360</p>
*
* <p>The arc is drawn clockwise. An angle of 0 degrees correspond to the
* geometric angle of 0 degrees (3 o'clock on a watch.)</p>
*
* @param oval The bounds of oval used to define the shape and size
* of the arc
* @param startAngle Starting angle (in degrees) where the arc begins
* @param sweepAngle Sweep angle (in degrees) measured clockwise
* @param useCenter If true, include the center of the oval in the arc, and
close it if it is being stroked. This will draw a wedge
* @param paint The paint used to draw the arc
*/
public void drawArc(@NonNull RectF oval, float startAngle, float sweepAngle, boolean useCenter,
@NonNull Paint paint) {
drawArc(oval.left, oval.top, oval.right, oval.bottom, startAngle, sweepAngle, useCenter,
paint);
}
/**
* <p>Draw the specified arc, which will be scaled to fit inside the
* specified oval.</p>
*
* <p>If the start angle is negative or >= 360, the start angle is treated
* as start angle modulo 360.</p>
*
* <p>If the sweep angle is >= 360, then the oval is drawn
* completely. Note that this differs slightly from SkPath::arcTo, which
* treats the sweep angle modulo 360. If the sweep angle is negative,
* the sweep angle is treated as sweep angle modulo 360</p>
*
* <p>The arc is drawn clockwise. An angle of 0 degrees correspond to the
* geometric angle of 0 degrees (3 o'clock on a watch.)</p>
*
* @param startAngle Starting angle (in degrees) where the arc begins
* @param sweepAngle Sweep angle (in degrees) measured clockwise
* @param useCenter If true, include the center of the oval in the arc, and
close it if it is being stroked. This will draw a wedge
* @param paint The paint used to draw the arc
*/
public void drawArc(float left, float top, float right, float bottom, float startAngle,
float sweepAngle, boolean useCenter, @NonNull Paint paint) {
native_drawArc(mNativeCanvasWrapper, left, top, right, bottom, startAngle, sweepAngle,
useCenter, paint.mNativePaint);
}
/**
* Draw the specified round-rect using the specified paint. The roundrect
* will be filled or framed based on the Style in the paint.
*
* @param rect The rectangular bounds of the roundRect to be drawn
* @param rx The x-radius of the oval used to round the corners
* @param ry The y-radius of the oval used to round the corners
* @param paint The paint used to draw the roundRect
*/
public void drawRoundRect(@NonNull RectF rect, float rx, float ry, @NonNull Paint paint) {
drawRoundRect(rect.left, rect.top, rect.right, rect.bottom, rx, ry, paint);
}
/**
* Draw the specified round-rect using the specified paint. The roundrect
* will be filled or framed based on the Style in the paint.
*
* @param rx The x-radius of the oval used to round the corners
* @param ry The y-radius of the oval used to round the corners
* @param paint The paint used to draw the roundRect
*/
public void drawRoundRect(float left, float top, float right, float bottom, float rx, float ry,
@NonNull Paint paint) {
native_drawRoundRect(mNativeCanvasWrapper, left, top, right, bottom, rx, ry, paint.mNativePaint);
}
/**
* Draw the specified path using the specified paint. The path will be
* filled or framed based on the Style in the paint.
*
* @param path The path to be drawn
* @param paint The paint used to draw the path
*/
public void drawPath(@NonNull Path path, @NonNull Paint paint) {
native_drawPath(mNativeCanvasWrapper, path.ni(), paint.mNativePaint);
}
/**
* @hide
*/
protected static void throwIfCannotDraw(Bitmap bitmap) {
if (bitmap.isRecycled()) {
throw new RuntimeException("Canvas: trying to use a recycled bitmap " + bitmap);
}
if (!bitmap.isPremultiplied() && bitmap.getConfig() == Bitmap.Config.ARGB_8888 &&
bitmap.hasAlpha()) {
throw new RuntimeException("Canvas: trying to use a non-premultiplied bitmap "
+ bitmap);
}
}
/**
* Draws the specified bitmap as an N-patch (most often, a 9-patches.)
*
* @param patch The ninepatch object to render
* @param dst The destination rectangle.
* @param paint The paint to draw the bitmap with. may be null
*
* @hide
*/
public void drawPatch(@NonNull NinePatch patch, @NonNull Rect dst, @Nullable Paint paint) {
patch.drawSoftware(this, dst, paint);
}
/**
* Draws the specified bitmap as an N-patch (most often, a 9-patches.)
*
* @param patch The ninepatch object to render
* @param dst The destination rectangle.
* @param paint The paint to draw the bitmap with. may be null
*
* @hide
*/
public void drawPatch(@NonNull NinePatch patch, @NonNull RectF dst, @Nullable Paint paint) {
patch.drawSoftware(this, dst, paint);
}
/**
* Draw the specified bitmap, with its top/left corner at (x,y), using
* the specified paint, transformed by the current matrix.
*
* <p>Note: if the paint contains a maskfilter that generates a mask which
* extends beyond the bitmap's original width/height (e.g. BlurMaskFilter),
* then the bitmap will be drawn as if it were in a Shader with CLAMP mode.
* Thus the color outside of the original width/height will be the edge
* color replicated.
*
* <p>If the bitmap and canvas have different densities, this function
* will take care of automatically scaling the bitmap to draw at the
* same density as the canvas.
*
* @param bitmap The bitmap to be drawn
* @param left The position of the left side of the bitmap being drawn
* @param top The position of the top side of the bitmap being drawn
* @param paint The paint used to draw the bitmap (may be null)
*/
public void drawBitmap(@NonNull Bitmap bitmap, float left, float top, @Nullable Paint paint) {
throwIfCannotDraw(bitmap);
native_drawBitmap(mNativeCanvasWrapper, bitmap.ni(), left, top,
paint != null ? paint.mNativePaint : 0, mDensity, mScreenDensity, bitmap.mDensity);
}
/**
* Draw the specified bitmap, scaling/translating automatically to fill
* the destination rectangle. If the source rectangle is not null, it
* specifies the subset of the bitmap to draw.
*
* <p>Note: if the paint contains a maskfilter that generates a mask which
* extends beyond the bitmap's original width/height (e.g. BlurMaskFilter),
* then the bitmap will be drawn as if it were in a Shader with CLAMP mode.
* Thus the color outside of the original width/height will be the edge
* color replicated.
*
* <p>This function <em>ignores the density associated with the bitmap</em>.
* This is because the source and destination rectangle coordinate
* spaces are in their respective densities, so must already have the
* appropriate scaling factor applied.
*
* @param bitmap The bitmap to be drawn
* @param src May be null. The subset of the bitmap to be drawn
* @param dst The rectangle that the bitmap will be scaled/translated
* to fit into
* @param paint May be null. The paint used to draw the bitmap
*/
public void drawBitmap(@NonNull Bitmap bitmap, @Nullable Rect src, @NonNull RectF dst,
@Nullable Paint paint) {
if (dst == null) {
throw new NullPointerException();
}
throwIfCannotDraw(bitmap);
final long nativePaint = paint == null ? 0 : paint.mNativePaint;
float left, top, right, bottom;
if (src == null) {
left = top = 0;
right = bitmap.getWidth();
bottom = bitmap.getHeight();
} else {
left = src.left;
right = src.right;
top = src.top;
bottom = src.bottom;
}
native_drawBitmap(mNativeCanvasWrapper, bitmap.ni(), left, top, right, bottom,
dst.left, dst.top, dst.right, dst.bottom, nativePaint, mScreenDensity,
bitmap.mDensity);
}
/**
* Draw the specified bitmap, scaling/translating automatically to fill
* the destination rectangle. If the source rectangle is not null, it
* specifies the subset of the bitmap to draw.
*
* <p>Note: if the paint contains a maskfilter that generates a mask which
* extends beyond the bitmap's original width/height (e.g. BlurMaskFilter),
* then the bitmap will be drawn as if it were in a Shader with CLAMP mode.
* Thus the color outside of the original width/height will be the edge
* color replicated.
*
* <p>This function <em>ignores the density associated with the bitmap</em>.
* This is because the source and destination rectangle coordinate
* spaces are in their respective densities, so must already have the
* appropriate scaling factor applied.
*
* @param bitmap The bitmap to be drawn
* @param src May be null. The subset of the bitmap to be drawn
* @param dst The rectangle that the bitmap will be scaled/translated
* to fit into
* @param paint May be null. The paint used to draw the bitmap
*/
public void drawBitmap(@NonNull Bitmap bitmap, @Nullable Rect src, @NonNull Rect dst,
@Nullable Paint paint) {
if (dst == null) {
throw new NullPointerException();
}
throwIfCannotDraw(bitmap);
final long nativePaint = paint == null ? 0 : paint.mNativePaint;
int left, top, right, bottom;
if (src == null) {
left = top = 0;
right = bitmap.getWidth();
bottom = bitmap.getHeight();
} else {
left = src.left;
right = src.right;
top = src.top;
bottom = src.bottom;
}
native_drawBitmap(mNativeCanvasWrapper, bitmap.ni(), left, top, right, bottom,
dst.left, dst.top, dst.right, dst.bottom, nativePaint, mScreenDensity,
bitmap.mDensity);
}
/**
* Treat the specified array of colors as a bitmap, and draw it. This gives
* the same result as first creating a bitmap from the array, and then
* drawing it, but this method avoids explicitly creating a bitmap object
* which can be more efficient if the colors are changing often.
*
* @param colors Array of colors representing the pixels of the bitmap
* @param offset Offset into the array of colors for the first pixel
* @param stride The number of colors in the array between rows (must be
* >= width or <= -width).
* @param x The X coordinate for where to draw the bitmap
* @param y The Y coordinate for where to draw the bitmap
* @param width The width of the bitmap
* @param height The height of the bitmap
* @param hasAlpha True if the alpha channel of the colors contains valid
* values. If false, the alpha byte is ignored (assumed to
* be 0xFF for every pixel).
* @param paint May be null. The paint used to draw the bitmap
*
* @deprecated Usage with a {@link #isHardwareAccelerated() hardware accelerated} canvas
* requires an internal copy of color buffer contents every time this method is called. Using a
* Bitmap avoids this copy, and allows the application to more explicitly control the lifetime
* and copies of pixel data.
*/
@Deprecated
public void drawBitmap(@NonNull int[] colors, int offset, int stride, float x, float y,
int width, int height, boolean hasAlpha, @Nullable Paint paint) {
// check for valid input
if (width < 0) {
throw new IllegalArgumentException("width must be >= 0");
}
if (height < 0) {
throw new IllegalArgumentException("height must be >= 0");
}
if (Math.abs(stride) < width) {
throw new IllegalArgumentException("abs(stride) must be >= width");
}
int lastScanline = offset + (height - 1) * stride;
int length = colors.length;
if (offset < 0 || (offset + width > length) || lastScanline < 0
|| (lastScanline + width > length)) {
throw new ArrayIndexOutOfBoundsException();
}
// quick escape if there's nothing to draw
if (width == 0 || height == 0) {
return;
}
// punch down to native for the actual draw
native_drawBitmap(mNativeCanvasWrapper, colors, offset, stride, x, y, width, height, hasAlpha,
paint != null ? paint.mNativePaint : 0);
}
/**
* Legacy version of drawBitmap(int[] colors, ...) that took ints for x,y
*
* @deprecated Usage with a {@link #isHardwareAccelerated() hardware accelerated} canvas
* requires an internal copy of color buffer contents every time this method is called. Using a
* Bitmap avoids this copy, and allows the application to more explicitly control the lifetime
* and copies of pixel data.
*/
@Deprecated
public void drawBitmap(@NonNull int[] colors, int offset, int stride, int x, int y,
int width, int height, boolean hasAlpha, @Nullable Paint paint) {
// call through to the common float version
drawBitmap(colors, offset, stride, (float)x, (float)y, width, height,
hasAlpha, paint);
}
/**
* Draw the bitmap using the specified matrix.
*
* @param bitmap The bitmap to draw
* @param matrix The matrix used to transform the bitmap when it is drawn
* @param paint May be null. The paint used to draw the bitmap
*/
public void drawBitmap(@NonNull Bitmap bitmap, @NonNull Matrix matrix, @Nullable Paint paint) {
nativeDrawBitmapMatrix(mNativeCanvasWrapper, bitmap.ni(), matrix.ni(),
paint != null ? paint.mNativePaint : 0);
}
/**
* @hide
*/
protected static void checkRange(int length, int offset, int count) {
if ((offset | count) < 0 || offset + count > length) {
throw new ArrayIndexOutOfBoundsException();
}
}
/**
* Draw the bitmap through the mesh, where mesh vertices are evenly
* distributed across the bitmap. There are meshWidth+1 vertices across, and
* meshHeight+1 vertices down. The verts array is accessed in row-major
* order, so that the first meshWidth+1 vertices are distributed across the
* top of the bitmap from left to right. A more general version of this
* method is drawVertices().
*
* @param bitmap The bitmap to draw using the mesh
* @param meshWidth The number of columns in the mesh. Nothing is drawn if
* this is 0
* @param meshHeight The number of rows in the mesh. Nothing is drawn if
* this is 0
* @param verts Array of x,y pairs, specifying where the mesh should be
* drawn. There must be at least
* (meshWidth+1) * (meshHeight+1) * 2 + vertOffset values
* in the array
* @param vertOffset Number of verts elements to skip before drawing
* @param colors May be null. Specifies a color at each vertex, which is
* interpolated across the cell, and whose values are
* multiplied by the corresponding bitmap colors. If not null,
* there must be at least (meshWidth+1) * (meshHeight+1) +
* colorOffset values in the array.
* @param colorOffset Number of color elements to skip before drawing
* @param paint May be null. The paint used to draw the bitmap
*/
public void drawBitmapMesh(@NonNull Bitmap bitmap, int meshWidth, int meshHeight,
@NonNull float[] verts, int vertOffset, @Nullable int[] colors, int colorOffset,
@Nullable Paint paint) {
if ((meshWidth | meshHeight | vertOffset | colorOffset) < 0) {
throw new ArrayIndexOutOfBoundsException();
}
if (meshWidth == 0 || meshHeight == 0) {
return;
}
int count = (meshWidth + 1) * (meshHeight + 1);
// we mul by 2 since we need two floats per vertex
checkRange(verts.length, vertOffset, count * 2);
if (colors != null) {
// no mul by 2, since we need only 1 color per vertex
checkRange(colors.length, colorOffset, count);
}
nativeDrawBitmapMesh(mNativeCanvasWrapper, bitmap.ni(), meshWidth, meshHeight,
verts, vertOffset, colors, colorOffset,
paint != null ? paint.mNativePaint : 0);
}
public enum VertexMode {
TRIANGLES(0),
TRIANGLE_STRIP(1),
TRIANGLE_FAN(2);
VertexMode(int nativeInt) {
this.nativeInt = nativeInt;
}
/**
* @hide
*/
public final int nativeInt;
}
/**
* Draw the array of vertices, interpreted as triangles (based on mode). The
* verts array is required, and specifies the x,y pairs for each vertex. If
* texs is non-null, then it is used to specify the coordinate in shader
* coordinates to use at each vertex (the paint must have a shader in this
* case). If there is no texs array, but there is a color array, then each
* color is interpolated across its corresponding triangle in a gradient. If
* both texs and colors arrays are present, then they behave as before, but
* the resulting color at each pixels is the result of multiplying the
* colors from the shader and the color-gradient together. The indices array
* is optional, but if it is present, then it is used to specify the index
* of each triangle, rather than just walking through the arrays in order.
*
* @param mode How to interpret the array of vertices
* @param vertexCount The number of values in the vertices array (and
* corresponding texs and colors arrays if non-null). Each logical
* vertex is two values (x, y), vertexCount must be a multiple of 2.
* @param verts Array of vertices for the mesh
* @param vertOffset Number of values in the verts to skip before drawing.
* @param texs May be null. If not null, specifies the coordinates to sample
* into the current shader (e.g. bitmap tile or gradient)
* @param texOffset Number of values in texs to skip before drawing.
* @param colors May be null. If not null, specifies a color for each
* vertex, to be interpolated across the triangle.
* @param colorOffset Number of values in colors to skip before drawing.
* @param indices If not null, array of indices to reference into the
* vertex (texs, colors) array.
* @param indexCount number of entries in the indices array (if not null).
* @param paint Specifies the shader to use if the texs array is non-null.
*/
public void drawVertices(@NonNull VertexMode mode, int vertexCount, @NonNull float[] verts,
int vertOffset, @Nullable float[] texs, int texOffset, @Nullable int[] colors,
int colorOffset, @Nullable short[] indices, int indexOffset, int indexCount,
@NonNull Paint paint) {
checkRange(verts.length, vertOffset, vertexCount);
if (texs != null) {
checkRange(texs.length, texOffset, vertexCount);
}
if (colors != null) {
checkRange(colors.length, colorOffset, vertexCount / 2);
}
if (indices != null) {
checkRange(indices.length, indexOffset, indexCount);
}
nativeDrawVertices(mNativeCanvasWrapper, mode.nativeInt, vertexCount, verts,
vertOffset, texs, texOffset, colors, colorOffset,
indices, indexOffset, indexCount, paint.mNativePaint);
}
/**
* Draw the text, with origin at (x,y), using the specified paint. The
* origin is interpreted based on the Align setting in the paint.
*
* @param text The text to be drawn
* @param x The x-coordinate of the origin of the text being drawn
* @param y The y-coordinate of the origin of the text being drawn
* @param paint The paint used for the text (e.g. color, size, style)
*/
public void drawText(@NonNull char[] text, int index, int count, float x, float y,
@NonNull Paint paint) {
if ((index | count | (index + count) |
(text.length - index - count)) < 0) {
throw new IndexOutOfBoundsException();
}
native_drawText(mNativeCanvasWrapper, text, index, count, x, y, paint.mBidiFlags,
paint.mNativePaint, paint.mNativeTypeface);
}
/**
* Draw the text, with origin at (x,y), using the specified paint. The
* origin is interpreted based on the Align setting in the paint.
*
* @param text The text to be drawn
* @param x The x-coordinate of the origin of the text being drawn
* @param y The y-coordinate of the origin of the text being drawn
* @param paint The paint used for the text (e.g. color, size, style)
*/
public void drawText(@NonNull String text, float x, float y, @NonNull Paint paint) {
native_drawText(mNativeCanvasWrapper, text, 0, text.length(), x, y, paint.mBidiFlags,
paint.mNativePaint, paint.mNativeTypeface);
}
/**
* Draw the text, with origin at (x,y), using the specified paint.
* The origin is interpreted based on the Align setting in the paint.
*
* @param text The text to be drawn
* @param start The index of the first character in text to draw
* @param end (end - 1) is the index of the last character in text to draw
* @param x The x-coordinate of the origin of the text being drawn
* @param y The y-coordinate of the origin of the text being drawn
* @param paint The paint used for the text (e.g. color, size, style)
*/
public void drawText(@NonNull String text, int start, int end, float x, float y,
@NonNull Paint paint) {
if ((start | end | (end - start) | (text.length() - end)) < 0) {
throw new IndexOutOfBoundsException();
}
native_drawText(mNativeCanvasWrapper, text, start, end, x, y, paint.mBidiFlags,
paint.mNativePaint, paint.mNativeTypeface);
}
/**
* Draw the specified range of text, specified by start/end, with its
* origin at (x,y), in the specified Paint. The origin is interpreted
* based on the Align setting in the Paint.
*
* @param text The text to be drawn
* @param start The index of the first character in text to draw
* @param end (end - 1) is the index of the last character in text
* to draw
* @param x The x-coordinate of origin for where to draw the text
* @param y The y-coordinate of origin for where to draw the text
* @param paint The paint used for the text (e.g. color, size, style)
*/
public void drawText(@NonNull CharSequence text, int start, int end, float x, float y,
@NonNull Paint paint) {
if ((start | end | (end - start) | (text.length() - end)) < 0) {
throw new IndexOutOfBoundsException();
}
if (text instanceof String || text instanceof SpannedString ||
text instanceof SpannableString) {
native_drawText(mNativeCanvasWrapper, text.toString(), start, end, x, y,
paint.mBidiFlags, paint.mNativePaint, paint.mNativeTypeface);
} else if (text instanceof GraphicsOperations) {
((GraphicsOperations) text).drawText(this, start, end, x, y,
paint);
} else {
char[] buf = TemporaryBuffer.obtain(end - start);
TextUtils.getChars(text, start, end, buf, 0);
native_drawText(mNativeCanvasWrapper, buf, 0, end - start, x, y,
paint.mBidiFlags, paint.mNativePaint, paint.mNativeTypeface);
TemporaryBuffer.recycle(buf);
}
}
/**
* Render a run of all LTR or all RTL text, with shaping. This does not run
* bidi on the provided text, but renders it as a uniform right-to-left or
* left-to-right run, as indicated by dir. Alignment of the text is as
* determined by the Paint's TextAlign value.
*
* @param text the text to render
* @param index the start of the text to render
* @param count the count of chars to render
* @param contextIndex the start of the context for shaping. Must be
* no greater than index.
* @param contextCount the number of characters in the context for shaping.
* ContexIndex + contextCount must be no less than index
* + count.
* @param x the x position at which to draw the text
* @param y the y position at which to draw the text
* @param isRtl whether the run is in RTL direction
* @param paint the paint
* @hide
*/
public void drawTextRun(@NonNull char[] text, int index, int count, int contextIndex,
int contextCount, float x, float y, boolean isRtl, @NonNull Paint paint) {
if (text == null) {
throw new NullPointerException("text is null");
}
if (paint == null) {
throw new NullPointerException("paint is null");
}
if ((index | count | text.length - index - count) < 0) {
throw new IndexOutOfBoundsException();
}
native_drawTextRun(mNativeCanvasWrapper, text, index, count,
contextIndex, contextCount, x, y, isRtl, paint.mNativePaint, paint.mNativeTypeface);
}
/**
* Render a run of all LTR or all RTL text, with shaping. This does not run
* bidi on the provided text, but renders it as a uniform right-to-left or
* left-to-right run, as indicated by dir. Alignment of the text is as
* determined by the Paint's TextAlign value.
*
* @param text the text to render
* @param start the start of the text to render. Data before this position
* can be used for shaping context.
* @param end the end of the text to render. Data at or after this
* position can be used for shaping context.
* @param x the x position at which to draw the text
* @param y the y position at which to draw the text
* @param isRtl whether the run is in RTL direction
* @param paint the paint
* @hide
*/
public void drawTextRun(@NonNull CharSequence text, int start, int end, int contextStart,
int contextEnd, float x, float y, boolean isRtl, @NonNull Paint paint) {
if (text == null) {
throw new NullPointerException("text is null");
}
if (paint == null) {
throw new NullPointerException("paint is null");
}
if ((start | end | end - start | text.length() - end) < 0) {
throw new IndexOutOfBoundsException();
}
if (text instanceof String || text instanceof SpannedString ||
text instanceof SpannableString) {
native_drawTextRun(mNativeCanvasWrapper, text.toString(), start, end,
contextStart, contextEnd, x, y, isRtl, paint.mNativePaint, paint.mNativeTypeface);
} else if (text instanceof GraphicsOperations) {
((GraphicsOperations) text).drawTextRun(this, start, end,
contextStart, contextEnd, x, y, isRtl, paint);
} else {
int contextLen = contextEnd - contextStart;
int len = end - start;
char[] buf = TemporaryBuffer.obtain(contextLen);
TextUtils.getChars(text, contextStart, contextEnd, buf, 0);
native_drawTextRun(mNativeCanvasWrapper, buf, start - contextStart, len,
0, contextLen, x, y, isRtl, paint.mNativePaint, paint.mNativeTypeface);
TemporaryBuffer.recycle(buf);
}
}
/**
* Draw the text in the array, with each character's origin specified by
* the pos array.
*
* This method does not support glyph composition and decomposition and
* should therefore not be used to render complex scripts. It also doesn't
* handle supplementary characters (eg emoji).
*
* @param text The text to be drawn
* @param index The index of the first character to draw
* @param count The number of characters to draw, starting from index.
* @param pos Array of [x,y] positions, used to position each
* character
* @param paint The paint used for the text (e.g. color, size, style)
*/
@Deprecated
public void drawPosText(@NonNull char[] text, int index, int count, @NonNull float[] pos,
@NonNull Paint paint) {
if (index < 0 || index + count > text.length || count*2 > pos.length) {
throw new IndexOutOfBoundsException();
}
for (int i = 0; i < count; i++) {
drawText(text, index + i, 1, pos[i * 2], pos[i * 2 + 1], paint);
}
}
/**
* Draw the text in the array, with each character's origin specified by
* the pos array.
*
* This method does not support glyph composition and decomposition and
* should therefore not be used to render complex scripts. It also doesn't
* handle supplementary characters (eg emoji).
*
* @param text The text to be drawn
* @param pos Array of [x,y] positions, used to position each character
* @param paint The paint used for the text (e.g. color, size, style)
*/
@Deprecated
public void drawPosText(@NonNull String text, @NonNull float[] pos, @NonNull Paint paint) {
drawPosText(text.toCharArray(), 0, text.length(), pos, paint);
}
/**
* Draw the text, with origin at (x,y), using the specified paint, along
* the specified path. The paint's Align setting determins where along the
* path to start the text.
*
* @param text The text to be drawn
* @param path The path the text should follow for its baseline
* @param hOffset The distance along the path to add to the text's
* starting position
* @param vOffset The distance above(-) or below(+) the path to position
* the text
* @param paint The paint used for the text (e.g. color, size, style)
*/
public void drawTextOnPath(@NonNull char[] text, int index, int count, @NonNull Path path,
float hOffset, float vOffset, @NonNull Paint paint) {
if (index < 0 || index + count > text.length) {
throw new ArrayIndexOutOfBoundsException();
}
native_drawTextOnPath(mNativeCanvasWrapper, text, index, count,
path.ni(), hOffset, vOffset,
paint.mBidiFlags, paint.mNativePaint, paint.mNativeTypeface);
}
/**
* Draw the text, with origin at (x,y), using the specified paint, along
* the specified path. The paint's Align setting determins where along the
* path to start the text.
*
* @param text The text to be drawn
* @param path The path the text should follow for its baseline
* @param hOffset The distance along the path to add to the text's
* starting position
* @param vOffset The distance above(-) or below(+) the path to position
* the text
* @param paint The paint used for the text (e.g. color, size, style)
*/
public void drawTextOnPath(@NonNull String text, @NonNull Path path, float hOffset,
float vOffset, @NonNull Paint paint) {
if (text.length() > 0) {
native_drawTextOnPath(mNativeCanvasWrapper, text, path.ni(), hOffset, vOffset,
paint.mBidiFlags, paint.mNativePaint, paint.mNativeTypeface);
}
}
/**
* Save the canvas state, draw the picture, and restore the canvas state.
* This differs from picture.draw(canvas), which does not perform any
* save/restore.
*
* <p>
* <strong>Note:</strong> This forces the picture to internally call
* {@link Picture#endRecording} in order to prepare for playback.
*
* @param picture The picture to be drawn
*/
public void drawPicture(@NonNull Picture picture) {
picture.endRecording();
int restoreCount = save();
picture.draw(this);
restoreToCount(restoreCount);
}
/**
* Draw the picture, stretched to fit into the dst rectangle.
*/
public void drawPicture(@NonNull Picture picture, @NonNull RectF dst) {
save();
translate(dst.left, dst.top);
if (picture.getWidth() > 0 && picture.getHeight() > 0) {
scale(dst.width() / picture.getWidth(), dst.height() / picture.getHeight());
}
drawPicture(picture);
restore();
}
/**
* Draw the picture, stretched to fit into the dst rectangle.
*/
public void drawPicture(@NonNull Picture picture, @NonNull Rect dst) {
save();
translate(dst.left, dst.top);
if (picture.getWidth() > 0 && picture.getHeight() > 0) {
scale((float) dst.width() / picture.getWidth(),
(float) dst.height() / picture.getHeight());
}
drawPicture(picture);
restore();
}
/**
* Releases the resources associated with this canvas.
*
* @hide
*/
public void release() {
mFinalizer.dispose();
}
/**
* Free up as much memory as possible from private caches (e.g. fonts, images)
*
* @hide
*/
public static native void freeCaches();
/**
* Free up text layout caches
*
* @hide
*/
public static native void freeTextLayoutCaches();
private static native long initRaster(long nativeBitmapOrZero);
private static native void native_setBitmap(long canvasHandle,
long bitmapHandle,
boolean copyState);
private static native boolean native_isOpaque(long canvasHandle);
private static native int native_getWidth(long canvasHandle);
private static native int native_getHeight(long canvasHandle);
private static native int native_save(long canvasHandle, int saveFlags);
private static native int native_saveLayer(long nativeCanvas, float l,
float t, float r, float b,
long nativePaint,
int layerFlags);
private static native int native_saveLayerAlpha(long nativeCanvas, float l,
float t, float r, float b,
int alpha, int layerFlags);
private static native void native_restore(long canvasHandle);
private static native void native_restoreToCount(long canvasHandle,
int saveCount);
private static native int native_getSaveCount(long canvasHandle);
private static native void native_translate(long canvasHandle,
float dx, float dy);
private static native void native_scale(long canvasHandle,
float sx, float sy);
private static native void native_rotate(long canvasHandle, float degrees);
private static native void native_skew(long canvasHandle,
float sx, float sy);
private static native void native_concat(long nativeCanvas,
long nativeMatrix);
private static native void native_setMatrix(long nativeCanvas,
long nativeMatrix);
private static native boolean native_clipRect(long nativeCanvas,
float left, float top,
float right, float bottom,
int regionOp);
private static native boolean native_clipPath(long nativeCanvas,
long nativePath,
int regionOp);
private static native boolean native_clipRegion(long nativeCanvas,
long nativeRegion,
int regionOp);
private static native void nativeSetDrawFilter(long nativeCanvas,
long nativeFilter);
private static native boolean native_getClipBounds(long nativeCanvas,
Rect bounds);
private static native void native_getCTM(long nativeCanvas,
long nativeMatrix);
private static native boolean native_quickReject(long nativeCanvas,
long nativePath);
private static native boolean native_quickReject(long nativeCanvas,
float left, float top,
float right, float bottom);
private static native void native_drawColor(long nativeCanvas, int color,
int mode);
private static native void native_drawPaint(long nativeCanvas,
long nativePaint);
private static native void native_drawPoint(long canvasHandle, float x, float y,
long paintHandle);
private static native void native_drawPoints(long canvasHandle, float[] pts,
int offset, int count,
long paintHandle);
private static native void native_drawLine(long nativeCanvas, float startX,
float startY, float stopX,
float stopY, long nativePaint);
private static native void native_drawLines(long canvasHandle, float[] pts,
int offset, int count,
long paintHandle);
private static native void native_drawRect(long nativeCanvas, float left,
float top, float right,
float bottom,
long nativePaint);
private static native void native_drawOval(long nativeCanvas, float left, float top,
float right, float bottom, long nativePaint);
private static native void native_drawCircle(long nativeCanvas, float cx,
float cy, float radius,
long nativePaint);
private static native void native_drawArc(long nativeCanvas, float left, float top,
float right, float bottom,
float startAngle, float sweep, boolean useCenter,
long nativePaint);
private static native void native_drawRoundRect(long nativeCanvas,
float left, float top, float right, float bottom,
float rx, float ry, long nativePaint);
private static native void native_drawPath(long nativeCanvas,
long nativePath,
long nativePaint);
private native void native_drawBitmap(long nativeCanvas, long nativeBitmap,
float left, float top,
long nativePaintOrZero,
int canvasDensity,
int screenDensity,
int bitmapDensity);
private native void native_drawBitmap(long nativeCanvas, long nativeBitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
long nativePaintOrZero, int screenDensity, int bitmapDensity);
private static native void native_drawBitmap(long nativeCanvas, int[] colors,
int offset, int stride, float x,
float y, int width, int height,
boolean hasAlpha,
long nativePaintOrZero);
private static native void nativeDrawBitmapMatrix(long nativeCanvas,
long nativeBitmap,
long nativeMatrix,
long nativePaint);
private static native void nativeDrawBitmapMesh(long nativeCanvas,
long nativeBitmap,
int meshWidth, int meshHeight,
float[] verts, int vertOffset,
int[] colors, int colorOffset,
long nativePaint);
private static native void nativeDrawVertices(long nativeCanvas, int mode, int n,
float[] verts, int vertOffset, float[] texs, int texOffset,
int[] colors, int colorOffset, short[] indices,
int indexOffset, int indexCount, long nativePaint);
private static native void native_drawText(long nativeCanvas, char[] text,
int index, int count, float x,
float y, int flags, long nativePaint,
long nativeTypeface);
private static native void native_drawText(long nativeCanvas, String text,
int start, int end, float x,
float y, int flags, long nativePaint,
long nativeTypeface);
private static native void native_drawTextRun(long nativeCanvas, String text,
int start, int end, int contextStart, int contextEnd,
float x, float y, boolean isRtl, long nativePaint, long nativeTypeface);
private static native void native_drawTextRun(long nativeCanvas, char[] text,
int start, int count, int contextStart, int contextCount,
float x, float y, boolean isRtl, long nativePaint, long nativeTypeface);
private static native void native_drawTextOnPath(long nativeCanvas,
char[] text, int index,
int count, long nativePath,
float hOffset,
float vOffset, int bidiFlags,
long nativePaint, long nativeTypeface);
private static native void native_drawTextOnPath(long nativeCanvas,
String text, long nativePath,
float hOffset,
float vOffset,
int flags, long nativePaint, long nativeTypeface);
private static native void finalizer(long nativeCanvas);
}