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author Romain Guy <romainguy@google.com> 2011-04-28 18:40:04 -0700
committer Romain Guy <romainguy@google.com> 2011-04-28 18:46:19 -0700
commitaa6c24c21c727a196451332448d4e3b11a80be69 (patch)
tree27114ab3852d31723d885f3846ee874a07247126 /libs/hwui/Layer.h
parent9fc27819d75e24ad63d7b383d80f5cb66a577a0d (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.h18
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