Adding force-dark support to RippleDrawable
Add force-dark support to RippleDrawable by modifying the ink color.
Test: manual
Test: atest CanvasOp
Fixes: 186130682
Change-Id: I89eaaf3afa5ec53a74d2d08de8cff6484e55a912
diff --git a/libs/hwui/pipeline/skia/AnimatedDrawables.h b/libs/hwui/pipeline/skia/AnimatedDrawables.h
index 7d65be1..10889e7 100644
--- a/libs/hwui/pipeline/skia/AnimatedDrawables.h
+++ b/libs/hwui/pipeline/skia/AnimatedDrawables.h
@@ -22,6 +22,7 @@
#include <math.h>
#include <utils/RefBase.h>
#include "CanvasProperty.h"
+#include "CanvasTransform.h"
namespace android {
namespace uirenderer {
@@ -56,89 +57,80 @@
sp<uirenderer::CanvasPropertyPaint> mPaint;
};
-class AnimatedRipple : public SkDrawable {
-public:
- AnimatedRipple(uirenderer::CanvasPropertyPrimitive* x, uirenderer::CanvasPropertyPrimitive* y,
- uirenderer::CanvasPropertyPrimitive* radius,
- uirenderer::CanvasPropertyPaint* paint,
- uirenderer::CanvasPropertyPrimitive* progress,
- uirenderer::CanvasPropertyPrimitive* turbulencePhase,
- const SkRuntimeShaderBuilder& effectBuilder)
- : mX(x)
- , mY(y)
- , mRadius(radius)
- , mPaint(paint)
- , mProgress(progress)
- , mTurbulencePhase(turbulencePhase)
- , mRuntimeEffectBuilder(effectBuilder) {}
+struct RippleDrawableParams {
+ sp<uirenderer::CanvasPropertyPrimitive> x;
+ sp<uirenderer::CanvasPropertyPrimitive> y;
+ sp<uirenderer::CanvasPropertyPrimitive> radius;
+ sp<uirenderer::CanvasPropertyPrimitive> progress;
+ sp<uirenderer::CanvasPropertyPrimitive> turbulencePhase;
+ SkColor color;
+ sp<uirenderer::CanvasPropertyPaint> paint;
+ SkRuntimeShaderBuilder effectBuilder;
+};
-protected:
- virtual SkRect onGetBounds() override {
- const float x = mX->value;
- const float y = mY->value;
- const float radius = mRadius->value;
- return SkRect::MakeLTRB(x - radius, y - radius, x + radius, y + radius);
- }
- virtual void onDraw(SkCanvas* canvas) override {
- setUniform2f("in_origin", mX->value, mY->value);
- setUniform("in_radius", mRadius);
- setUniform("in_progress", mProgress);
- setUniform("in_turbulencePhase", mTurbulencePhase);
+class AnimatedRippleDrawable {
+public:
+ static void draw(SkCanvas* canvas, const RippleDrawableParams& params) {
+ auto& effectBuilder = const_cast<SkRuntimeShaderBuilder&>(params.effectBuilder);
+
+ setUniform2f(effectBuilder, "in_origin", params.x->value, params.y->value);
+ setUniform(effectBuilder, "in_radius", params.radius);
+ setUniform(effectBuilder, "in_progress", params.progress);
+ setUniform(effectBuilder, "in_turbulencePhase", params.turbulencePhase);
+
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color");
+ if (uniform.fVar != nullptr) {
+ uniform = SkV4{SkColorGetR(params.color) / 255.0f, SkColorGetG(params.color) / 255.0f,
+ SkColorGetB(params.color) / 255.0f, SkColorGetA(params.color) / 255.0f};
+ }
+
+ const float CIRCLE_X_1 = 0.01 * cos(SCALE * 0.55);
+ const float CIRCLE_Y_1 = 0.01 * sin(SCALE * 0.55);
+ const float CIRCLE_X_2 = -0.0066 * cos(SCALE * 0.45);
+ const float CIRCLE_Y_2 = -0.0066 * sin(SCALE * 0.45);
+ const float CIRCLE_X_3 = -0.0066 * cos(SCALE * 0.35);
+ const float CIRCLE_Y_3 = -0.0066 * sin(SCALE * 0.35);
//
// Keep in sync with:
// frameworks/base/graphics/java/android/graphics/drawable/RippleShader.java
//
- const float turbulencePhase = mTurbulencePhase->value;
- setUniform2f("in_tCircle1", SCALE * 0.5 + (turbulencePhase * CIRCLE_X_1),
+ const float turbulencePhase = params.turbulencePhase->value;
+ setUniform2f(effectBuilder, "in_tCircle1", SCALE * 0.5 + (turbulencePhase * CIRCLE_X_1),
SCALE * 0.5 + (turbulencePhase * CIRCLE_Y_1));
- setUniform2f("in_tCircle2", SCALE * 0.2 + (turbulencePhase * CIRCLE_X_2),
+ setUniform2f(effectBuilder, "in_tCircle2", SCALE * 0.2 + (turbulencePhase * CIRCLE_X_2),
SCALE * 0.2 + (turbulencePhase * CIRCLE_Y_2));
- setUniform2f("in_tCircle3", SCALE + (turbulencePhase * CIRCLE_X_3),
+ setUniform2f(effectBuilder, "in_tCircle3", SCALE + (turbulencePhase * CIRCLE_X_3),
SCALE + (turbulencePhase * CIRCLE_Y_3));
const float rotation1 = turbulencePhase * PI_ROTATE_RIGHT + 1.7 * PI;
- setUniform2f("in_tRotation1", cos(rotation1), sin(rotation1));
+ setUniform2f(effectBuilder, "in_tRotation1", cos(rotation1), sin(rotation1));
const float rotation2 = turbulencePhase * PI_ROTATE_LEFT + 2 * PI;
- setUniform2f("in_tRotation2", cos(rotation2), sin(rotation2));
+ setUniform2f(effectBuilder, "in_tRotation2", cos(rotation2), sin(rotation2));
const float rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * PI;
- setUniform2f("in_tRotation3", cos(rotation3), sin(rotation3));
+ setUniform2f(effectBuilder, "in_tRotation3", cos(rotation3), sin(rotation3));
- SkPaint paint = mPaint->value;
- paint.setShader(mRuntimeEffectBuilder.makeShader(nullptr, false));
- canvas->drawCircle(mX->value, mY->value, mRadius->value, paint);
+ params.paint->value.setShader(effectBuilder.makeShader(nullptr, false));
+ canvas->drawCircle(params.x->value, params.y->value, params.radius->value,
+ params.paint->value);
}
private:
- sp<uirenderer::CanvasPropertyPrimitive> mX;
- sp<uirenderer::CanvasPropertyPrimitive> mY;
- sp<uirenderer::CanvasPropertyPrimitive> mRadius;
- sp<uirenderer::CanvasPropertyPaint> mPaint;
- sp<uirenderer::CanvasPropertyPrimitive> mProgress;
- sp<uirenderer::CanvasPropertyPrimitive> mTurbulencePhase;
- SkRuntimeShaderBuilder mRuntimeEffectBuilder;
+ static constexpr float PI = 3.1415926535897932384626;
+ static constexpr float PI_ROTATE_RIGHT = PI * 0.0078125;
+ static constexpr float PI_ROTATE_LEFT = PI * -0.0078125;
+ static constexpr float SCALE = 1.5;
- const float PI = 3.1415926535897932384626;
- const float PI_ROTATE_RIGHT = PI * 0.0078125;
- const float PI_ROTATE_LEFT = PI * -0.0078125;
- const float SCALE = 1.5;
- const float CIRCLE_X_1 = 0.01 * cos(SCALE * 0.55);
- const float CIRCLE_Y_1 = 0.01 * sin(SCALE * 0.55);
- const float CIRCLE_X_2 = -0.0066 * cos(SCALE * 0.45);
- const float CIRCLE_Y_2 = -0.0066 * sin(SCALE * 0.45);
- const float CIRCLE_X_3 = -0.0066 * cos(SCALE * 0.35);
- const float CIRCLE_Y_3 = -0.0066 * sin(SCALE * 0.35);
-
- virtual void setUniform(std::string name, sp<uirenderer::CanvasPropertyPrimitive> property) {
- SkRuntimeShaderBuilder::BuilderUniform uniform =
- mRuntimeEffectBuilder.uniform(name.c_str());
+ static void setUniform(SkRuntimeShaderBuilder& effectBuilder, std::string name,
+ sp<uirenderer::CanvasPropertyPrimitive> property) {
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
if (uniform.fVar != nullptr) {
uniform = property->value;
}
}
- virtual void setUniform2f(std::string name, float a, float b) {
- SkRuntimeShaderBuilder::BuilderUniform uniform =
- mRuntimeEffectBuilder.uniform(name.c_str());
+ static void setUniform2f(SkRuntimeShaderBuilder& effectBuilder, std::string name, float a,
+ float b) {
+ SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name.c_str());
if (uniform.fVar != nullptr) {
uniform = SkV2{a, b};
}