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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.
*/
package android.graphics;
import android.annotation.BytesLong;
import android.annotation.ColorInt;
import android.annotation.FloatRange;
import android.annotation.IntDef;
import android.annotation.NonNull;
import android.annotation.Nullable;
import android.graphics.animation.RenderNodeAnimator;
import android.view.NativeVectorDrawableAnimator;
import android.view.Surface;
import android.view.View;
import com.android.internal.util.ArrayUtils;
import dalvik.annotation.optimization.CriticalNative;
import dalvik.annotation.optimization.FastNative;
import libcore.util.NativeAllocationRegistry;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
/**
* <p>RenderNode is used to build hardware accelerated rendering hierarchies. Each RenderNode
* contains both a display list as well as a set of properties that affect the rendering of the
* display list. RenderNodes are used internally for all Views by default and are not typically
* used directly.</p>
*
* <p>RenderNodes are used to divide up the rendering content of a complex scene into smaller
* pieces that can then be updated individually more cheaply. Updating part of the scene only needs
* to update the display list or properties of a small number of RenderNode instead of redrawing
* everything from scratch. A RenderNode only needs its display list re-recorded when its content
* alone should be changed. RenderNodes can also be transformed without re-recording the display
* list through the transform properties.</p>
*
* <p>A text editor might for instance store each paragraph into its own RenderNode.
* Thus when the user inserts or removes characters, only the display list of the
* affected paragraph needs to be recorded again.</p>
*
* <h3>Hardware acceleration</h3>
* <p>RenderNodes can be drawn using a {@link RecordingCanvas}. They are not
* supported in software. Always make sure that the {@link android.graphics.Canvas}
* you are using to render a display list is hardware accelerated using
* {@link android.graphics.Canvas#isHardwareAccelerated()}.</p>
*
* <h3>Creating a RenderNode</h3>
* <pre class="prettyprint">
* RenderNode renderNode = new RenderNode("myRenderNode");
* renderNode.setPosition(0, 0, 50, 50); // Set the size to 50x50
* RecordingCanvas canvas = renderNode.beginRecording();
* try {
* // Draw with the canvas
* canvas.drawRect(...);
* } finally {
* renderNode.endRecording();
* }</pre>
*
* <h3>Drawing a RenderNode in a View</h3>
* <pre class="prettyprint">
* protected void onDraw(Canvas canvas) {
* if (canvas.isHardwareAccelerated()) {
* // Check that the RenderNode has a display list, re-recording it if it does not.
* if (!myRenderNode.hasDisplayList()) {
* updateDisplayList(myRenderNode);
* }
* // Draw the RenderNode into this canvas.
* canvas.drawRenderNode(myRenderNode);
* }
* }</pre>
*
* <h3>Releasing resources</h3>
* <p>This step is not mandatory but recommended if you want to release resources
* held by a display list as soon as possible. Most significantly any bitmaps it may contain.</p>
* <pre class="prettyprint">
* // Discards the display list content allowing for any held resources to be released.
* // After calling this
* renderNode.discardDisplayList();</pre>
*
*
* <h3>Properties</h3>
* <p>In addition, a RenderNode offers several properties, such as
* {@link #setScaleX(float)} or {@link #setTranslationX(float)}, that can be used to affect all
* the drawing commands recorded within. For instance, these properties can be used
* to move around a large number of images without re-issuing all the individual
* <code>canvas.drawBitmap()</code> calls.</p>
*
* <pre class="prettyprint">
* private void createDisplayList() {
* mRenderNode = new RenderNode("MyRenderNode");
* mRenderNode.setPosition(0, 0, width, height);
* RecordingCanvas canvas = mRenderNode.beginRecording();
* try {
* for (Bitmap b : mBitmaps) {
* canvas.drawBitmap(b, 0.0f, 0.0f, null);
* canvas.translate(0.0f, b.getHeight());
* }
* } finally {
* mRenderNode.endRecording();
* }
* }
*
* protected void onDraw(Canvas canvas) {
* if (canvas.isHardwareAccelerated())
* canvas.drawRenderNode(mRenderNode);
* }
* }
*
* private void moveContentBy(int x) {
* // This will move all the bitmaps recorded inside the display list
* // by x pixels to the right and redraw this view. All the commands
* // recorded in createDisplayList() won't be re-issued, only onDraw()
* // will be invoked and will execute very quickly
* mRenderNode.offsetLeftAndRight(x);
* invalidate();
* }</pre>
*
* <p>A few of the properties may at first appear redundant, such as {@link #setElevation(float)}
* and {@link #setTranslationZ(float)}. The reason for these duplicates are to allow for a
* separation between static & transient usages. For example consider a button that raises from 2dp
* to 8dp when pressed. To achieve that an application may decide to setElevation(2dip), and then
* on press to animate setTranslationZ to 6dip. Combined this achieves the final desired 8dip
* value, but the animation need only concern itself with animating the lift from press without
* needing to know the initial starting value. {@link #setTranslationX(float)} and
* {@link #setTranslationY(float)} are similarly provided for animation uses despite the functional
* overlap with {@link #setPosition(Rect)}.
*
* <p>The RenderNode's transform matrix is computed at render time as follows:
* <pre class="prettyprint">
* Matrix transform = new Matrix();
* transform.setTranslate(renderNode.getTranslationX(), renderNode.getTranslationY());
* transform.preRotate(renderNode.getRotationZ(),
* renderNode.getPivotX(), renderNode.getPivotY());
* transform.preScale(renderNode.getScaleX(), renderNode.getScaleY(),
* renderNode.getPivotX(), renderNode.getPivotY());</pre>
* The current canvas transform matrix, which is translated to the RenderNode's position,
* is then multiplied by the RenderNode's transform matrix. Therefore the ordering of calling
* property setters does not affect the result. That is to say that:
*
* <pre class="prettyprint">
* renderNode.setTranslationX(100);
* renderNode.setScaleX(100);</pre>
*
* is equivalent to:
*
* <pre class="prettyprint">
* renderNode.setScaleX(100);
* renderNode.setTranslationX(100);</pre>
*
* <h3>Threading</h3>
* <p>RenderNode may be created and used on any thread but they are not thread-safe. Only
* a single thread may interact with a RenderNode at any given time. It is critical
* that the RenderNode is only used on the same thread it is drawn with. For example when using
* RenderNode with a custom View, then that RenderNode must only be used from the UI thread.</p>
*
* <h3>When to re-render</h3>
* <p>Many of the RenderNode mutation methods, such as {@link #setTranslationX(float)}, return
* a boolean indicating if the value actually changed or not. This is useful in detecting
* if a new frame should be rendered or not. A typical usage would look like:
* <pre class="prettyprint">
* public void translateTo(int x, int y) {
* boolean needsUpdate = myRenderNode.setTranslationX(x);
* needsUpdate |= myRenderNode.setTranslationY(y);
* if (needsUpdate) {
* myOwningView.invalidate();
* }
* }</pre>
* This is marginally faster than doing a more explicit up-front check if the value changed by
* comparing the desired value against {@link #getTranslationX()} as it minimizes JNI transitions.
* The actual mechanism of requesting a new frame to be rendered will depend on how this
* RenderNode is being drawn. If it's drawn to a containing View, as in the above snippet,
* then simply invalidating that View works. If instead the RenderNode is being drawn to a Canvas
* directly such as with {@link Surface#lockHardwareCanvas()} then a new frame needs to be drawn
* by calling {@link Surface#lockHardwareCanvas()}, re-drawing the root RenderNode or whatever
* top-level content is desired, and finally calling {@link Surface#unlockCanvasAndPost(Canvas)}.
* </p>
*/
public final class RenderNode {
// Use a Holder to allow static initialization in the boot image.
private static class NoImagePreloadHolder {
public static final NativeAllocationRegistry sRegistry =
NativeAllocationRegistry.createMalloced(
RenderNode.class.getClassLoader(), nGetNativeFinalizer());
}
/**
* Not for general use; use only if you are ThreadedRenderer or RecordingCanvas.
*
* @hide
*/
public final long mNativeRenderNode;
private final AnimationHost mAnimationHost;
private RecordingCanvas mCurrentRecordingCanvas;
// Will be null if not currently registered
@Nullable
private CompositePositionUpdateListener mCompositePositionUpdateListener;
/**
* Creates a new RenderNode that can be used to record batches of
* drawing operations, and store / apply render properties when drawn.
*
* @param name The name of the RenderNode, used for debugging purpose. May be null.
*/
public RenderNode(@Nullable String name) {
this(name, null);
}
private RenderNode(String name, AnimationHost animationHost) {
mNativeRenderNode = nCreate(name);
NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
mAnimationHost = animationHost;
}
/**
* @see RenderNode#adopt(long)
*/
private RenderNode(long nativePtr) {
mNativeRenderNode = nativePtr;
NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
mAnimationHost = null;
}
/** @hide */
public static RenderNode create(String name, @Nullable AnimationHost animationHost) {
return new RenderNode(name, animationHost);
}
/**
* Adopts an existing native render node.
*
* Note: This will *NOT* incRef() on the native object, however it will
* decRef() when it is destroyed. The caller should have already incRef'd it
*
* @hide
*/
public static RenderNode adopt(long nativePtr) {
return new RenderNode(nativePtr);
}
/**
* Listens for RenderNode position updates for synchronous window movement.
*
* This is not suitable for generic position listening, it is only designed & intended
* for use by things which require external position events like SurfaceView, PopupWindow, etc..
*
* @hide
*/
public interface PositionUpdateListener {
/**
* Called by native by a Rendering Worker thread to update window position
*
* @hide
*/
void positionChanged(long frameNumber, int left, int top, int right, int bottom);
/**
* Called by native on RenderThread to notify that the view is no longer in the
* draw tree. UI thread is blocked at this point.
*
* @hide
*/
void positionLost(long frameNumber);
}
private static final class CompositePositionUpdateListener implements PositionUpdateListener {
private final PositionUpdateListener[] mListeners;
private static final PositionUpdateListener[] sEmpty = new PositionUpdateListener[0];
CompositePositionUpdateListener(PositionUpdateListener... listeners) {
mListeners = listeners != null ? listeners : sEmpty;
}
public CompositePositionUpdateListener with(PositionUpdateListener listener) {
return new CompositePositionUpdateListener(
ArrayUtils.appendElement(PositionUpdateListener.class, mListeners, listener));
}
public CompositePositionUpdateListener without(PositionUpdateListener listener) {
return new CompositePositionUpdateListener(
ArrayUtils.removeElement(PositionUpdateListener.class, mListeners, listener));
}
@Override
public void positionChanged(long frameNumber, int left, int top, int right, int bottom) {
for (PositionUpdateListener pul : mListeners) {
pul.positionChanged(frameNumber, left, top, right, bottom);
}
}
@Override
public void positionLost(long frameNumber) {
for (PositionUpdateListener pul : mListeners) {
pul.positionLost(frameNumber);
}
}
}
/**
* Enable callbacks for position changes. Call only from the UI thread or with
* external synchronization.
*
* @hide
*/
public void addPositionUpdateListener(@NonNull PositionUpdateListener listener) {
CompositePositionUpdateListener comp = mCompositePositionUpdateListener;
if (comp == null) {
comp = new CompositePositionUpdateListener(listener);
} else {
comp = comp.with(listener);
}
mCompositePositionUpdateListener = comp;
nRequestPositionUpdates(mNativeRenderNode, comp);
}
/**
* Disable a callback for position changes. Call only from the UI thread or with
* external synchronization.
*
* @param listener Callback to remove
* @hide
*/
public void removePositionUpdateListener(@NonNull PositionUpdateListener listener) {
CompositePositionUpdateListener comp = mCompositePositionUpdateListener;
if (comp != null) {
comp = comp.without(listener);
mCompositePositionUpdateListener = comp;
nRequestPositionUpdates(mNativeRenderNode, comp);
}
}
/**
* Starts recording a display list for the render node. All
* operations performed on the returned canvas are recorded and
* stored in this display list.
*
* {@link #endRecording()} must be called when the recording is finished in order to apply
* the updated display list. Failing to call {@link #endRecording()} will result in an
* {@link IllegalStateException} if {@link #beginRecording(int, int)} is called again.
*
* @param width The width of the recording viewport. This will not alter the width of the
* RenderNode itself, that must be set with {@link #setPosition(Rect)}.
* @param height The height of the recording viewport. This will not alter the height of the
* RenderNode itself, that must be set with {@link #setPosition(Rect)}.
* @return A canvas to record drawing operations.
* @throws IllegalStateException If a recording is already in progress. That is, the previous
* call to {@link #beginRecording(int, int)} did not call {@link #endRecording()}.
* @see #endRecording()
* @see #hasDisplayList()
*/
public @NonNull RecordingCanvas beginRecording(int width, int height) {
if (mCurrentRecordingCanvas != null) {
throw new IllegalStateException(
"Recording currently in progress - missing #endRecording() call?");
}
mCurrentRecordingCanvas = RecordingCanvas.obtain(this, width, height);
return mCurrentRecordingCanvas;
}
/**
* Same as {@link #beginRecording(int, int)} with the width & height set
* to the RenderNode's own width & height. The RenderNode's width & height may be set
* with {@link #setPosition(int, int, int, int)}.
*
* @return A canvas to record drawing operations.
* @throws IllegalStateException If a recording is already in progress. That is, the previous
* call to {@link #beginRecording(int, int)} did not call {@link #endRecording()}.
* @see #endRecording()
* @see #hasDisplayList()
*/
public @NonNull RecordingCanvas beginRecording() {
return beginRecording(nGetWidth(mNativeRenderNode), nGetHeight(mNativeRenderNode));
}
/**
* `
* Ends the recording for this display list. Calling this method marks
* the display list valid and {@link #hasDisplayList()} will return true.
*
* @see #beginRecording(int, int)
* @see #hasDisplayList()
*/
public void endRecording() {
if (mCurrentRecordingCanvas == null) {
throw new IllegalStateException(
"No recording in progress, forgot to call #beginRecording()?");
}
RecordingCanvas canvas = mCurrentRecordingCanvas;
mCurrentRecordingCanvas = null;
long displayList = canvas.finishRecording();
nSetDisplayList(mNativeRenderNode, displayList);
canvas.recycle();
}
/**
* @hide
* @deprecated use {@link #beginRecording(int, int)} instead
*/
@Deprecated
public RecordingCanvas start(int width, int height) {
return beginRecording(width, height);
}
/**
* @hide
* @deprecated use {@link #endRecording()} instead
*/
@Deprecated
public void end(RecordingCanvas canvas) {
if (canvas != mCurrentRecordingCanvas) {
throw new IllegalArgumentException("Wrong canvas");
}
endRecording();
}
/**
* Reset native resources. This is called when cleaning up the state of display lists
* during destruction of hardware resources, to ensure that we do not hold onto
* obsolete resources after related resources are gone.
*/
public void discardDisplayList() {
nSetDisplayList(mNativeRenderNode, 0);
}
/**
* Returns whether the RenderNode has a display list. If this returns false, the RenderNode
* should be re-recorded with {@link #beginRecording()} and {@link #endRecording()}.
*
* A RenderNode without a display list may still be drawn, however it will have no impact
* on the rendering content until its display list is updated.
*
* When a RenderNode is no longer drawn by anything the system may automatically
* invoke {@link #discardDisplayList()}. It is therefore important to ensure that
* {@link #hasDisplayList()} is true on a RenderNode prior to drawing it.
*
* See {@link #discardDisplayList()}
*
* @return boolean true if this RenderNode has a display list, false otherwise.
*/
public boolean hasDisplayList() {
return nIsValid(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Matrix manipulation
///////////////////////////////////////////////////////////////////////////
/**
* Whether or not the RenderNode has an identity transform. This is a faster
* way to do the otherwise equivalent {@link #getMatrix(Matrix)} {@link Matrix#isIdentity()}
* as it doesn't require copying the Matrix first, thus minimizing overhead.
*
* @return true if the RenderNode has an identity transform, false otherwise
*/
public boolean hasIdentityMatrix() {
return nHasIdentityMatrix(mNativeRenderNode);
}
/**
* Gets the current transform matrix
*
* @param outMatrix The matrix to store the transform of the RenderNode
*/
public void getMatrix(@NonNull Matrix outMatrix) {
nGetTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
}
/**
* Gets the current transform inverted. This is a faster way to do the otherwise
* equivalent {@link #getMatrix(Matrix)} followed by {@link Matrix#invert(Matrix)}
*
* @param outMatrix The matrix to store the inverse transform of the RenderNode
*/
public void getInverseMatrix(@NonNull Matrix outMatrix) {
nGetInverseTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
}
///////////////////////////////////////////////////////////////////////////
// RenderProperty Setters
///////////////////////////////////////////////////////////////////////////
/**
* @hide
* @deprecated use {@link #setUseCompositingLayer(boolean, Paint)} instead
*/
@Deprecated
public boolean setLayerType(int layerType) {
return nSetLayerType(mNativeRenderNode, layerType);
}
/**
* @hide
* @deprecated use {@link #setUseCompositingLayer(boolean, Paint)} instead
*/
@Deprecated
public boolean setLayerPaint(@Nullable Paint paint) {
return nSetLayerPaint(mNativeRenderNode, paint != null ? paint.getNativeInstance() : 0);
}
/**
* Controls whether or not to force this RenderNode to render to an intermediate buffer.
* Internally RenderNode will already promote itself to a composition layer if it's useful
* for performance or required for the current combination of {@link #setAlpha(float)} and
* {@link #setHasOverlappingRendering(boolean)}.
*
* <p>The usage of this is instead to allow for either overriding of the internal behavior
* if it's measured to be necessary for the particular rendering content in question or, more
* usefully, to add a composition effect to the RenderNode via the optional paint parameter.
*
* <p>Note: When a RenderNode is using a compositing layer it will also result in
* clipToBounds=true behavior.
*
* @param forceToLayer if true this forces the RenderNode to use an intermediate buffer.
* Default & generally recommended value is false.
* @param paint The blend mode, alpha, and ColorFilter to apply to the compositing layer.
* Only applies if forceToLayer is true. The paint's alpha is multiplied
* with {@link #getAlpha()} to resolve the final alpha of the RenderNode.
* If null then no additional composition effects are applied on top of the
* composition layer.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setUseCompositingLayer(boolean forceToLayer, @Nullable Paint paint) {
boolean didChange = nSetLayerType(mNativeRenderNode, forceToLayer ? 2 : 0);
didChange |= nSetLayerPaint(mNativeRenderNode,
paint != null ? paint.getNativeInstance() : 0);
return didChange;
}
/**
* Gets whether or not a compositing layer is forced to be used. The default & recommended
* is false, as it is typically faster to avoid using compositing layers.
* See {@link #setUseCompositingLayer(boolean, Paint)}.
*
* @return true if a compositing layer is forced, false otherwise
*/
public boolean getUseCompositingLayer() {
return nGetLayerType(mNativeRenderNode) != 0;
}
/**
* Sets an additional clip on the RenderNode. If null, the extra clip is removed from the
* RenderNode. If non-null, the RenderNode will be clipped to this rect. In addition if
* {@link #setClipToBounds(boolean)} is true, then the RenderNode will be clipped to the
* intersection of this rectangle and the bounds of the render node, which is set with
* {@link #setPosition(Rect)}.
*
* <p>This is equivalent to do a {@link Canvas#clipRect(Rect)} at the start of this
* RenderNode's display list. However, as this is a property of the RenderNode instead
* of part of the display list it can be more easily animated for transient additional
* clipping. An example usage of this would be the {@link android.transition.ChangeBounds}
* transition animation with the resizeClip=true option.
*
* @param rect the bounds to clip to. If null, the additional clip is removed.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setClipRect(@Nullable Rect rect) {
if (rect == null) {
return nSetClipBoundsEmpty(mNativeRenderNode);
} else {
return nSetClipBounds(mNativeRenderNode, rect.left, rect.top, rect.right, rect.bottom);
}
}
/**
* Set whether the Render node should clip itself to its bounds. This defaults to true,
* and is useful to the renderer in enable quick-rejection of chunks of the tree as well as
* better partial invalidation support. Clipping can be further restricted or controlled
* through the combination of this property as well as {@link #setClipRect(Rect)}, which
* allows for a different clipping rectangle to be used in addition to or instead of the
* {@link #setPosition(int, int, int, int)} or the RenderNode.
*
* @param clipToBounds true if the display list should clip to its bounds, false otherwise.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setClipToBounds(boolean clipToBounds) {
return nSetClipToBounds(mNativeRenderNode, clipToBounds);
}
/**
* Returns whether or not the RenderNode is clipping to its bounds. See
* {@link #setClipToBounds(boolean)} and {@link #setPosition(int, int, int, int)}
*
* @return true if the render node clips to its bounds, false otherwise.
*/
public boolean getClipToBounds() {
return nGetClipToBounds(mNativeRenderNode);
}
/**
* <p>Sets whether the RenderNode should be drawn immediately after the
* closest ancestor RenderNode containing a projection receiver.
*
* <p>The default is false, and the rendering of this node happens in the typical draw order.
*
* <p>If true, then at rendering time this rendernode will not be drawn in order with the
* {@link Canvas#drawRenderNode(RenderNode)} command that drew this RenderNode, but instead
* it will be re-positioned in the RenderNode tree to be drawn on the closet ancestor with a
* child rendernode that has {@link #setProjectionReceiver(boolean)} as true.
*
* <p>The typical usage of this is to allow a child RenderNode to draw on a parent's background,
* such as the platform's usage with {@link android.graphics.drawable.RippleDrawable}. Consider
* the following structure, built out of which RenderNode called drawRenderNode on a different
* RenderNode:
*
* <pre>
* +-------------+
* |RenderNode: P|
* +-+----------++
* | |
* v v
* +-------+-----+ +-+--------------+
* |RenderNode: C| |RenderNode: P'BG|
* +-------+-----+ +----------------+
* |
* |
* +--------+-------+
* |RenderNode: C'BG|
* +----------------+
* </pre>
*
* If P'BG is a projection receiver, and C'BG is set to project backwards then C'BG will
* behave as if it was drawn directly by P'BG instead of by C. This includes inheriting P'BG's
* clip instead of C's clip.
*
* @param shouldProject true if the display list should be projected onto a
* containing volume. Default is false.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setProjectBackwards(boolean shouldProject) {
return nSetProjectBackwards(mNativeRenderNode, shouldProject);
}
/**
* Sets whether the RenderNode is a projection receiver. If true then this RenderNode's parent
* should draw any descendant RenderNodes with ProjectBackwards=true directly on top of it.
* Default value is false. See
* {@link #setProjectBackwards(boolean)} for a description of what this entails.
*
* @param shouldRecieve True if this RenderNode is a projection receiver, false otherwise.
* Default is false.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setProjectionReceiver(boolean shouldRecieve) {
return nSetProjectionReceiver(mNativeRenderNode, shouldRecieve);
}
/**
* Sets the outline, defining the shape that casts a shadow, and the path to
* be clipped if setClipToOutline is set.
*
* This will make a copy of the provided {@link Outline}, so any future modifications
* to the outline will need to call {@link #setOutline(Outline)} with the modified
* outline for those changes to be applied.
*
* @param outline The outline to use for this RenderNode.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setOutline(@Nullable Outline outline) {
if (outline == null) {
return nSetOutlineNone(mNativeRenderNode);
}
switch (outline.mMode) {
case Outline.MODE_EMPTY:
return nSetOutlineEmpty(mNativeRenderNode);
case Outline.MODE_ROUND_RECT:
return nSetOutlineRoundRect(mNativeRenderNode,
outline.mRect.left, outline.mRect.top,
outline.mRect.right, outline.mRect.bottom,
outline.mRadius, outline.mAlpha);
case Outline.MODE_PATH:
return nSetOutlinePath(mNativeRenderNode, outline.mPath.mNativePath,
outline.mAlpha);
}
throw new IllegalArgumentException("Unrecognized outline?");
}
/**
* Checks if the RenderNode has a shadow. That is, if the combination of {@link #getElevation()}
* and {@link #getTranslationZ()} is greater than zero, there is an {@link Outline} set with
* a valid shadow caster path, and the provided outline has a non-zero
* {@link Outline#getAlpha()}.
*
* @return True if this RenderNode has a shadow, false otherwise
*/
public boolean hasShadow() {
return nHasShadow(mNativeRenderNode);
}
/**
* Sets the color of the spot shadow that is drawn when the RenderNode has a positive Z or
* elevation value and is drawn inside of a {@link Canvas#enableZ()} section.
* <p>
* By default the shadow color is black. Generally, this color will be opaque so the intensity
* of the shadow is consistent between different RenderNodes with different colors.
* <p>
* The opacity of the final spot shadow is a function of the shadow caster height, the
* alpha channel of the outlineSpotShadowColor (typically opaque), and the
* {@link android.R.attr#spotShadowAlpha} theme attribute
*
* @param color The color this RenderNode will cast for its elevation spot shadow.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setSpotShadowColor(@ColorInt int color) {
return nSetSpotShadowColor(mNativeRenderNode, color);
}
/**
* @return The shadow color set by {@link #setSpotShadowColor(int)}, or black if nothing
* was set
*/
public @ColorInt int getSpotShadowColor() {
return nGetSpotShadowColor(mNativeRenderNode);
}
/**
* Sets the color of the ambient shadow that is drawn when the RenderNode has a positive Z or
* elevation value and is drawn inside of a {@link Canvas#enableZ()} section.
* <p>
* By default the shadow color is black. Generally, this color will be opaque so the intensity
* of the shadow is consistent between different RenderNodes with different colors.
* <p>
* The opacity of the final ambient shadow is a function of the shadow caster height, the
* alpha channel of the outlineAmbientShadowColor (typically opaque), and the
* {@link android.R.attr#ambientShadowAlpha} theme attribute.
*
* @param color The color this RenderNode will cast for its elevation shadow.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setAmbientShadowColor(@ColorInt int color) {
return nSetAmbientShadowColor(mNativeRenderNode, color);
}
/**
* @return The shadow color set by {@link #setAmbientShadowColor(int)}, or black if
* nothing was set
*/
public @ColorInt int getAmbientShadowColor() {
return nGetAmbientShadowColor(mNativeRenderNode);
}
/**
* Enables or disables clipping to the outline.
*
* @param clipToOutline true if clipping to the outline.
* @return True if the clipToOutline value changed, false if previous value matched the new
* value.
*/
public boolean setClipToOutline(boolean clipToOutline) {
return nSetClipToOutline(mNativeRenderNode, clipToOutline);
}
/**
* See {@link #setClipToOutline(boolean)}
*
* @return True if this RenderNode clips to its outline, false otherwise
*/
public boolean getClipToOutline() {
return nGetClipToOutline(mNativeRenderNode);
}
/**
* Controls the RenderNode's circular reveal clip.
*
* @hide
*/
public boolean setRevealClip(boolean shouldClip,
float x, float y, float radius) {
return nSetRevealClip(mNativeRenderNode, shouldClip, x, y, radius);
}
/**
* Set the static matrix on the display list. The specified matrix is combined with other
* transforms (such as {@link #setScaleX(float)}, {@link #setRotationZ(float)}, etc.)
*
* @param matrix A transform matrix to apply to this display list
* @hide TODO Do we want this?
*/
public boolean setStaticMatrix(Matrix matrix) {
return nSetStaticMatrix(mNativeRenderNode, matrix.native_instance);
}
/**
* Set the Animation matrix on the display list. This matrix exists if an Animation is
* currently playing on a View, and is set on the display list during at draw() time. When
* the Animation finishes, the matrix should be cleared by sending <code>null</code>
* for the matrix parameter.
*
* @param matrix The matrix, null indicates that the matrix should be cleared.
* @see #getAnimationMatrix()
*
* @hide TODO Do we want this?
*/
public boolean setAnimationMatrix(@Nullable Matrix matrix) {
return nSetAnimationMatrix(mNativeRenderNode,
(matrix != null) ? matrix.native_instance : 0);
}
/**
* Returns the previously set Animation matrix. This matrix exists if an Animation is
* currently playing on a View, and is set on the display list during at draw() time.
* Returns <code>null</code> when there is no transformation provided by
* {@link #setAnimationMatrix(Matrix)}.
*
* @return the current Animation matrix.
* @see #setAnimationMatrix(Matrix)
*
* @hide
*/
@Nullable
public Matrix getAnimationMatrix() {
Matrix output = new Matrix();
if (nGetAnimationMatrix(mNativeRenderNode, output.native_instance)) {
return output;
} else {
return null;
}
}
/**
* Sets the translucency level for the display list.
*
* @param alpha The translucency of the display list, must be a value between 0.0f and 1.0f
* @see View#setAlpha(float)
* @see #getAlpha()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setAlpha(float alpha) {
return nSetAlpha(mNativeRenderNode, alpha);
}
/**
* Returns the translucency level of this display list.
*
* @return A value between 0.0f and 1.0f
* @see #setAlpha(float)
*/
public float getAlpha() {
return nGetAlpha(mNativeRenderNode);
}
/**
* Sets whether the display list renders content which overlaps. Non-overlapping rendering
* can use a fast path for alpha that avoids rendering to an offscreen buffer. By default
* display lists consider they do not have overlapping content.
*
* @param hasOverlappingRendering False if the content is guaranteed to be non-overlapping,
* true otherwise.
* @see android.view.View#hasOverlappingRendering()
* @see #hasOverlappingRendering()
*/
public boolean setHasOverlappingRendering(boolean hasOverlappingRendering) {
return nSetHasOverlappingRendering(mNativeRenderNode, hasOverlappingRendering);
}
/** @hide */
@IntDef({USAGE_BACKGROUND})
@Retention(RetentionPolicy.SOURCE)
public @interface UsageHint {
}
/**
* The default usage hint
*
* @hide
*/
public static final int USAGE_UNKNOWN = 0;
/**
* Usage is background content
*
* @hide
*/
public static final int USAGE_BACKGROUND = 1;
/**
* Provides a hint on what this RenderNode's display list content contains. This hint is used
* for automatic content transforms to improve accessibility or similar.
*
* @hide
*/
public void setUsageHint(@UsageHint int usageHint) {
nSetUsageHint(mNativeRenderNode, usageHint);
}
/**
* Indicates whether the content of this display list overlaps.
*
* @return True if this display list renders content which overlaps, false otherwise.
* @see #setHasOverlappingRendering(boolean)
*/
public boolean hasOverlappingRendering() {
return nHasOverlappingRendering(mNativeRenderNode);
}
/**
* Sets the base elevation of this RenderNode in pixels
*
* @param lift the elevation in pixels
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setElevation(float lift) {
return nSetElevation(mNativeRenderNode, lift);
}
/**
* See {@link #setElevation(float)}
*
* @return The RenderNode's current elevation
*/
public float getElevation() {
return nGetElevation(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the X axis.
*
* @param translationX The X axis translation value of the display list, in pixels
* @see View#setTranslationX(float)
* @see #getTranslationX()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setTranslationX(float translationX) {
return nSetTranslationX(mNativeRenderNode, translationX);
}
/**
* Returns the translation value for this display list on the X axis, in pixels.
*
* @see #setTranslationX(float)
*/
public float getTranslationX() {
return nGetTranslationX(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the Y axis.
*
* @param translationY The Y axis translation value of the display list, in pixels
* @see View#setTranslationY(float)
* @see #getTranslationY()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setTranslationY(float translationY) {
return nSetTranslationY(mNativeRenderNode, translationY);
}
/**
* Returns the translation value for this display list on the Y axis, in pixels.
*
* @see #setTranslationY(float)
*/
public float getTranslationY() {
return nGetTranslationY(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the Z axis.
*
* @see View#setTranslationZ(float)
* @see #getTranslationZ()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setTranslationZ(float translationZ) {
return nSetTranslationZ(mNativeRenderNode, translationZ);
}
/**
* Returns the translation value for this display list on the Z axis.
*
* @see #setTranslationZ(float)
*/
public float getTranslationZ() {
return nGetTranslationZ(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the Z axis.
*
* @param rotation The rotation value of the display list, in degrees
* @see View#setRotation(float)
* @see #getRotationZ()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setRotationZ(float rotation) {
return nSetRotation(mNativeRenderNode, rotation);
}
/**
* Returns the rotation value for this display list around the Z axis, in degrees.
*
* @see #setRotationZ(float)
*/
public float getRotationZ() {
return nGetRotation(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the X axis.
*
* @param rotationX The rotation value of the display list, in degrees
* @see View#setRotationX(float)
* @see #getRotationX()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setRotationX(float rotationX) {
return nSetRotationX(mNativeRenderNode, rotationX);
}
/**
* Returns the rotation value for this display list around the X axis, in degrees.
*
* @see #setRotationX(float)
*/
public float getRotationX() {
return nGetRotationX(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the Y axis.
*
* @param rotationY The rotation value of the display list, in degrees
* @see View#setRotationY(float)
* @see #getRotationY()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setRotationY(float rotationY) {
return nSetRotationY(mNativeRenderNode, rotationY);
}
/**
* Returns the rotation value for this display list around the Y axis, in degrees.
*
* @see #setRotationY(float)
*/
public float getRotationY() {
return nGetRotationY(mNativeRenderNode);
}
/**
* Sets the scale value for the display list on the X axis.
*
* @param scaleX The scale value of the display list
* @see View#setScaleX(float)
* @see #getScaleX()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setScaleX(float scaleX) {
return nSetScaleX(mNativeRenderNode, scaleX);
}
/**
* Returns the scale value for this display list on the X axis.
*
* @see #setScaleX(float)
*/
public float getScaleX() {
return nGetScaleX(mNativeRenderNode);
}
/**
* Sets the scale value for the display list on the Y axis.
*
* @param scaleY The scale value of the display list
* @see View#setScaleY(float)
* @see #getScaleY()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setScaleY(float scaleY) {
return nSetScaleY(mNativeRenderNode, scaleY);
}
/**
* Returns the scale value for this display list on the Y axis.
*
* @see #setScaleY(float)
*/
public float getScaleY() {
return nGetScaleY(mNativeRenderNode);
}
/**
* Sets the pivot value for the display list on the X axis
*
* @param pivotX The pivot value of the display list on the X axis, in pixels
* @see View#setPivotX(float)
* @see #getPivotX()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setPivotX(float pivotX) {
return nSetPivotX(mNativeRenderNode, pivotX);
}
/**
* Returns the pivot value for this display list on the X axis, in pixels.
*
* @see #setPivotX(float)
*/
public float getPivotX() {
return nGetPivotX(mNativeRenderNode);
}
/**
* Sets the pivot value for the display list on the Y axis
*
* @param pivotY The pivot value of the display list on the Y axis, in pixels
* @see View#setPivotY(float)
* @see #getPivotY()
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setPivotY(float pivotY) {
return nSetPivotY(mNativeRenderNode, pivotY);
}
/**
* Returns the pivot value for this display list on the Y axis, in pixels.
*
* @see #setPivotY(float)
*/
public float getPivotY() {
return nGetPivotY(mNativeRenderNode);
}
/**
* @return Whether or not a pivot was explicitly set with {@link #setPivotX(float)} or
* {@link #setPivotY(float)}. If no pivot has been set then the pivot will be the center
* of the RenderNode.
*/
public boolean isPivotExplicitlySet() {
return nIsPivotExplicitlySet(mNativeRenderNode);
}
/**
* Clears any pivot previously set by a call to {@link #setPivotX(float)} or
* {@link #setPivotY(float)}. After calling this {@link #isPivotExplicitlySet()} will be false
* and the pivot used for rotation will return to default of being centered on the view.
*
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean resetPivot() {
return nResetPivot(mNativeRenderNode);
}
/**
* <p>Sets the distance along the Z axis (orthogonal to the X/Y plane on which
* RenderNodes are drawn) from the camera to this RenderNode. The camera's distance
* affects 3D transformations, for instance rotations around the X and Y
* axis. If the rotationX or rotationY properties are changed and this view is
* large (more than half the size of the screen), it is recommended to always
* use a camera distance that's greater than the height (X axis rotation) or
* the width (Y axis rotation) of this view.</p>
*
* <p>The distance of the camera from the drawing plane can have an affect on the
* perspective distortion of the RenderNode when it is rotated around the x or y axis.
* For example, a large distance will result in a large viewing angle, and there
* will not be much perspective distortion of the view as it rotates. A short
* distance may cause much more perspective distortion upon rotation, and can
* also result in some drawing artifacts if the rotated view ends up partially
* behind the camera (which is why the recommendation is to use a distance at
* least as far as the size of the view, if the view is to be rotated.)</p>
*
* <p>The distance is expressed in pixels and must always be positive</p>
*
* @param distance The distance in pixels, must always be positive
* @see #setRotationX(float)
* @see #setRotationY(float)
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setCameraDistance(
@FloatRange(from = 0.0f, to = Float.MAX_VALUE) float distance) {
if (!Float.isFinite(distance) || distance < 0.0f) {
throw new IllegalArgumentException("distance must be finite & positive, given="
+ distance);
}
// Native actually wants this to be negative not positive, so we flip it.
return nSetCameraDistance(mNativeRenderNode, -distance);
}
/**
* Returns the distance in Z of the camera for this RenderNode
*
* @return the distance along the Z axis in pixels.
* @see #setCameraDistance(float)
*/
public @FloatRange(from = 0.0f, to = Float.MAX_VALUE) float getCameraDistance() {
return -nGetCameraDistance(mNativeRenderNode);
}
/**
* Sets the left position for the RenderNode.
*
* @param left The left position, in pixels, of the RenderNode
* @return true if the value changed, false otherwise
* @hide
*/
public boolean setLeft(int left) {
return nSetLeft(mNativeRenderNode, left);
}
/**
* Sets the top position for the RenderNode.
*
* @param top The top position, in pixels, of the RenderNode
* @return true if the value changed, false otherwise.
* @hide
*/
public boolean setTop(int top) {
return nSetTop(mNativeRenderNode, top);
}
/**
* Sets the right position for the RenderNode.
*
* @param right The right position, in pixels, of the RenderNode
* @return true if the value changed, false otherwise.
* @hide
*/
public boolean setRight(int right) {
return nSetRight(mNativeRenderNode, right);
}
/**
* Sets the bottom position for the RenderNode.
*
* @param bottom The bottom position, in pixels, of the RenderNode
* @return true if the value changed, false otherwise.
* @hide
*/
public boolean setBottom(int bottom) {
return nSetBottom(mNativeRenderNode, bottom);
}
/**
* Gets the left position for the RenderNode.
*
* @return the left position in pixels
*/
public int getLeft() {
return nGetLeft(mNativeRenderNode);
}
/**
* Gets the top position for the RenderNode.
*
* @return the top position in pixels
*/
public int getTop() {
return nGetTop(mNativeRenderNode);
}
/**
* Gets the right position for the RenderNode.
*
* @return the right position in pixels
*/
public int getRight() {
return nGetRight(mNativeRenderNode);
}
/**
* Gets the bottom position for the RenderNode.
*
* @return the bottom position in pixels
*/
public int getBottom() {
return nGetBottom(mNativeRenderNode);
}
/**
* Gets the width of the RenderNode, which is the right - left.
*
* @return the width of the RenderNode
*/
public int getWidth() {
return nGetWidth(mNativeRenderNode);
}
/**
* Gets the height of the RenderNode, which is the bottom - top.
*
* @return the height of the RenderNode
*/
public int getHeight() {
return nGetHeight(mNativeRenderNode);
}
/**
* Sets the left, top, right, and bottom of the RenderNode.
*
* @param left The left position of the RenderNode, in pixels
* @param top The top position of the RenderNode, in pixels
* @param right The right position of the RenderNode, in pixels
* @param bottom The bottom position of the RenderNode, in pixels
* @return true if any values changed, false otherwise.
* @hide
*/
public boolean setLeftTopRightBottom(int left, int top, int right, int bottom) {
return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
}
/**
* Sets the position of the RenderNode.
*
* @param left The left position of the RenderNode, in pixels
* @param top The top position of the RenderNode, in pixels
* @param right The right position of the RenderNode, in pixels
* @param bottom The bottom position of the RenderNode, in pixels
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setPosition(int left, int top, int right, int bottom) {
return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
}
/**
* Sets the position of the RenderNode.
*
* @param position The position rectangle in pixels
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setPosition(@NonNull Rect position) {
return nSetLeftTopRightBottom(mNativeRenderNode,
position.left, position.top, position.right, position.bottom);
}
/**
* Offsets the left and right positions for the RenderNode
*
* @param offset The amount that the left and right positions are offset in pixels
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean offsetLeftAndRight(int offset) {
return nOffsetLeftAndRight(mNativeRenderNode, offset);
}
/**
* Offsets the top and bottom values for the RenderNode
*
* @param offset The amount that the left and right positions are offset in pixels
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean offsetTopAndBottom(int offset) {
return nOffsetTopAndBottom(mNativeRenderNode, offset);
}
/**
* Outputs the RenderNode to the log. This method exists for use by
* tools to output display lists for selected nodes to the log.
*
* @hide TODO: Expose? Should the shape of this be different than forced dump to logcat?
*/
public void output() {
nOutput(mNativeRenderNode);
}
/**
* Gets the approximate memory usage of the RenderNode for debug purposes. Does not include
* the memory usage of any child RenderNodes nor any bitmaps, only the memory usage of
* this RenderNode and any data it owns.
*
* @return Approximate memory usage in bytes.
*/
public @BytesLong long computeApproximateMemoryUsage() {
return nGetUsageSize(mNativeRenderNode);
}
/**
* Gets the approximate amount of memory allocated for the RenderNode for debug purposes.
* Does not include the memory allocated by any child RenderNodes nor any bitmaps, only the
* memory allocated for this RenderNode and any data it owns.
*
* The difference between this and {@link #computeApproximateMemoryUsage()} is this includes
* memory allocated but not used. In particular structures such as DisplayLists are similar
* to things like ArrayLists - they need to resize as commands are added to them. As such,
* memory used can be less than memory allocated.
*
* @hide */
public @BytesLong long computeApproximateMemoryAllocated() {
return nGetAllocatedSize(mNativeRenderNode);
}
/**
* Sets whether or not to allow force dark to apply to this RenderNode.
*
* Setting this to false will disable the auto-dark feature on everything this RenderNode
* draws, including any descendants.
*
* Setting this to true will allow this RenderNode to be automatically made dark, however
* a value of 'true' will not override any 'false' value in its parent chain nor will
* it prevent any 'false' in any of its children.
*
* @param allow Whether or not to allow force dark.
* @return True if the value changed, false if the new value was the same as the previous value.
*/
public boolean setForceDarkAllowed(boolean allow) {
return nSetAllowForceDark(mNativeRenderNode, allow);
}
/**
* See {@link #setForceDarkAllowed(boolean)}
*
* @return true if force dark is allowed (default), false if it is disabled
*/
public boolean isForceDarkAllowed() {
return nGetAllowForceDark(mNativeRenderNode);
}
/**
* Returns the unique ID that identifies this RenderNode. This ID is unique for the
* lifetime of the process. IDs are reset on process death, and are unique only within
* the process.
*
* This ID is intended to be used with debugging tools to associate a particular
* RenderNode across different debug dumping & inspection tools. For example
* a View layout inspector should include the unique ID for any RenderNodes that it owns
* to associate the drawing content with the layout content.
*
* @return the unique ID for this RenderNode
*/
public long getUniqueId() {
return nGetUniqueId(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Animations
///////////////////////////////////////////////////////////////////////////
/**
* TODO: Figure out if this can be eliminated/refactored away
*
* For now this interface exists to de-couple RenderNode from anything View-specific in a
* bit of a kludge.
*
* @hide
*/
public interface AnimationHost {
/** @hide */
void registerAnimatingRenderNode(RenderNode animator);
/** @hide */
void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animator);
/** @hide */
boolean isAttached();
}
/** @hide */
public void addAnimator(RenderNodeAnimator animator) {
if (!isAttached()) {
throw new IllegalStateException("Cannot start this animator on a detached view!");
}
nAddAnimator(mNativeRenderNode, animator.getNativeAnimator());
mAnimationHost.registerAnimatingRenderNode(this);
}
/** @hide */
public boolean isAttached() {
return mAnimationHost != null && mAnimationHost.isAttached();
}
/** @hide */
public void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animatorSet) {
if (!isAttached()) {
throw new IllegalStateException("Cannot start this animator on a detached view!");
}
mAnimationHost.registerVectorDrawableAnimator(animatorSet);
}
/** @hide */
public void endAllAnimators() {
nEndAllAnimators(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Regular JNI methods
///////////////////////////////////////////////////////////////////////////
private static native long nCreate(String name);
private static native long nGetNativeFinalizer();
private static native void nOutput(long renderNode);
private static native int nGetUsageSize(long renderNode);
private static native int nGetAllocatedSize(long renderNode);
private static native void nRequestPositionUpdates(long renderNode,
PositionUpdateListener callback);
// Animations
private static native void nAddAnimator(long renderNode, long animatorPtr);
private static native void nEndAllAnimators(long renderNode);
///////////////////////////////////////////////////////////////////////////
// @FastNative methods
///////////////////////////////////////////////////////////////////////////
@FastNative
private static native void nSetDisplayList(long renderNode, long newData);
///////////////////////////////////////////////////////////////////////////
// @CriticalNative methods
///////////////////////////////////////////////////////////////////////////
@CriticalNative
private static native boolean nIsValid(long renderNode);
// Matrix
@CriticalNative
private static native void nGetTransformMatrix(long renderNode, long nativeMatrix);
@CriticalNative
private static native void nGetInverseTransformMatrix(long renderNode, long nativeMatrix);
@CriticalNative
private static native boolean nHasIdentityMatrix(long renderNode);
// Properties
@CriticalNative
private static native boolean nOffsetTopAndBottom(long renderNode, int offset);
@CriticalNative
private static native boolean nOffsetLeftAndRight(long renderNode, int offset);
@CriticalNative
private static native boolean nSetLeftTopRightBottom(long renderNode, int left, int top,
int right, int bottom);
@CriticalNative
private static native boolean nSetLeft(long renderNode, int left);
@CriticalNative
private static native boolean nSetTop(long renderNode, int top);
@CriticalNative
private static native boolean nSetRight(long renderNode, int right);
@CriticalNative
private static native boolean nSetBottom(long renderNode, int bottom);
@CriticalNative
private static native int nGetLeft(long renderNode);
@CriticalNative
private static native int nGetTop(long renderNode);
@CriticalNative
private static native int nGetRight(long renderNode);
@CriticalNative
private static native int nGetBottom(long renderNode);
@CriticalNative
private static native boolean nSetCameraDistance(long renderNode, float distance);
@CriticalNative
private static native boolean nSetPivotY(long renderNode, float pivotY);
@CriticalNative
private static native boolean nSetPivotX(long renderNode, float pivotX);
@CriticalNative
private static native boolean nResetPivot(long renderNode);
@CriticalNative
private static native boolean nSetLayerType(long renderNode, int layerType);
@CriticalNative
private static native int nGetLayerType(long renderNode);
@CriticalNative
private static native boolean nSetLayerPaint(long renderNode, long paint);
@CriticalNative
private static native boolean nSetClipToBounds(long renderNode, boolean clipToBounds);
@CriticalNative
private static native boolean nGetClipToBounds(long renderNode);
@CriticalNative
private static native boolean nSetClipBounds(long renderNode, int left, int top,
int right, int bottom);
@CriticalNative
private static native boolean nSetClipBoundsEmpty(long renderNode);
@CriticalNative
private static native boolean nSetProjectBackwards(long renderNode, boolean shouldProject);
@CriticalNative
private static native boolean nSetProjectionReceiver(long renderNode, boolean shouldRecieve);
@CriticalNative
private static native boolean nSetOutlineRoundRect(long renderNode, int left, int top,
int right, int bottom, float radius, float alpha);
@CriticalNative
private static native boolean nSetOutlinePath(long renderNode, long nativePath,
float alpha);
@CriticalNative
private static native boolean nSetOutlineEmpty(long renderNode);
@CriticalNative
private static native boolean nSetOutlineNone(long renderNode);
@CriticalNative
private static native boolean nHasShadow(long renderNode);
@CriticalNative
private static native boolean nSetSpotShadowColor(long renderNode, int color);
@CriticalNative
private static native boolean nSetAmbientShadowColor(long renderNode, int color);
@CriticalNative
private static native int nGetSpotShadowColor(long renderNode);
@CriticalNative
private static native int nGetAmbientShadowColor(long renderNode);
@CriticalNative
private static native boolean nSetClipToOutline(long renderNode, boolean clipToOutline);
@CriticalNative
private static native boolean nSetRevealClip(long renderNode,
boolean shouldClip, float x, float y, float radius);
@CriticalNative
private static native boolean nSetAlpha(long renderNode, float alpha);
@CriticalNative
private static native boolean nSetHasOverlappingRendering(long renderNode,
boolean hasOverlappingRendering);
@CriticalNative
private static native void nSetUsageHint(long renderNode, int usageHint);
@CriticalNative
private static native boolean nSetElevation(long renderNode, float lift);
@CriticalNative
private static native boolean nSetTranslationX(long renderNode, float translationX);
@CriticalNative
private static native boolean nSetTranslationY(long renderNode, float translationY);
@CriticalNative
private static native boolean nSetTranslationZ(long renderNode, float translationZ);
@CriticalNative
private static native boolean nSetRotation(long renderNode, float rotation);
@CriticalNative
private static native boolean nSetRotationX(long renderNode, float rotationX);
@CriticalNative
private static native boolean nSetRotationY(long renderNode, float rotationY);
@CriticalNative
private static native boolean nSetScaleX(long renderNode, float scaleX);
@CriticalNative
private static native boolean nSetScaleY(long renderNode, float scaleY);
@CriticalNative
private static native boolean nSetStaticMatrix(long renderNode, long nativeMatrix);
@CriticalNative
private static native boolean nSetAnimationMatrix(long renderNode, long animationMatrix);
@CriticalNative
private static native boolean nHasOverlappingRendering(long renderNode);
@CriticalNative
private static native boolean nGetAnimationMatrix(long renderNode, long animationMatrix);
@CriticalNative
private static native boolean nGetClipToOutline(long renderNode);
@CriticalNative
private static native float nGetAlpha(long renderNode);
@CriticalNative
private static native float nGetCameraDistance(long renderNode);
@CriticalNative
private static native float nGetScaleX(long renderNode);
@CriticalNative
private static native float nGetScaleY(long renderNode);
@CriticalNative
private static native float nGetElevation(long renderNode);
@CriticalNative
private static native float nGetTranslationX(long renderNode);
@CriticalNative
private static native float nGetTranslationY(long renderNode);
@CriticalNative
private static native float nGetTranslationZ(long renderNode);
@CriticalNative
private static native float nGetRotation(long renderNode);
@CriticalNative
private static native float nGetRotationX(long renderNode);
@CriticalNative
private static native float nGetRotationY(long renderNode);
@CriticalNative
private static native boolean nIsPivotExplicitlySet(long renderNode);
@CriticalNative
private static native float nGetPivotX(long renderNode);
@CriticalNative
private static native float nGetPivotY(long renderNode);
@CriticalNative
private static native int nGetWidth(long renderNode);
@CriticalNative
private static native int nGetHeight(long renderNode);
@CriticalNative
private static native boolean nSetAllowForceDark(long renderNode, boolean allowForceDark);
@CriticalNative
private static native boolean nGetAllowForceDark(long renderNode);
@CriticalNative
private static native long nGetUniqueId(long renderNode);
}