/*
* 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.
*/
#ifndef ANDROID_HWUI_PATCH_H
#define ANDROID_HWUI_PATCH_H
#include <sys/types.h>
#include <GLES2/gl2.h>
#include <utils/Vector.h>
#include <androidfw/ResourceTypes.h>
#include "Rect.h"
#include "UvMapper.h"
namespace android {
namespace uirenderer {
struct TextureVertex;
///////////////////////////////////////////////////////////////////////////////
// 9-patch structures
///////////////////////////////////////////////////////////////////////////////
class Patch {
public:
Patch(const float bitmapWidth, const float bitmapHeight,
float width, float height,
const UvMapper& mapper, const Res_png_9patch* patch);
/**
* Returns the size of this patch's mesh in bytes.
*/
uint32_t getSize() const;
std::unique_ptr<TextureVertex[]> vertices;
uint32_t verticesCount = 0;
uint32_t indexCount = 0;
bool hasEmptyQuads = false;
Vector<Rect> quads;
GLintptr positionOffset = 0;
GLintptr textureOffset = 0;
private:
void generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
float width, float bitmapWidth, uint32_t& quadCount);
void generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2, uint32_t& quadCount);
const uint32_t* mColors;
UvMapper mUvMapper;
}; // struct Patch
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATCH_H