/* * 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 android.view; import android.annotation.NonNull; import android.annotation.Nullable; import android.graphics.Matrix; import android.graphics.Outline; import android.graphics.Paint; import android.graphics.Rect; import android.graphics.drawable.AnimatedVectorDrawable; import dalvik.annotation.optimization.CriticalNative; import dalvik.annotation.optimization.FastNative; import libcore.util.NativeAllocationRegistry; /** *
A display list records a series of graphics related operations and can replay * them later. Display lists are usually built by recording operations on a * {@link DisplayListCanvas}. Replaying the operations from a display list avoids * executing application code on every frame, and is thus much more efficient.
* *Display lists are used internally for all views by default, and are not * typically used directly. One reason to consider using a display is a custom * {@link View} implementation that needs to issue a large number of drawing commands. * When the view invalidates, all the drawing commands must be reissued, even if * large portions of the drawing command stream stay the same frame to frame, which * can become a performance bottleneck. To solve this issue, a custom View might split * its content into several display lists. A display list is updated only when its * content, and only its content, needs to be updated.
* *A text editor might for instance store each paragraph into its own display list. * Thus when the user inserts or removes characters, only the display list of the * affected paragraph needs to be recorded again.
* *Display lists can only be replayed using a {@link DisplayListCanvas}. They are not * supported in software. Always make sure that the {@link android.graphics.Canvas} * you are using to render a display list is hardware accelerated using * {@link android.graphics.Canvas#isHardwareAccelerated()}.
* ** ThreadedRenderer renderer = myView.getThreadedRenderer(); * if (renderer != null) { * DisplayList displayList = renderer.createDisplayList(); * DisplayListCanvas canvas = displayList.start(width, height); * try { * // Draw onto the canvas * // For instance: canvas.drawBitmap(...); * } finally { * displayList.end(); * } * } ** *
* protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas; * displayListCanvas.drawDisplayList(mDisplayList); * } * } ** *
This step is not mandatory but recommended if you want to release resources * held by a display list as soon as possible.
** // Mark this display list invalid, it cannot be used for drawing anymore, * // and release resources held by this display list * displayList.clear(); ** *
In addition, a display list offers several properties, such as
* {@link #setScaleX(float)} or {@link #setLeft(int)}, that can be used to affect all
* the drawing commands recorded within. For instance, these properties can be used
* to move around a large number of images without re-issuing all the individual
* drawBitmap()
calls.
* private void createDisplayList() { * mDisplayList = DisplayList.create("MyDisplayList"); * DisplayListCanvas canvas = mDisplayList.start(width, height); * try { * for (Bitmap b : mBitmaps) { * canvas.drawBitmap(b, 0.0f, 0.0f, null); * canvas.translate(0.0f, b.getHeight()); * } * } finally { * displayList.end(); * } * } * * protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas; * displayListCanvas.drawDisplayList(mDisplayList); * } * } * * private void moveContentBy(int x) { * // This will move all the bitmaps recorded inside the display list * // by x pixels to the right and redraw this view. All the commands * // recorded in createDisplayList() won't be re-issued, only onDraw() * // will be invoked and will execute very quickly * mDisplayList.offsetLeftAndRight(x); * invalidate(); * } ** *
Display lists must be created on and manipulated from the UI thread only.
* * @hide */ public class RenderNode { // Use a Holder to allow static initialization in the boot image. private static class NoImagePreloadHolder { public static final NativeAllocationRegistry sRegistry = new NativeAllocationRegistry( RenderNode.class.getClassLoader(), nGetNativeFinalizer(), 1024); } // Do not access directly unless you are ThreadedRenderer final long mNativeRenderNode; private final View mOwningView; private RenderNode(String name, View owningView) { mNativeRenderNode = nCreate(name); NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode); mOwningView = owningView; } /** * @see RenderNode#adopt(long) */ private RenderNode(long nativePtr) { mNativeRenderNode = nativePtr; NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode); mOwningView = null; } /** * Immediately destroys the RenderNode * Only suitable for testing/benchmarking where waiting for the GC/finalizer * is not feasible. */ public void destroy() { // TODO: Removed temporarily } /** * Creates a new RenderNode that can be used to record batches of * drawing operations, and store / apply render properties when drawn. * * @param name The name of the RenderNode, used for debugging purpose. May be null. * * @return A new RenderNode. */ public static RenderNode create(String name, @Nullable View owningView) { return new RenderNode(name, owningView); } /** * Adopts an existing native render node. * * Note: This will *NOT* incRef() on the native object, however it will * decRef() when it is destroyed. The caller should have already incRef'd it */ public static RenderNode adopt(long nativePtr) { return new RenderNode(nativePtr); } /** * Enable callbacks for position changes. */ public void requestPositionUpdates(SurfaceView view) { nRequestPositionUpdates(mNativeRenderNode, view); } /** * Starts recording a display list for the render node. All * operations performed on the returned canvas are recorded and * stored in this display list. * * Calling this method will mark the render node invalid until * {@link #end(DisplayListCanvas)} is called. * Only valid render nodes can be replayed. * * @param width The width of the recording viewport * @param height The height of the recording viewport * * @return A canvas to record drawing operations. * * @see #end(DisplayListCanvas) * @see #isValid() */ public DisplayListCanvas start(int width, int height) { return DisplayListCanvas.obtain(this, width, height); } /** * Ends the recording for this display list. A display list cannot be * replayed if recording is not finished. Calling this method marks * the display list valid and {@link #isValid()} will return true. * * @see #start(int, int) * @see #isValid() */ public void end(DisplayListCanvas canvas) { long displayList = canvas.finishRecording(); nSetDisplayList(mNativeRenderNode, displayList); canvas.recycle(); } /** * Reset native resources. This is called when cleaning up the state of display lists * during destruction of hardware resources, to ensure that we do not hold onto * obsolete resources after related resources are gone. */ public void discardDisplayList() { nSetDisplayList(mNativeRenderNode, 0); } /** * Returns whether the RenderNode's display list content is currently usable. * If this returns false, the display list should be re-recorded prior to replaying it. * * @return boolean true if the display list is able to be replayed, false otherwise. */ public boolean isValid() { return nIsValid(mNativeRenderNode); } long getNativeDisplayList() { if (!isValid()) { throw new IllegalStateException("The display list is not valid."); } return mNativeRenderNode; } /////////////////////////////////////////////////////////////////////////// // Matrix manipulation /////////////////////////////////////////////////////////////////////////// public boolean hasIdentityMatrix() { return nHasIdentityMatrix(mNativeRenderNode); } public void getMatrix(@NonNull Matrix outMatrix) { nGetTransformMatrix(mNativeRenderNode, outMatrix.native_instance); } public void getInverseMatrix(@NonNull Matrix outMatrix) { nGetInverseTransformMatrix(mNativeRenderNode, outMatrix.native_instance); } /////////////////////////////////////////////////////////////////////////// // RenderProperty Setters /////////////////////////////////////////////////////////////////////////// public boolean setLayerType(int layerType) { return nSetLayerType(mNativeRenderNode, layerType); } public boolean setLayerPaint(@Nullable Paint paint) { return nSetLayerPaint(mNativeRenderNode, paint != null ? paint.getNativeInstance() : 0); } public boolean setClipBounds(@Nullable Rect rect) { if (rect == null) { return nSetClipBoundsEmpty(mNativeRenderNode); } else { return nSetClipBounds(mNativeRenderNode, rect.left, rect.top, rect.right, rect.bottom); } } /** * Set whether the Render node should clip itself to its bounds. This property is controlled by * the view's parent. * * @param clipToBounds true if the display list should clip to its bounds */ public boolean setClipToBounds(boolean clipToBounds) { return nSetClipToBounds(mNativeRenderNode, clipToBounds); } /** * Sets whether the display list should be drawn immediately after the * closest ancestor display list containing a projection receiver. * * @param shouldProject true if the display list should be projected onto a * containing volume. */ public boolean setProjectBackwards(boolean shouldProject) { return nSetProjectBackwards(mNativeRenderNode, shouldProject); } /** * Sets whether the display list is a projection receiver - that its parent * DisplayList should draw any descendent DisplayLists with * ProjectBackwards=true directly on top of it. Default value is false. */ public boolean setProjectionReceiver(boolean shouldRecieve) { return nSetProjectionReceiver(mNativeRenderNode, shouldRecieve); } /** * Sets the outline, defining the shape that casts a shadow, and the path to * be clipped if setClipToOutline is set. * * Deep copies the data into native to simplify reference ownership. */ public boolean setOutline(@Nullable Outline outline) { if (outline == null) { return nSetOutlineNone(mNativeRenderNode); } switch(outline.mMode) { case Outline.MODE_EMPTY: return nSetOutlineEmpty(mNativeRenderNode); case Outline.MODE_ROUND_RECT: return nSetOutlineRoundRect(mNativeRenderNode, outline.mRect.left, outline.mRect.top, outline.mRect.right, outline.mRect.bottom, outline.mRadius, outline.mAlpha); case Outline.MODE_CONVEX_PATH: return nSetOutlineConvexPath(mNativeRenderNode, outline.mPath.mNativePath, outline.mAlpha); } throw new IllegalArgumentException("Unrecognized outline?"); } public boolean hasShadow() { return nHasShadow(mNativeRenderNode); } /** * Enables or disables clipping to the outline. * * @param clipToOutline true if clipping to the outline. */ public boolean setClipToOutline(boolean clipToOutline) { return nSetClipToOutline(mNativeRenderNode, clipToOutline); } public boolean getClipToOutline() { return nGetClipToOutline(mNativeRenderNode); } /** * Controls the RenderNode's circular reveal clip. */ public boolean setRevealClip(boolean shouldClip, float x, float y, float radius) { return nSetRevealClip(mNativeRenderNode, shouldClip, x, y, radius); } /** * Set the static matrix on the display list. The specified matrix is combined with other * transforms (such as {@link #setScaleX(float)}, {@link #setRotation(float)}, etc.) * * @param matrix A transform matrix to apply to this display list */ public boolean setStaticMatrix(Matrix matrix) { return nSetStaticMatrix(mNativeRenderNode, matrix.native_instance); } /** * Set the Animation matrix on the display list. This matrix exists if an Animation is * currently playing on a View, and is set on the display list during at draw() time. When * the Animation finishes, the matrix should be cleared by sendingnull
* for the matrix parameter.
*
* @param matrix The matrix, null indicates that the matrix should be cleared.
*/
public boolean setAnimationMatrix(Matrix matrix) {
return nSetAnimationMatrix(mNativeRenderNode,
(matrix != null) ? matrix.native_instance : 0);
}
/**
* Sets the translucency level for the display list.
*
* @param alpha The translucency of the display list, must be a value between 0.0f and 1.0f
*
* @see View#setAlpha(float)
* @see #getAlpha()
*/
public boolean setAlpha(float alpha) {
return nSetAlpha(mNativeRenderNode, alpha);
}
/**
* Returns the translucency level of this display list.
*
* @return A value between 0.0f and 1.0f
*
* @see #setAlpha(float)
*/
public float getAlpha() {
return nGetAlpha(mNativeRenderNode);
}
/**
* Sets whether the display list renders content which overlaps. Non-overlapping rendering
* can use a fast path for alpha that avoids rendering to an offscreen buffer. By default
* display lists consider they do not have overlapping content.
*
* @param hasOverlappingRendering False if the content is guaranteed to be non-overlapping,
* true otherwise.
*
* @see android.view.View#hasOverlappingRendering()
* @see #hasOverlappingRendering()
*/
public boolean setHasOverlappingRendering(boolean hasOverlappingRendering) {
return nSetHasOverlappingRendering(mNativeRenderNode, hasOverlappingRendering);
}
/**
* Indicates whether the content of this display list overlaps.
*
* @return True if this display list renders content which overlaps, false otherwise.
*
* @see #setHasOverlappingRendering(boolean)
*/
public boolean hasOverlappingRendering() {
//noinspection SimplifiableIfStatement
return nHasOverlappingRendering(mNativeRenderNode);
}
public boolean setElevation(float lift) {
return nSetElevation(mNativeRenderNode, lift);
}
public float getElevation() {
return nGetElevation(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the X axis.
*
* @param translationX The X axis translation value of the display list, in pixels
*
* @see View#setTranslationX(float)
* @see #getTranslationX()
*/
public boolean setTranslationX(float translationX) {
return nSetTranslationX(mNativeRenderNode, translationX);
}
/**
* Returns the translation value for this display list on the X axis, in pixels.
*
* @see #setTranslationX(float)
*/
public float getTranslationX() {
return nGetTranslationX(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the Y axis.
*
* @param translationY The Y axis translation value of the display list, in pixels
*
* @see View#setTranslationY(float)
* @see #getTranslationY()
*/
public boolean setTranslationY(float translationY) {
return nSetTranslationY(mNativeRenderNode, translationY);
}
/**
* Returns the translation value for this display list on the Y axis, in pixels.
*
* @see #setTranslationY(float)
*/
public float getTranslationY() {
return nGetTranslationY(mNativeRenderNode);
}
/**
* Sets the translation value for the display list on the Z axis.
*
* @see View#setTranslationZ(float)
* @see #getTranslationZ()
*/
public boolean setTranslationZ(float translationZ) {
return nSetTranslationZ(mNativeRenderNode, translationZ);
}
/**
* Returns the translation value for this display list on the Z axis.
*
* @see #setTranslationZ(float)
*/
public float getTranslationZ() {
return nGetTranslationZ(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the Z axis.
*
* @param rotation The rotation value of the display list, in degrees
*
* @see View#setRotation(float)
* @see #getRotation()
*/
public boolean setRotation(float rotation) {
return nSetRotation(mNativeRenderNode, rotation);
}
/**
* Returns the rotation value for this display list around the Z axis, in degrees.
*
* @see #setRotation(float)
*/
public float getRotation() {
return nGetRotation(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the X axis.
*
* @param rotationX The rotation value of the display list, in degrees
*
* @see View#setRotationX(float)
* @see #getRotationX()
*/
public boolean setRotationX(float rotationX) {
return nSetRotationX(mNativeRenderNode, rotationX);
}
/**
* Returns the rotation value for this display list around the X axis, in degrees.
*
* @see #setRotationX(float)
*/
public float getRotationX() {
return nGetRotationX(mNativeRenderNode);
}
/**
* Sets the rotation value for the display list around the Y axis.
*
* @param rotationY The rotation value of the display list, in degrees
*
* @see View#setRotationY(float)
* @see #getRotationY()
*/
public boolean setRotationY(float rotationY) {
return nSetRotationY(mNativeRenderNode, rotationY);
}
/**
* Returns the rotation value for this display list around the Y axis, in degrees.
*
* @see #setRotationY(float)
*/
public float getRotationY() {
return nGetRotationY(mNativeRenderNode);
}
/**
* Sets the scale value for the display list on the X axis.
*
* @param scaleX The scale value of the display list
*
* @see View#setScaleX(float)
* @see #getScaleX()
*/
public boolean setScaleX(float scaleX) {
return nSetScaleX(mNativeRenderNode, scaleX);
}
/**
* Returns the scale value for this display list on the X axis.
*
* @see #setScaleX(float)
*/
public float getScaleX() {
return nGetScaleX(mNativeRenderNode);
}
/**
* Sets the scale value for the display list on the Y axis.
*
* @param scaleY The scale value of the display list
*
* @see View#setScaleY(float)
* @see #getScaleY()
*/
public boolean setScaleY(float scaleY) {
return nSetScaleY(mNativeRenderNode, scaleY);
}
/**
* Returns the scale value for this display list on the Y axis.
*
* @see #setScaleY(float)
*/
public float getScaleY() {
return nGetScaleY(mNativeRenderNode);
}
/**
* Sets the pivot value for the display list on the X axis
*
* @param pivotX The pivot value of the display list on the X axis, in pixels
*
* @see View#setPivotX(float)
* @see #getPivotX()
*/
public boolean setPivotX(float pivotX) {
return nSetPivotX(mNativeRenderNode, pivotX);
}
/**
* Returns the pivot value for this display list on the X axis, in pixels.
*
* @see #setPivotX(float)
*/
public float getPivotX() {
return nGetPivotX(mNativeRenderNode);
}
/**
* Sets the pivot value for the display list on the Y axis
*
* @param pivotY The pivot value of the display list on the Y axis, in pixels
*
* @see View#setPivotY(float)
* @see #getPivotY()
*/
public boolean setPivotY(float pivotY) {
return nSetPivotY(mNativeRenderNode, pivotY);
}
/**
* Returns the pivot value for this display list on the Y axis, in pixels.
*
* @see #setPivotY(float)
*/
public float getPivotY() {
return nGetPivotY(mNativeRenderNode);
}
public boolean isPivotExplicitlySet() {
return nIsPivotExplicitlySet(mNativeRenderNode);
}
/**
* Sets the camera distance for the display list. Refer to
* {@link View#setCameraDistance(float)} for more information on how to
* use this property.
*
* @param distance The distance in Z of the camera of the display list
*
* @see View#setCameraDistance(float)
* @see #getCameraDistance()
*/
public boolean setCameraDistance(float distance) {
return nSetCameraDistance(mNativeRenderNode, distance);
}
/**
* Returns the distance in Z of the camera of the display list.
*
* @see #setCameraDistance(float)
*/
public float getCameraDistance() {
return nGetCameraDistance(mNativeRenderNode);
}
/**
* Sets the left position for the display list.
*
* @param left The left position, in pixels, of the display list
*
* @see View#setLeft(int)
*/
public boolean setLeft(int left) {
return nSetLeft(mNativeRenderNode, left);
}
/**
* Sets the top position for the display list.
*
* @param top The top position, in pixels, of the display list
*
* @see View#setTop(int)
*/
public boolean setTop(int top) {
return nSetTop(mNativeRenderNode, top);
}
/**
* Sets the right position for the display list.
*
* @param right The right position, in pixels, of the display list
*
* @see View#setRight(int)
*/
public boolean setRight(int right) {
return nSetRight(mNativeRenderNode, right);
}
/**
* Sets the bottom position for the display list.
*
* @param bottom The bottom position, in pixels, of the display list
*
* @see View#setBottom(int)
*/
public boolean setBottom(int bottom) {
return nSetBottom(mNativeRenderNode, bottom);
}
/**
* Sets the left and top positions for the display list
*
* @param left The left position of the display list, in pixels
* @param top The top position of the display list, in pixels
* @param right The right position of the display list, in pixels
* @param bottom The bottom position of the display list, in pixels
*
* @see View#setLeft(int)
* @see View#setTop(int)
* @see View#setRight(int)
* @see View#setBottom(int)
*/
public boolean setLeftTopRightBottom(int left, int top, int right, int bottom) {
return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
}
/**
* Offsets the left and right positions for the display list
*
* @param offset The amount that the left and right positions of the display
* list are offset, in pixels
*
* @see View#offsetLeftAndRight(int)
*/
public boolean offsetLeftAndRight(int offset) {
return nOffsetLeftAndRight(mNativeRenderNode, offset);
}
/**
* Offsets the top and bottom values for the display list
*
* @param offset The amount that the top and bottom positions of the display
* list are offset, in pixels
*
* @see View#offsetTopAndBottom(int)
*/
public boolean offsetTopAndBottom(int offset) {
return nOffsetTopAndBottom(mNativeRenderNode, offset);
}
/**
* Outputs the display list to the log. This method exists for use by
* tools to output display lists for selected nodes to the log.
*/
public void output() {
nOutput(mNativeRenderNode);
}
/**
* Gets the size of the DisplayList for debug purposes.
*/
public int getDebugSize() {
return nGetDebugSize(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Animations
///////////////////////////////////////////////////////////////////////////
public void addAnimator(RenderNodeAnimator animator) {
if (mOwningView == null || mOwningView.mAttachInfo == null) {
throw new IllegalStateException("Cannot start this animator on a detached view!");
}
nAddAnimator(mNativeRenderNode, animator.getNativeAnimator());
mOwningView.mAttachInfo.mViewRootImpl.registerAnimatingRenderNode(this);
}
public boolean isAttached() {
return mOwningView != null && mOwningView.mAttachInfo != null;
}
public void registerVectorDrawableAnimator(
AnimatedVectorDrawable.VectorDrawableAnimatorRT animatorSet) {
if (mOwningView == null || mOwningView.mAttachInfo == null) {
throw new IllegalStateException("Cannot start this animator on a detached view!");
}
mOwningView.mAttachInfo.mViewRootImpl.registerVectorDrawableAnimator(animatorSet);
}
public void endAllAnimators() {
nEndAllAnimators(mNativeRenderNode);
}
///////////////////////////////////////////////////////////////////////////
// Regular JNI methods
///////////////////////////////////////////////////////////////////////////
private static native long nCreate(String name);
private static native long nGetNativeFinalizer();
private static native void nOutput(long renderNode);
private static native int nGetDebugSize(long renderNode);
private static native void nRequestPositionUpdates(long renderNode, SurfaceView callback);
// Animations
private static native void nAddAnimator(long renderNode, long animatorPtr);
private static native void nEndAllAnimators(long renderNode);
///////////////////////////////////////////////////////////////////////////
// @FastNative methods
///////////////////////////////////////////////////////////////////////////
@FastNative
private static native void nSetDisplayList(long renderNode, long newData);
///////////////////////////////////////////////////////////////////////////
// @CriticalNative methods
///////////////////////////////////////////////////////////////////////////
@CriticalNative
private static native boolean nIsValid(long renderNode);
// Matrix
@CriticalNative
private static native void nGetTransformMatrix(long renderNode, long nativeMatrix);
@CriticalNative
private static native void nGetInverseTransformMatrix(long renderNode, long nativeMatrix);
@CriticalNative
private static native boolean nHasIdentityMatrix(long renderNode);
// Properties
@CriticalNative
private static native boolean nOffsetTopAndBottom(long renderNode, int offset);
@CriticalNative
private static native boolean nOffsetLeftAndRight(long renderNode, int offset);
@CriticalNative
private static native boolean nSetLeftTopRightBottom(long renderNode, int left, int top,
int right, int bottom);
@CriticalNative
private static native boolean nSetBottom(long renderNode, int bottom);
@CriticalNative
private static native boolean nSetRight(long renderNode, int right);
@CriticalNative
private static native boolean nSetTop(long renderNode, int top);
@CriticalNative
private static native boolean nSetLeft(long renderNode, int left);
@CriticalNative
private static native boolean nSetCameraDistance(long renderNode, float distance);
@CriticalNative
private static native boolean nSetPivotY(long renderNode, float pivotY);
@CriticalNative
private static native boolean nSetPivotX(long renderNode, float pivotX);
@CriticalNative
private static native boolean nSetLayerType(long renderNode, int layerType);
@CriticalNative
private static native boolean nSetLayerPaint(long renderNode, long paint);
@CriticalNative
private static native boolean nSetClipToBounds(long renderNode, boolean clipToBounds);
@CriticalNative
private static native boolean nSetClipBounds(long renderNode, int left, int top,
int right, int bottom);
@CriticalNative
private static native boolean nSetClipBoundsEmpty(long renderNode);
@CriticalNative
private static native boolean nSetProjectBackwards(long renderNode, boolean shouldProject);
@CriticalNative
private static native boolean nSetProjectionReceiver(long renderNode, boolean shouldRecieve);
@CriticalNative
private static native boolean nSetOutlineRoundRect(long renderNode, int left, int top,
int right, int bottom, float radius, float alpha);
@CriticalNative
private static native boolean nSetOutlineConvexPath(long renderNode, long nativePath,
float alpha);
@CriticalNative
private static native boolean nSetOutlineEmpty(long renderNode);
@CriticalNative
private static native boolean nSetOutlineNone(long renderNode);
@CriticalNative
private static native boolean nHasShadow(long renderNode);
@CriticalNative
private static native boolean nSetClipToOutline(long renderNode, boolean clipToOutline);
@CriticalNative
private static native boolean nSetRevealClip(long renderNode,
boolean shouldClip, float x, float y, float radius);
@CriticalNative
private static native boolean nSetAlpha(long renderNode, float alpha);
@CriticalNative
private static native boolean nSetHasOverlappingRendering(long renderNode,
boolean hasOverlappingRendering);
@CriticalNative
private static native boolean nSetElevation(long renderNode, float lift);
@CriticalNative
private static native boolean nSetTranslationX(long renderNode, float translationX);
@CriticalNative
private static native boolean nSetTranslationY(long renderNode, float translationY);
@CriticalNative
private static native boolean nSetTranslationZ(long renderNode, float translationZ);
@CriticalNative
private static native boolean nSetRotation(long renderNode, float rotation);
@CriticalNative
private static native boolean nSetRotationX(long renderNode, float rotationX);
@CriticalNative
private static native boolean nSetRotationY(long renderNode, float rotationY);
@CriticalNative
private static native boolean nSetScaleX(long renderNode, float scaleX);
@CriticalNative
private static native boolean nSetScaleY(long renderNode, float scaleY);
@CriticalNative
private static native boolean nSetStaticMatrix(long renderNode, long nativeMatrix);
@CriticalNative
private static native boolean nSetAnimationMatrix(long renderNode, long animationMatrix);
@CriticalNative
private static native boolean nHasOverlappingRendering(long renderNode);
@CriticalNative
private static native boolean nGetClipToOutline(long renderNode);
@CriticalNative
private static native float nGetAlpha(long renderNode);
@CriticalNative
private static native float nGetCameraDistance(long renderNode);
@CriticalNative
private static native float nGetScaleX(long renderNode);
@CriticalNative
private static native float nGetScaleY(long renderNode);
@CriticalNative
private static native float nGetElevation(long renderNode);
@CriticalNative
private static native float nGetTranslationX(long renderNode);
@CriticalNative
private static native float nGetTranslationY(long renderNode);
@CriticalNative
private static native float nGetTranslationZ(long renderNode);
@CriticalNative
private static native float nGetRotation(long renderNode);
@CriticalNative
private static native float nGetRotationX(long renderNode);
@CriticalNative
private static native float nGetRotationY(long renderNode);
@CriticalNative
private static native boolean nIsPivotExplicitlySet(long renderNode);
@CriticalNative
private static native float nGetPivotX(long renderNode);
@CriticalNative
private static native float nGetPivotY(long renderNode);
}