/* * Copyright (C) 2024 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.systemui.surfaceeffects import android.graphics.Paint import android.graphics.RenderEffect /** * A callback with a [Paint] object that contains shader info, which is triggered every frame while * animation is playing. Note that the [Paint] object here is always the same instance. * * This approach is more performant than other ones because [RenderEffect] forces an intermediate * render pass of the View to a texture to feed into it. * * The usage of this callback is as follows: *
{@code * private var paint: Paint? = null * // Override [View.onDraw]. * override fun onDraw(canvas: Canvas) { * // RuntimeShader requires hardwareAcceleration. * if (!canvas.isHardwareAccelerated) return * * paint?.let { canvas.drawPaint(it) } * } * * // Given that this is called [PaintDrawCallback.onDraw] * fun draw(paint: Paint) { * this.paint = paint * * // Must call invalidate to trigger View#onDraw * invalidate() * } * }* * Please refer to [RenderEffectDrawCallback] for alternative approach. */ interface PaintDrawCallback { fun onDraw(paint: Paint) }