/* * 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 <androidfw/ResourceTypes.h> #include "Rect.h" #include "UvMapper.h" #include <vector> 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; std::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