/*
 * Copyright (C) 2007 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.NonNull;

Shader used to draw a bitmap as a texture. The bitmap can be repeated or mirrored by setting the tiling mode.
/** * Shader used to draw a bitmap as a texture. The bitmap can be repeated or * mirrored by setting the tiling mode. */
public class BitmapShader extends Shader {
Prevent garbage collection.
@hide
/** * Prevent garbage collection. * @hide */
@SuppressWarnings({"FieldCanBeLocal", "UnusedDeclaration"}) public Bitmap mBitmap; private int mTileX; private int mTileY;
Call this to create a new shader that will draw with a bitmap.
Params:
  • bitmap – The bitmap to use inside the shader
  • tileX – The tiling mode for x to draw the bitmap in.
  • tileY – The tiling mode for y to draw the bitmap in.
/** * Call this to create a new shader that will draw with a bitmap. * * @param bitmap The bitmap to use inside the shader * @param tileX The tiling mode for x to draw the bitmap in. * @param tileY The tiling mode for y to draw the bitmap in. */
public BitmapShader(@NonNull Bitmap bitmap, @NonNull TileMode tileX, @NonNull TileMode tileY) { this(bitmap, tileX.nativeInt, tileY.nativeInt); } private BitmapShader(Bitmap bitmap, int tileX, int tileY) { if (bitmap == null) { throw new IllegalArgumentException("Bitmap must be non-null"); } if (bitmap == mBitmap && tileX == mTileX && tileY == mTileY) { return; } mBitmap = bitmap; mTileX = tileX; mTileY = tileY; } @Override long createNativeInstance(long nativeMatrix) { return nativeCreate(nativeMatrix, mBitmap, mTileX, mTileY); }
@hide
/** * @hide */
@Override protected Shader copy() { final BitmapShader copy = new BitmapShader(mBitmap, mTileX, mTileY); copyLocalMatrix(copy); return copy; } private static native long nativeCreate(long nativeMatrix, Bitmap bitmap, int shaderTileModeX, int shaderTileModeY); }