/* * 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)
}