/*
* Copyright (C) 2009 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.graphics.utils;
import android.graphics.Bitmap;
import android.graphics.BitmapShader;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Shader;
import android.graphics.Xfermode;
/**
* @hide
*/
public class BoundaryPatch {
private Paint mPaint;
private Bitmap mTexture;
private int mRows;
private int mCols;
private float[] mCubicPoints;
private boolean mDirty;
// these are the computed output of the native code
private float[] mVerts;
private short[] mIndices;
public BoundaryPatch() {
mRows = mCols = 2; // default minimum
mCubicPoints = new float[24];
mPaint = new Paint();
mPaint.setDither(true);
mPaint.setFilterBitmap(true);
mDirty = true;
}
/**
* Set the boundary to be 4 cubics. This takes a single array of floats,
* and picks up the 12 pairs starting at offset, and treats them as
* the x,y coordinates of the cubic control points. The points wrap around
* a patch, as follows. For documentation purposes, pts[i] will mean the
* x,y pair of floats, as if pts[] were an array of "points".
*
* Top: pts[0..3]
* Right: pts[3..6]
* Bottom: pts[6..9]
* Right: pts[9..11], pts[0]
*
* The coordinates are copied from the input array, so subsequent changes
* to pts[] will not be reflected in the boundary.
*
* @param pts The src array of x,y pairs for the boundary cubics
* @param offset The index into pts of the first pair
* @param rows The number of points across to approximate the boundary.
* Must be >= 2, though very large values may slow down drawing
* @param cols The number of points down to approximate the boundary.
* Must be >= 2, though very large values may slow down drawing
*/
public void setCubicBoundary(float[] pts, int offset, int rows, int cols) {
if (rows < 2 || cols < 2) {
throw new RuntimeException("rows and cols must be >= 2");
}
System.arraycopy(pts, offset, mCubicPoints, 0, 24);
if (mRows != rows || mCols != cols) {
mRows = rows;
mCols = cols;
}
mDirty = true;
}
/**
* Reference a bitmap texture to be mapped onto the patch.
*/
public void setTexture(Bitmap texture) {
if (mTexture != texture) {
if (mTexture == null ||
mTexture.getWidth() != texture.getWidth() ||
mTexture.getHeight() != texture.getHeight()) {
// need to recompute texture coordinates
mDirty = true;
}
mTexture = texture;
mPaint.setShader(new BitmapShader(texture,
Shader.TileMode.CLAMP,
Shader.TileMode.CLAMP));
}
}
/**
* Return the paint flags for the patch
*/
public int getPaintFlags() {
return mPaint.getFlags();
}
/**
* Set the paint flags for the patch
*/
public void setPaintFlags(int flags) {
mPaint.setFlags(flags);
}
/**
* Set the xfermode for the patch
*/
public void setXfermode(Xfermode mode) {
mPaint.setXfermode(mode);
}
/**
* Set the alpha for the patch
*/
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
}
/**
* Draw the patch onto the canvas.
*
* setCubicBoundary() and setTexture() must be called before drawing.
*/
public void draw(Canvas canvas) {
if (mDirty) {
buildCache();
mDirty = false;
}
// cut the count in half, since mVerts.length is really the length of
// the verts[] and tex[] arrays combined
// (tex[] are stored after verts[])
int vertCount = mVerts.length >> 1;
canvas.drawVertices(Canvas.VertexMode.TRIANGLES, vertCount,
mVerts, 0, mVerts, vertCount, null, 0,
mIndices, 0, mIndices.length,
mPaint);
}
private void buildCache() {
// we need mRows * mCols points, for verts and another set for textures
// so *2 for going from points -> floats, and *2 for verts and textures
int vertCount = mRows * mCols * 4;
if (mVerts == null || mVerts.length != vertCount) {
mVerts = new float[vertCount];
}
int indexCount = (mRows - 1) * (mCols - 1) * 6;
if (mIndices == null || mIndices.length != indexCount) {
mIndices = new short[indexCount];
}
nativeComputeCubicPatch(mCubicPoints,
mTexture.getWidth(), mTexture.getHeight(),
mRows, mCols, mVerts, mIndices);
}
private static native
void nativeComputeCubicPatch(float[] cubicPoints,
int texW, int texH, int rows, int cols,
float[] verts, short[] indices);
}