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author Chris Craik <ccraik@google.com> 2014-08-14 13:34:01 -0700
committer Chris Craik <ccraik@google.com> 2014-08-15 00:59:44 +0000
commit69e5adffb19135d51bde8e458f4907d7265f3e23 (patch)
tree022fc23512ae5adfbe3f86351305bc9f4538a68a /libs/hwui/RenderNode.h
parente222e359a0aab985488a711f6edb76820fe8c6df (diff)
Define shadow casting behavior within layers
bug:15860114 Savelayers and HW layers both now support shadow casting. For save layers, the light source should always be correct, for HW layers, the light source position is set when the layer is created, and updated when it is resized. Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
Diffstat (limited to 'libs/hwui/RenderNode.h')
-rw-r--r--libs/hwui/RenderNode.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/libs/hwui/RenderNode.h b/libs/hwui/RenderNode.h
index fa310e072a98..afa17d5c859e 100644
--- a/libs/hwui/RenderNode.h
+++ b/libs/hwui/RenderNode.h
@@ -174,6 +174,8 @@ public:
// UI thread only!
ANDROID_API void addAnimator(const sp<BaseRenderNodeAnimator>& animator);
+ void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false) const;
+
private:
typedef key_value_pair_t<float, DrawRenderNodeOp*> ZDrawRenderNodeOpPair;
@@ -189,8 +191,6 @@ private:
kPositiveZChildren
};
- void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false);
-
void computeOrderingImpl(DrawRenderNodeOp* opState,
const SkPath* outlineOfProjectionSurface,
Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,