diff options
author | 2011-04-28 18:40:04 -0700 | |
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committer | 2011-04-28 18:46:19 -0700 | |
commit | aa6c24c21c727a196451332448d4e3b11a80be69 (patch) | |
tree | 27114ab3852d31723d885f3846ee874a07247126 /libs/hwui/Layer.h | |
parent | 9fc27819d75e24ad63d7b383d80f5cb66a577a0d (diff) |
New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
Diffstat (limited to 'libs/hwui/Layer.h')
-rw-r--r-- | libs/hwui/Layer.h | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h index 6c4a2a9a972d..16566b80164d 100644 --- a/libs/hwui/Layer.h +++ b/libs/hwui/Layer.h @@ -45,6 +45,8 @@ struct Layer { mesh = NULL; meshIndices = NULL; meshElementCount = 0; + isCacheable = true; + isTextureLayer = false; } ~Layer() { @@ -137,6 +139,22 @@ struct Layer { TextureVertex* mesh; uint16_t* meshIndices; GLsizei meshElementCount; + + /** + * If set to true (by default), the layer can be reused. + */ + bool isCacheable; + + /** + * When set to true, this layer must be treated as a texture + * layer. + */ + bool isTextureLayer; + + /** + * Optional texture coordinates transform. + */ + mat4 texTransform; }; // struct Layer }; // namespace uirenderer |