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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 com.android.gallery3d.ui;
import android.graphics.RectF;
import javax.microedition.khronos.opengles.GL11;
//
// GLCanvas gives a convenient interface to draw using OpenGL.
//
// When a rectangle is specified in this interface, it means the region
// [x, x+width) * [y, y+height)
//
public interface GLCanvas {
// Tells GLCanvas the size of the underlying GL surface. This should be
// called before first drawing and when the size of GL surface is changed.
// This is called by GLRoot and should not be called by the clients
// who only want to draw on the GLCanvas. Both width and height must be
// nonnegative.
public void setSize(int width, int height);
// Clear the drawing buffers. This should only be used by GLRoot.
public void clearBuffer();
public void clearBuffer(float[] argb);
// Sets and gets the current alpha, alpha must be in [0, 1].
public void setAlpha(float alpha);
public float getAlpha();
// (current alpha) = (current alpha) * alpha
public void multiplyAlpha(float alpha);
// Change the current transform matrix.
public void translate(float x, float y, float z);
public void translate(float x, float y);
public void scale(float sx, float sy, float sz);
public void rotate(float angle, float x, float y, float z);
public void multiplyMatrix(float[] mMatrix, int offset);
// Pushes the configuration state (matrix, and alpha) onto
// a private stack.
public void save();
// Same as save(), but only save those specified in saveFlags.
public void save(int saveFlags);
public static final int SAVE_FLAG_ALL = 0xFFFFFFFF;
public static final int SAVE_FLAG_ALPHA = 0x01;
public static final int SAVE_FLAG_MATRIX = 0x02;
// Pops from the top of the stack as current configuration state (matrix,
// alpha, and clip). This call balances a previous call to save(), and is
// used to remove all modifications to the configuration state since the
// last save call.
public void restore();
// Draws a line using the specified paint from (x1, y1) to (x2, y2).
// (Both end points are included).
public void drawLine(float x1, float y1, float x2, float y2, GLPaint paint);
// Draws a rectangle using the specified paint from (x1, y1) to (x2, y2).
// (Both end points are included).
public void drawRect(float x1, float y1, float x2, float y2, GLPaint paint);
// Fills the specified rectangle with the specified color.
public void fillRect(float x, float y, float width, float height, int color);
// Draws a texture to the specified rectangle.
public void drawTexture(
BasicTexture texture, int x, int y, int width, int height);
public void drawMesh(BasicTexture tex, int x, int y, int xyBuffer,
int uvBuffer, int indexBuffer, int indexCount);
// Draws the source rectangle part of the texture to the target rectangle.
public void drawTexture(BasicTexture texture, RectF source, RectF target);
// Draw a texture with a specified texture transform.
public void drawTexture(BasicTexture texture, float[] mTextureTransform,
int x, int y, int w, int h);
// Draw two textures to the specified rectangle. The actual texture used is
// from * (1 - ratio) + to * ratio
// The two textures must have the same size.
public void drawMixed(BasicTexture from, int toColor,
float ratio, int x, int y, int w, int h);
// Gets the underlying GL instance. This is used only when direct access to
// GL is needed.
public GL11 getGLInstance();
// Unloads the specified texture from the canvas. The resource allocated
// to draw the texture will be released. The specified texture will return
// to the unloaded state. This function should be called only from
// BasicTexture or its descendant
public boolean unloadTexture(BasicTexture texture);
// Delete the specified buffer object, similar to unloadTexture.
public void deleteBuffer(int bufferId);
// Delete the textures and buffers in GL side. This function should only be
// called in the GL thread.
public void deleteRecycledResources();
// Dump statistics information and clear the counters. For debug only.
public void dumpStatisticsAndClear();
public void beginRenderTarget(RawTexture texture);
public void endRenderTarget();
}