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/*
* Copyright (C) 2016 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 "SkiaUtils.h"
#include <SkBlendMode.h>
#include <SkCanvas.h>
#include <SkDrawable.h>
#include <SkMatrix.h>
#include <utils/RefBase.h>
namespace android {
namespace uirenderer {
class RenderNode;
class RenderProperties;
namespace skiapipeline {
class SkiaDisplayList;
/**
* This drawable wraps a RenderNode and enables it to be recorded into a list
* of Skia drawing commands.
*/
class RenderNodeDrawable : public SkDrawable {
public:
/**
* Creates a new RenderNodeDrawable backed by a render node.
*
* @param node that has to be drawn
* @param canvas is a recording canvas used to extract its matrix
* @param composeLayer if the node's layer type is RenderLayer this flag determines whether
* we should draw into the contents of the layer or compose the existing contents of the
* layer into the canvas.
*/
explicit RenderNodeDrawable(RenderNode* node, SkCanvas* canvas, bool composeLayer = true,
bool inReorderingSection = false);
~RenderNodeDrawable();
/**
* Draws into the canvas this render node and its children. If the node is marked as a
* projection receiver then all projected children (excluding direct children) will be drawn
* last. Any projected node not matching those requirements will not be drawn by this function.
*/
void forceDraw(SkCanvas* canvas) const;
/**
* Returns readonly render properties for this render node.
*/
const RenderProperties& getNodeProperties() const;
/**
* The renderNode (and its properties) that is to be drawn
*/
RenderNode* getRenderNode() const { return mRenderNode.get(); }
/**
* Returns the transform on the canvas at time of recording and is used for
* computing total transform without rerunning DL contents.
*/
const SkMatrix& getRecordedMatrix() const { return mRecordedTransform; }
/**
* Sets a pointer to a display list of the parent render node. The display list is used when
* drawing backward projected nodes, when this node is a projection receiver.
*/
void setProjectedDisplayList(SkiaDisplayList* projectedDisplayList) {
mProjectedDisplayList = projectedDisplayList;
}
protected:
/*
* Return the (conservative) bounds of what the drawable will draw.
*/
virtual SkRect onGetBounds() override {
// We don't want to enable a record time quick reject because the properties
// of the RenderNode may be updated on subsequent frames.
return SkRectMakeLargest();
}
/**
* This function draws into a canvas as forceDraw, but does nothing if the render node has a
* non-zero elevation.
*/
virtual void onDraw(SkCanvas* canvas) override;
private:
/*
* Render node that is wrapped by this class.
*/
sp<RenderNode> mRenderNode;
/**
* Walks recursively the display list and draws the content of backward projected nodes.
*
* @param canvas used to draw the backward projected nodes
* @param displayList is a display list that contains a projection receiver
* @param nestLevel should be always 0. Used to track how far we are from the receiver.
*/
void drawBackwardsProjectedNodes(SkCanvas* canvas, const SkiaDisplayList& displayList,
int nestLevel = 0) const;
/**
* Applies the rendering properties of a view onto a SkCanvas.
*/
static void setViewProperties(const RenderProperties& properties, SkCanvas* canvas,
float* alphaMultiplier);
/**
* Stores transform on the canvas at time of recording and is used for
* computing total transform without rerunning DL contents.
*/
const SkMatrix mRecordedTransform;
/**
* If mRenderNode's layer type is RenderLayer this flag determines whether we
* should draw into the contents of the layer or compose the existing contents
* of the layer into the canvas.
*/
const bool mComposeLayer;
/*
* True if the render node is in a reordering section
*/
bool mInReorderingSection;
/*
* Draw the content into a canvas, depending on the render node layer type and mComposeLayer.
*/
void drawContent(SkCanvas* canvas) const;
/*
* display list that is searched for any render nodes with getProjectBackwards==true
*/
SkiaDisplayList* mProjectedDisplayList = nullptr;
};
} // namespace skiapipeline
} // namespace uirenderer
} // namespace android