/*
 * 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.view;

import android.annotation.NonNull;
import android.annotation.Nullable;
import android.graphics.Matrix;
import android.graphics.Outline;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.drawable.AnimatedVectorDrawable;

import dalvik.annotation.optimization.CriticalNative;
import dalvik.annotation.optimization.FastNative;

import libcore.util.NativeAllocationRegistry;

A display list records a series of graphics related operations and can replay them later. Display lists are usually built by recording operations on a DisplayListCanvas. Replaying the operations from a display list avoids executing application code on every frame, and is thus much more efficient.

Display lists are used internally for all views by default, and are not typically used directly. One reason to consider using a display is a custom View implementation that needs to issue a large number of drawing commands. When the view invalidates, all the drawing commands must be reissued, even if large portions of the drawing command stream stay the same frame to frame, which can become a performance bottleneck. To solve this issue, a custom View might split its content into several display lists. A display list is updated only when its content, and only its content, needs to be updated.

A text editor might for instance store each paragraph into its own display list. Thus when the user inserts or removes characters, only the display list of the affected paragraph needs to be recorded again.

Hardware acceleration

Display lists can only be replayed using a DisplayListCanvas. They are not supported in software. Always make sure that the Canvas you are using to render a display list is hardware accelerated using Canvas.isHardwareAccelerated().

Creating a display list

    ThreadedRenderer renderer = myView.getThreadedRenderer();
    if (renderer != null) {
        DisplayList displayList = renderer.createDisplayList();
        DisplayListCanvas canvas = displayList.start(width, height);
        try {
            // Draw onto the canvas
            // For instance: canvas.drawBitmap(...);
        } finally {
            displayList.end();
        }
    }

Rendering a display list on a View

    protected void onDraw(Canvas canvas) {
        if (canvas.isHardwareAccelerated()) {
            DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas;
            displayListCanvas.drawDisplayList(mDisplayList);
        }
    }

Releasing resources

This step is not mandatory but recommended if you want to release resources held by a display list as soon as possible.

    // Mark this display list invalid, it cannot be used for drawing anymore,
    // and release resources held by this display list
    displayList.clear();

Properties

In addition, a display list offers several properties, such as setScaleX(float) or setLeft(int), 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 drawBitmap() calls.

    private void createDisplayList() {
        mDisplayList = DisplayList.create("MyDisplayList");
        DisplayListCanvas canvas = mDisplayList.start(width, height);
        try {
            for (Bitmap b : mBitmaps) {
                canvas.drawBitmap(b, 0.0f, 0.0f, null);
                canvas.translate(0.0f, b.getHeight());
            }
        } finally {
            displayList.end();
        }
    }
    protected void onDraw(Canvas canvas) {
        if (canvas.isHardwareAccelerated()) {
            DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas;
            displayListCanvas.drawDisplayList(mDisplayList);
        }
    }
    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
         mDisplayList.offsetLeftAndRight(x);
         invalidate();
    }

Threading

Display lists must be created on and manipulated from the UI thread only.

@hide
/** * <p>A display list records a series of graphics related operations and can replay * them later. Display lists are usually built by recording operations on a * {@link DisplayListCanvas}. Replaying the operations from a display list avoids * executing application code on every frame, and is thus much more efficient.</p> * * <p>Display lists are used internally for all views by default, and are not * typically used directly. One reason to consider using a display is a custom * {@link View} implementation that needs to issue a large number of drawing commands. * When the view invalidates, all the drawing commands must be reissued, even if * large portions of the drawing command stream stay the same frame to frame, which * can become a performance bottleneck. To solve this issue, a custom View might split * its content into several display lists. A display list is updated only when its * content, and only its content, needs to be updated.</p> * * <p>A text editor might for instance store each paragraph into its own display list. * 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>Display lists can only be replayed using a {@link DisplayListCanvas}. 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 display list</h3> * <pre class="prettyprint"> * ThreadedRenderer renderer = myView.getThreadedRenderer(); * if (renderer != null) { * DisplayList displayList = renderer.createDisplayList(); * DisplayListCanvas canvas = displayList.start(width, height); * try { * // Draw onto the canvas * // For instance: canvas.drawBitmap(...); * } finally { * displayList.end(); * } * } * </pre> * * <h3>Rendering a display list on a View</h3> * <pre class="prettyprint"> * protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas; * displayListCanvas.drawDisplayList(mDisplayList); * } * } * </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.</p> * <pre class="prettyprint"> * // Mark this display list invalid, it cannot be used for drawing anymore, * // and release resources held by this display list * displayList.clear(); * </pre> * * <h3>Properties</h3> * <p>In addition, a display list offers several properties, such as * {@link #setScaleX(float)} or {@link #setLeft(int)}, 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>drawBitmap()</code> calls.</p> * * <pre class="prettyprint"> * private void createDisplayList() { * mDisplayList = DisplayList.create("MyDisplayList"); * DisplayListCanvas canvas = mDisplayList.start(width, height); * try { * for (Bitmap b : mBitmaps) { * canvas.drawBitmap(b, 0.0f, 0.0f, null); * canvas.translate(0.0f, b.getHeight()); * } * } finally { * displayList.end(); * } * } * * protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas; * displayListCanvas.drawDisplayList(mDisplayList); * } * } * * 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 * mDisplayList.offsetLeftAndRight(x); * invalidate(); * } * </pre> * * <h3>Threading</h3> * <p>Display lists must be created on and manipulated from the UI thread only.</p> * * @hide */
public class RenderNode { // Use a Holder to allow static initialization in the boot image. private static class NoImagePreloadHolder { public static final NativeAllocationRegistry sRegistry = new NativeAllocationRegistry( RenderNode.class.getClassLoader(), nGetNativeFinalizer(), 1024); } // Do not access directly unless you are ThreadedRenderer final long mNativeRenderNode; private final View mOwningView; private RenderNode(String name, View owningView) { mNativeRenderNode = nCreate(name); NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode); mOwningView = owningView; }
See Also:
  • adopt.adopt(long)
/** * @see RenderNode#adopt(long) */
private RenderNode(long nativePtr) { mNativeRenderNode = nativePtr; NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode); mOwningView = null; }
Immediately destroys the RenderNode Only suitable for testing/benchmarking where waiting for the GC/finalizer is not feasible.
/** * Immediately destroys the RenderNode * Only suitable for testing/benchmarking where waiting for the GC/finalizer * is not feasible. */
public void destroy() { // TODO: Removed temporarily }
Creates a new RenderNode that can be used to record batches of drawing operations, and store / apply render properties when drawn.
Params:
  • name – The name of the RenderNode, used for debugging purpose. May be null.
Returns:A new RenderNode.
/** * 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. * * @return A new RenderNode. */
public static RenderNode create(String name, @Nullable View owningView) { return new RenderNode(name, owningView); }
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
/** * 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 */
public static RenderNode adopt(long nativePtr) { return new RenderNode(nativePtr); }
Enable callbacks for position changes.
/** * Enable callbacks for position changes. */
public void requestPositionUpdates(SurfaceView view) { nRequestPositionUpdates(mNativeRenderNode, view); }
Starts recording a display list for the render node. All operations performed on the returned canvas are recorded and stored in this display list. Calling this method will mark the render node invalid until end(DisplayListCanvas) is called. Only valid render nodes can be replayed.
Params:
  • width – The width of the recording viewport
  • height – The height of the recording viewport
See Also:
Returns:A canvas to record drawing operations.
/** * Starts recording a display list for the render node. All * operations performed on the returned canvas are recorded and * stored in this display list. * * Calling this method will mark the render node invalid until * {@link #end(DisplayListCanvas)} is called. * Only valid render nodes can be replayed. * * @param width The width of the recording viewport * @param height The height of the recording viewport * * @return A canvas to record drawing operations. * * @see #end(DisplayListCanvas) * @see #isValid() */
public DisplayListCanvas start(int width, int height) { return DisplayListCanvas.obtain(this, width, height); }
Ends the recording for this display list. A display list cannot be replayed if recording is not finished. Calling this method marks the display list valid and isValid() will return true.
See Also:
/** * Ends the recording for this display list. A display list cannot be * replayed if recording is not finished. Calling this method marks * the display list valid and {@link #isValid()} will return true. * * @see #start(int, int) * @see #isValid() */
public void end(DisplayListCanvas canvas) { long displayList = canvas.finishRecording(); nSetDisplayList(mNativeRenderNode, displayList); canvas.recycle(); }
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.
/** * 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's display list content is currently usable. If this returns false, the display list should be re-recorded prior to replaying it.
Returns:boolean true if the display list is able to be replayed, false otherwise.
/** * Returns whether the RenderNode's display list content is currently usable. * If this returns false, the display list should be re-recorded prior to replaying it. * * @return boolean true if the display list is able to be replayed, false otherwise. */
public boolean isValid() { return nIsValid(mNativeRenderNode); } long getNativeDisplayList() { if (!isValid()) { throw new IllegalStateException("The display list is not valid."); } return mNativeRenderNode; } /////////////////////////////////////////////////////////////////////////// // Matrix manipulation /////////////////////////////////////////////////////////////////////////// public boolean hasIdentityMatrix() { return nHasIdentityMatrix(mNativeRenderNode); } public void getMatrix(@NonNull Matrix outMatrix) { nGetTransformMatrix(mNativeRenderNode, outMatrix.native_instance); } public void getInverseMatrix(@NonNull Matrix outMatrix) { nGetInverseTransformMatrix(mNativeRenderNode, outMatrix.native_instance); } /////////////////////////////////////////////////////////////////////////// // RenderProperty Setters /////////////////////////////////////////////////////////////////////////// public boolean setLayerType(int layerType) { return nSetLayerType(mNativeRenderNode, layerType); } public boolean setLayerPaint(@Nullable Paint paint) { return nSetLayerPaint(mNativeRenderNode, paint != null ? paint.getNativeInstance() : 0); } public boolean setClipBounds(@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 property is controlled by the view's parent.
Params:
  • clipToBounds – true if the display list should clip to its bounds
/** * Set whether the Render node should clip itself to its bounds. This property is controlled by * the view's parent. * * @param clipToBounds true if the display list should clip to its bounds */
public boolean setClipToBounds(boolean clipToBounds) { return nSetClipToBounds(mNativeRenderNode, clipToBounds); }
Sets whether the display list should be drawn immediately after the closest ancestor display list containing a projection receiver.
Params:
  • shouldProject – true if the display list should be projected onto a containing volume.
/** * Sets whether the display list should be drawn immediately after the * closest ancestor display list containing a projection receiver. * * @param shouldProject true if the display list should be projected onto a * containing volume. */
public boolean setProjectBackwards(boolean shouldProject) { return nSetProjectBackwards(mNativeRenderNode, shouldProject); }
Sets whether the display list is a projection receiver - that its parent DisplayList should draw any descendent DisplayLists with ProjectBackwards=true directly on top of it. Default value is false.
/** * Sets whether the display list is a projection receiver - that its parent * DisplayList should draw any descendent DisplayLists with * ProjectBackwards=true directly on top of it. Default value is false. */
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. Deep copies the data into native to simplify reference ownership.
/** * Sets the outline, defining the shape that casts a shadow, and the path to * be clipped if setClipToOutline is set. * * Deep copies the data into native to simplify reference ownership. */
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_CONVEX_PATH: return nSetOutlineConvexPath(mNativeRenderNode, outline.mPath.mNativePath, outline.mAlpha); } throw new IllegalArgumentException("Unrecognized outline?"); } public boolean hasShadow() { return nHasShadow(mNativeRenderNode); }
setSpotShadowColor
/** setSpotShadowColor */
public boolean setSpotShadowColor(int color) { return nSetSpotShadowColor(mNativeRenderNode, color); }
setAmbientShadowColor
/** setAmbientShadowColor */
public boolean setAmbientShadowColor(int color) { return nSetAmbientShadowColor(mNativeRenderNode, color); }
getSpotShadowColor
/** getSpotShadowColor */
public int getSpotShadowColor() { return nGetSpotShadowColor(mNativeRenderNode); }
getAmbientShadowColor
/** getAmbientShadowColor */
public int getAmbientShadowColor() { return nGetAmbientShadowColor(mNativeRenderNode); }
Enables or disables clipping to the outline.
Params:
  • clipToOutline – true if clipping to the outline.
/** * Enables or disables clipping to the outline. * * @param clipToOutline true if clipping to the outline. */
public boolean setClipToOutline(boolean clipToOutline) { return nSetClipToOutline(mNativeRenderNode, clipToOutline); } public boolean getClipToOutline() { return nGetClipToOutline(mNativeRenderNode); }
Controls the RenderNode's circular reveal clip.
/** * Controls the RenderNode's circular reveal clip. */
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 setScaleX(float), setRotation(float), etc.)
Params:
  • matrix – A transform matrix to apply to this display list
/** * Set the static matrix on the display list. The specified matrix is combined with other * transforms (such as {@link #setScaleX(float)}, {@link #setRotation(float)}, etc.) * * @param matrix A transform matrix to apply to this display list */
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 null for the matrix parameter.
Params:
  • matrix – The matrix, null indicates that the matrix should be cleared.
/** * 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. */
public boolean setAnimationMatrix(Matrix matrix) { return nSetAnimationMatrix(mNativeRenderNode, (matrix != null) ? matrix.native_instance : 0); }
Sets the translucency level for the display list.
Params:
  • alpha – The translucency of the display list, must be a value between 0.0f and 1.0f
See Also:
/** * 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() */
public boolean setAlpha(float alpha) { return nSetAlpha(mNativeRenderNode, alpha); }
Returns the translucency level of this display list.
See Also:
Returns:A value between 0.0f and 1.0f
/** * 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.
Params:
  • hasOverlappingRendering – False if the content is guaranteed to be non-overlapping, true otherwise.
See Also:
/** * 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); }
Indicates whether the content of this display list overlaps.
See Also:
Returns:True if this display list renders content which overlaps, false otherwise.
/** * 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() { //noinspection SimplifiableIfStatement return nHasOverlappingRendering(mNativeRenderNode); } public boolean setElevation(float lift) { return nSetElevation(mNativeRenderNode, lift); } public float getElevation() { return nGetElevation(mNativeRenderNode); }
Sets the translation value for the display list on the X axis.
Params:
  • translationX – The X axis translation value of the display list, in pixels
See Also:
/** * 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() */
public boolean setTranslationX(float translationX) { return nSetTranslationX(mNativeRenderNode, translationX); }
Returns the translation value for this display list on the X axis, in pixels.
See Also:
  • setTranslationX(float)
/** * 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.
Params:
  • translationY – The Y axis translation value of the display list, in pixels
See Also:
/** * 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() */
public boolean setTranslationY(float translationY) { return nSetTranslationY(mNativeRenderNode, translationY); }
Returns the translation value for this display list on the Y axis, in pixels.
See Also:
  • setTranslationY(float)
/** * 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 Also:
/** * Sets the translation value for the display list on the Z axis. * * @see View#setTranslationZ(float) * @see #getTranslationZ() */
public boolean setTranslationZ(float translationZ) { return nSetTranslationZ(mNativeRenderNode, translationZ); }
Returns the translation value for this display list on the Z axis.
See Also:
  • setTranslationZ(float)
/** * 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.
Params:
  • rotation – The rotation value of the display list, in degrees
See Also:
/** * 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 #getRotation() */
public boolean setRotation(float rotation) { return nSetRotation(mNativeRenderNode, rotation); }
Returns the rotation value for this display list around the Z axis, in degrees.
See Also:
  • setRotation(float)
/** * Returns the rotation value for this display list around the Z axis, in degrees. * * @see #setRotation(float) */
public float getRotation() { return nGetRotation(mNativeRenderNode); }
Sets the rotation value for the display list around the X axis.
Params:
  • rotationX – The rotation value of the display list, in degrees
See Also:
/** * 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() */
public boolean setRotationX(float rotationX) { return nSetRotationX(mNativeRenderNode, rotationX); }
Returns the rotation value for this display list around the X axis, in degrees.
See Also:
  • setRotationX(float)
/** * 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.
Params:
  • rotationY – The rotation value of the display list, in degrees
See Also:
/** * 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() */
public boolean setRotationY(float rotationY) { return nSetRotationY(mNativeRenderNode, rotationY); }
Returns the rotation value for this display list around the Y axis, in degrees.
See Also:
  • setRotationY(float)
/** * 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.
Params:
  • scaleX – The scale value of the display list
See Also:
/** * 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() */
public boolean setScaleX(float scaleX) { return nSetScaleX(mNativeRenderNode, scaleX); }
Returns the scale value for this display list on the X axis.
See Also:
  • setScaleX(float)
/** * 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.
Params:
  • scaleY – The scale value of the display list
See Also:
/** * 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() */
public boolean setScaleY(float scaleY) { return nSetScaleY(mNativeRenderNode, scaleY); }
Returns the scale value for this display list on the Y axis.
See Also:
  • setScaleY(float)
/** * 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
Params:
  • pivotX – The pivot value of the display list on the X axis, in pixels
See Also:
/** * 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() */
public boolean setPivotX(float pivotX) { return nSetPivotX(mNativeRenderNode, pivotX); }
Returns the pivot value for this display list on the X axis, in pixels.
See Also:
  • setPivotX(float)
/** * 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
Params:
  • pivotY – The pivot value of the display list on the Y axis, in pixels
See Also:
/** * 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() */
public boolean setPivotY(float pivotY) { return nSetPivotY(mNativeRenderNode, pivotY); }
Returns the pivot value for this display list on the Y axis, in pixels.
See Also:
  • setPivotY(float)
/** * Returns the pivot value for this display list on the Y axis, in pixels. * * @see #setPivotY(float) */
public float getPivotY() { return nGetPivotY(mNativeRenderNode); } public boolean isPivotExplicitlySet() { return nIsPivotExplicitlySet(mNativeRenderNode); }
lint
/** lint */
public boolean resetPivot() { return nResetPivot(mNativeRenderNode); }
Sets the camera distance for the display list. Refer to View.setCameraDistance(float) for more information on how to use this property.
Params:
  • distance – The distance in Z of the camera of the display list
See Also:
/** * Sets the camera distance for the display list. Refer to * {@link View#setCameraDistance(float)} for more information on how to * use this property. * * @param distance The distance in Z of the camera of the display list * * @see View#setCameraDistance(float) * @see #getCameraDistance() */
public boolean setCameraDistance(float distance) { return nSetCameraDistance(mNativeRenderNode, distance); }
Returns the distance in Z of the camera of the display list.
See Also:
  • setCameraDistance(float)
/** * Returns the distance in Z of the camera of the display list. * * @see #setCameraDistance(float) */
public float getCameraDistance() { return nGetCameraDistance(mNativeRenderNode); }
Sets the left position for the display list.
Params:
  • left – The left position, in pixels, of the display list
See Also:
/** * Sets the left position for the display list. * * @param left The left position, in pixels, of the display list * * @see View#setLeft(int) */
public boolean setLeft(int left) { return nSetLeft(mNativeRenderNode, left); }
Sets the top position for the display list.
Params:
  • top – The top position, in pixels, of the display list
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/** * Sets the top position for the display list. * * @param top The top position, in pixels, of the display list * * @see View#setTop(int) */
public boolean setTop(int top) { return nSetTop(mNativeRenderNode, top); }
Sets the right position for the display list.
Params:
  • right – The right position, in pixels, of the display list
See Also:
/** * Sets the right position for the display list. * * @param right The right position, in pixels, of the display list * * @see View#setRight(int) */
public boolean setRight(int right) { return nSetRight(mNativeRenderNode, right); }
Sets the bottom position for the display list.
Params:
  • bottom – The bottom position, in pixels, of the display list
See Also:
/** * Sets the bottom position for the display list. * * @param bottom The bottom position, in pixels, of the display list * * @see View#setBottom(int) */
public boolean setBottom(int bottom) { return nSetBottom(mNativeRenderNode, bottom); }
Sets the left and top positions for the display list
Params:
  • left – The left position of the display list, in pixels
  • top – The top position of the display list, in pixels
  • right – The right position of the display list, in pixels
  • bottom – The bottom position of the display list, in pixels
See Also:
/** * Sets the left and top positions for the display list * * @param left The left position of the display list, in pixels * @param top The top position of the display list, in pixels * @param right The right position of the display list, in pixels * @param bottom The bottom position of the display list, in pixels * * @see View#setLeft(int) * @see View#setTop(int) * @see View#setRight(int) * @see View#setBottom(int) */
public boolean setLeftTopRightBottom(int left, int top, int right, int bottom) { return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom); }
Offsets the left and right positions for the display list
Params:
  • offset – The amount that the left and right positions of the display list are offset, in pixels
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/** * Offsets the left and right positions for the display list * * @param offset The amount that the left and right positions of the display * list are offset, in pixels * * @see View#offsetLeftAndRight(int) */
public boolean offsetLeftAndRight(int offset) { return nOffsetLeftAndRight(mNativeRenderNode, offset); }
Offsets the top and bottom values for the display list
Params:
  • offset – The amount that the top and bottom positions of the display list are offset, in pixels
See Also:
/** * Offsets the top and bottom values for the display list * * @param offset The amount that the top and bottom positions of the display * list are offset, in pixels * * @see View#offsetTopAndBottom(int) */
public boolean offsetTopAndBottom(int offset) { return nOffsetTopAndBottom(mNativeRenderNode, offset); }
Outputs the display list to the log. This method exists for use by tools to output display lists for selected nodes to the log.
/** * Outputs the display list to the log. This method exists for use by * tools to output display lists for selected nodes to the log. */
public void output() { nOutput(mNativeRenderNode); }
Gets the size of the DisplayList for debug purposes.
/** * Gets the size of the DisplayList for debug purposes. */
public int getDebugSize() { return nGetDebugSize(mNativeRenderNode); } /////////////////////////////////////////////////////////////////////////// // Animations /////////////////////////////////////////////////////////////////////////// public void addAnimator(RenderNodeAnimator animator) { if (mOwningView == null || mOwningView.mAttachInfo == null) { throw new IllegalStateException("Cannot start this animator on a detached view!"); } nAddAnimator(mNativeRenderNode, animator.getNativeAnimator()); mOwningView.mAttachInfo.mViewRootImpl.registerAnimatingRenderNode(this); } public boolean isAttached() { return mOwningView != null && mOwningView.mAttachInfo != null; } public void registerVectorDrawableAnimator( AnimatedVectorDrawable.VectorDrawableAnimatorRT animatorSet) { if (mOwningView == null || mOwningView.mAttachInfo == null) { throw new IllegalStateException("Cannot start this animator on a detached view!"); } mOwningView.mAttachInfo.mViewRootImpl.registerVectorDrawableAnimator(animatorSet); } 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 nGetDebugSize(long renderNode); private static native void nRequestPositionUpdates(long renderNode, SurfaceView 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 nSetBottom(long renderNode, int bottom); @CriticalNative private static native boolean nSetRight(long renderNode, int right); @CriticalNative private static native boolean nSetTop(long renderNode, int top); @CriticalNative private static native boolean nSetLeft(long renderNode, int left); @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 boolean nSetLayerPaint(long renderNode, long paint); @CriticalNative private static native boolean nSetClipToBounds(long renderNode, boolean clipToBounds); @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 nSetOutlineConvexPath(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 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 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); }