platform_frameworks_base/libs/hwui/Layer.h

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3.5 KiB
C++

/*
* 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.
*/
#pragma once
#include <utils/RefBase.h>
#include <SkBlendMode.h>
#include <SkColorFilter.h>
#include <SkColorSpace.h>
#include <SkCanvas.h>
#include <SkPaint.h>
#include <SkImage.h>
#include <SkMatrix.h>
#include <system/graphics.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
class RenderState;
/**
* A layer has dimensions and is backed by a backend specific texture or framebuffer.
*/
class Layer : public VirtualLightRefBase {
public:
Layer(RenderState& renderState, sk_sp<SkColorFilter>, int alpha, SkBlendMode mode);
~Layer();
uint32_t getWidth() const { return mWidth; }
uint32_t getHeight() const { return mHeight; }
void setSize(uint32_t width, uint32_t height) { mWidth = width; mHeight = height; }
void setBlend(bool blend) { mBlend = blend; }
bool isBlend() const { return mBlend; }
inline void setForceFilter(bool forceFilter) { this->forceFilter = forceFilter; }
inline bool getForceFilter() const { return forceFilter; }
inline void setAlpha(int alpha) { this->alpha = alpha; }
inline void setAlpha(int alpha, SkBlendMode mode) {
this->alpha = alpha;
this->mode = mode;
}
inline int getAlpha() const { return alpha; }
SkBlendMode getMode() const;
inline sk_sp<SkColorFilter> getColorFilter() const { return mColorFilter; }
void setColorFilter(sk_sp<SkColorFilter> filter) { mColorFilter = filter; };
inline SkMatrix& getTexTransform() { return texTransform; }
inline SkMatrix& getTransform() { return transform; }
/**
* Posts a decStrong call to the appropriate thread.
* Thread-safe.
*/
void postDecStrong();
inline void setImage(const sk_sp<SkImage>& image) { this->layerImage = image; }
inline sk_sp<SkImage> getImage() const { return this->layerImage; }
void draw(SkCanvas* canvas);
protected:
RenderState& mRenderState;
private:
/**
* Color filter used to draw this layer. Optional.
*/
sk_sp<SkColorFilter> mColorFilter;
/**
* Indicates raster data backing the layer is scaled, requiring filtration.
*/
bool forceFilter = false;
/**
* Opacity of the layer.
*/
int alpha;
/**
* Blending mode of the layer.
*/
SkBlendMode mode;
/**
* Optional texture coordinates transform.
*/
SkMatrix texTransform;
/**
* Optional transform.
*/
SkMatrix transform;
/**
* An image backing the layer.
*/
sk_sp<SkImage> layerImage;
/**
* layer width.
*/
uint32_t mWidth = 0;
/**
* layer height.
*/
uint32_t mHeight = 0;
/**
* enable blending
*/
bool mBlend = false;
}; // struct Layer
} // namespace uirenderer
} // namespace android