/* * 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(); }