content: /*
   * 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.
   */
  
  package android.graphics;
  
  import android.annotation.BytesLong;
  import android.annotation.ColorInt;
  import android.annotation.FloatRange;
  import android.annotation.IntDef;
  import android.annotation.NonNull;
  import android.annotation.Nullable;
  import android.view.NativeVectorDrawableAnimator;
  import android.view.RenderNodeAnimator;
  import android.view.Surface;
  import android.view.View;
  
  import com.android.internal.util.ArrayUtils;
  
  import dalvik.annotation.optimization.CriticalNative;
  import dalvik.annotation.optimization.FastNative;
  
  import libcore.util.NativeAllocationRegistry;
  
  import java.lang.annotation.Retention;
  import java.lang.annotation.RetentionPolicy;
  
  /**
   * <p>RenderNode is used to build hardware accelerated rendering hierarchies. Each RenderNode
   * contains both a display list as well as a set of properties that affect the rendering of the
   * display list. RenderNodes are used internally for all Views by default and are not typically
   * used directly.</p>
   *
   * <p>RenderNodes are used to divide up the rendering content of a complex scene into smaller
   * pieces that can then be updated individually more cheaply. Updating part of the scene only needs
   * to update the display list or properties of a small number of RenderNode instead of redrawing
   * everything from scratch. A RenderNode only needs its display list re-recorded when its content
   * alone should be changed. RenderNodes can also be transformed without re-recording the display
   * list through the transform properties.</p>
   *
   * <p>A text editor might for instance store each paragraph into its own RenderNode.
   * Thus when the user inserts or removes characters, only the display list of the
   * affected paragraph needs to be recorded again.</p>
   *
   * <h3>Hardware acceleration</h3>
   * <p>RenderNodes can be drawn using a {@link RecordingCanvas}. They are not
   * supported in software. Always make sure that the {@link android.graphics.Canvas}
   * you are using to render a display list is hardware accelerated using
   * {@link android.graphics.Canvas#isHardwareAccelerated()}.</p>
   *
   * <h3>Creating a RenderNode</h3>
   * <pre class="prettyprint">
   *     RenderNode renderNode = new RenderNode("myRenderNode");
   *     renderNode.setLeftTopRightBottom(0, 0, 50, 50); // Set the size to 50x50
   *     RecordingCanvas canvas = renderNode.beginRecording();
   *     try {
   *         // Draw with the canvas
   *         canvas.drawRect(...);
   *     } finally {
   *         renderNode.endRecording();
   *     }</pre>
   *
   * <h3>Drawing a RenderNode in a View</h3>
   * <pre class="prettyprint">
   *     protected void onDraw(Canvas canvas) {
   *         if (canvas.isHardwareAccelerated()) {
   *             // Check that the RenderNode has a display list, re-recording it if it does not.
   *             if (!myRenderNode.hasDisplayList()) {
   *                 updateDisplayList(myRenderNode);
   *             }
   *             // Draw the RenderNode into this canvas.
   *             canvas.drawRenderNode(myRenderNode);
   *         }
   *     }</pre>
   *
   * <h3>Releasing resources</h3>
   * <p>This step is not mandatory but recommended if you want to release resources
   * held by a display list as soon as possible. Most significantly any bitmaps it may contain.</p>
   * <pre class="prettyprint">
   *     // Discards the display list content allowing for any held resources to be released.
   *     // After calling this
   *     renderNode.discardDisplayList();</pre>
   *
   *
   * <h3>Properties</h3>
   * <p>In addition, a RenderNode offers several properties, such as
   * {@link #setScaleX(float)} or {@link #setTranslationX(float)}, that can be used to affect all
   * the drawing commands recorded within. For instance, these properties can be used
   * to move around a large number of images without re-issuing all the individual
   * <code>canvas.drawBitmap()</code> calls.</p>
   *
   * <pre class="prettyprint">
   *     private void createDisplayList() {
   *         mRenderNode = new RenderNode("MyRenderNode");
   *         mRenderNode.setLeftTopRightBottom(0, 0, width, height);
   *         RecordingCanvas canvas = mRenderNode.beginRecording();
   *         try {
   *             for (Bitmap b : mBitmaps) {
   *                 canvas.drawBitmap(b, 0.0f, 0.0f, null);
   *                 canvas.translate(0.0f, b.getHeight());
   *             }
   *         } finally {
   *             mRenderNode.endRecording();
   *         }
   *     }
   *
   *     protected void onDraw(Canvas canvas) {
   *         if (canvas.isHardwareAccelerated())
   *             canvas.drawRenderNode(mRenderNode);
   *         }
   *     }
   *
   *     private void moveContentBy(int x) {
   *          // This will move all the bitmaps recorded inside the display list
   *          // by x pixels to the right and redraw this view. All the commands
   *          // recorded in createDisplayList() won't be re-issued, only onDraw()
   *          // will be invoked and will execute very quickly
   *          mRenderNode.offsetLeftAndRight(x);
   *          invalidate();
   *     }</pre>
   *
   * <p>A few of the properties may at first appear redundant, such as {@link #setElevation(float)}
   * and {@link #setTranslationZ(float)}. The reason for these duplicates are to allow for a
   * separation between static & transient usages. For example consider a button that raises from 2dp
   * to 8dp when pressed. To achieve that an application may decide to setElevation(2dip), and then
   * on press to animate setTranslationZ to 6dip. Combined this achieves the final desired 8dip
   * value, but the animation need only concern itself with animating the lift from press without
   * needing to know the initial starting value. {@link #setTranslationX(float)} and
   * {@link #setTranslationY(float)} are similarly provided for animation uses despite the functional
   * overlap with {@link #setPosition(Rect)}.
   *
   * <p>The RenderNode's transform matrix is computed at render time as follows:
   * <pre class="prettyprint">
   *     Matrix transform = new Matrix();
   *     transform.setTranslate(renderNode.getTranslationX(), renderNode.getTranslationY());
   *     transform.preRotate(renderNode.getRotationZ(),
   *             renderNode.getPivotX(), renderNode.getPivotY());
   *     transform.preScale(renderNode.getScaleX(), renderNode.getScaleY(),
   *             renderNode.getPivotX(), renderNode.getPivotY());</pre>
   * The current canvas transform matrix, which is translated to the RenderNode's position,
   * is then multiplied by the RenderNode's transform matrix. Therefore the ordering of calling
   * property setters does not affect the result. That is to say that:
   *
   * <pre class="prettyprint">
   *     renderNode.setTranslationX(100);
   *     renderNode.setScaleX(100);</pre>
   *
   * is equivalent to:
   *
   * <pre class="prettyprint">
   *     renderNode.setScaleX(100);
   *     renderNode.setTranslationX(100);</pre>
   *
   * <h3>Threading</h3>
   * <p>RenderNode may be created and used on any thread but they are not thread-safe. Only
   * a single thread may interact with a RenderNode at any given time. It is critical
   * that the RenderNode is only used on the same thread it is drawn with. For example when using
   * RenderNode with a custom View, then that RenderNode must only be used from the UI thread.</p>
   *
   * <h3>When to re-render</h3>
   * <p>Many of the RenderNode mutation methods, such as {@link #setTranslationX(float)}, return
   * a boolean indicating if the value actually changed or not. This is useful in detecting
   * if a new frame should be rendered or not. A typical usage would look like:
   * <pre class="prettyprint">
   *     public void translateTo(int x, int y) {
   *         boolean needsUpdate = myRenderNode.setTranslationX(x);
   *         needsUpdate |= myRenderNode.setTranslationY(y);
   *         if (needsUpdate) {
   *             myOwningView.invalidate();
   *         }
   *     }</pre>
   * This is marginally faster than doing a more explicit up-front check if the value changed by
   * comparing the desired value against {@link #getTranslationX()} as it minimizes JNI transitions.
   * The actual mechanism of requesting a new frame to be rendered will depend on how this
   * RenderNode is being drawn. If it's drawn to a containing View, as in the above snippet,
   * then simply invalidating that View works. If instead the RenderNode is being drawn to a Canvas
   * directly such as with {@link Surface#lockHardwareCanvas()} then a new frame needs to be drawn
   * by calling {@link Surface#lockHardwareCanvas()}, re-drawing the root RenderNode or whatever
   * top-level content is desired, and finally calling {@link Surface#unlockCanvasAndPost(Canvas)}.
   * </p>
   */
  public final class RenderNode {
  
      // Use a Holder to allow static initialization in the boot image.
      private static class NoImagePreloadHolder {
          public static final NativeAllocationRegistry sRegistry =
                  NativeAllocationRegistry.createMalloced(
                  RenderNode.class.getClassLoader(), nGetNativeFinalizer());
      }
  
      /**
       * Not for general use; use only if you are ThreadedRenderer or RecordingCanvas.
       *
       * @hide
       */
      public final long mNativeRenderNode;
      private final AnimationHost mAnimationHost;
      private RecordingCanvas mCurrentRecordingCanvas;
  
      // Will be null if not currently registered
      @Nullable
      private CompositePositionUpdateListener mCompositePositionUpdateListener;
  
      /**
       * Creates a new RenderNode that can be used to record batches of
       * drawing operations, and store / apply render properties when drawn.
       *
       * @param name The name of the RenderNode, used for debugging purpose. May be null.
       */
      public RenderNode(@Nullable String name) {
          this(name, null);
      }
  
      private RenderNode(String name, AnimationHost animationHost) {
          mNativeRenderNode = nCreate(name);
          NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
          mAnimationHost = animationHost;
      }
  
      /**
       * @see RenderNode#adopt(long)
       */
      private RenderNode(long nativePtr) {
          mNativeRenderNode = nativePtr;
          NoImagePreloadHolder.sRegistry.registerNativeAllocation(this, mNativeRenderNode);
          mAnimationHost = null;
      }
  
      /** @hide */
      public static RenderNode create(String name, @Nullable AnimationHost animationHost) {
          return new RenderNode(name, animationHost);
      }
  
      /**
       * Adopts an existing native render node.
       *
       * Note: This will *NOT* incRef() on the native object, however it will
       * decRef() when it is destroyed. The caller should have already incRef'd it
       *
       * @hide
       */
      public static RenderNode adopt(long nativePtr) {
          return new RenderNode(nativePtr);
      }
  
      /**
       * Listens for RenderNode position updates for synchronous window movement.
       *
       * This is not suitable for generic position listening, it is only designed & intended
       * for use by things which require external position events like SurfaceView, PopupWindow, etc..
       *
       * @hide
       */
      public interface PositionUpdateListener {
  
          /**
           * Called by native by a Rendering Worker thread to update window position
           *
           * @hide
           */
          void positionChanged(long frameNumber, int left, int top, int right, int bottom);
  
          /**
           * Called by native on RenderThread to notify that the view is no longer in the
           * draw tree. UI thread is blocked at this point.
           *
           * @hide
           */
          void positionLost(long frameNumber);
  
      }
  
      private static final class CompositePositionUpdateListener implements PositionUpdateListener {
          private final PositionUpdateListener[] mListeners;
          private static final PositionUpdateListener[] sEmpty = new PositionUpdateListener[0];
  
          CompositePositionUpdateListener(PositionUpdateListener... listeners) {
              mListeners = listeners != null ? listeners : sEmpty;
          }
  
          public CompositePositionUpdateListener with(PositionUpdateListener listener) {
              return new CompositePositionUpdateListener(
                      ArrayUtils.appendElement(PositionUpdateListener.class, mListeners, listener));
          }
  
          public CompositePositionUpdateListener without(PositionUpdateListener listener) {
              return new CompositePositionUpdateListener(
                      ArrayUtils.removeElement(PositionUpdateListener.class, mListeners, listener));
          }
  
          @Override
          public void positionChanged(long frameNumber, int left, int top, int right, int bottom) {
              for (PositionUpdateListener pul : mListeners) {
                  pul.positionChanged(frameNumber, left, top, right, bottom);
              }
          }
  
          @Override
          public void positionLost(long frameNumber) {
              for (PositionUpdateListener pul : mListeners) {
                  pul.positionLost(frameNumber);
              }
          }
      }
  
      /**
       * Enable callbacks for position changes. Call only from the UI thread or with
       * external synchronization.
       *
       * @hide
       */
      public void addPositionUpdateListener(@NonNull PositionUpdateListener listener) {
          CompositePositionUpdateListener comp = mCompositePositionUpdateListener;
          if (comp == null) {
              comp = new CompositePositionUpdateListener(listener);
          } else {
              comp = comp.with(listener);
          }
          mCompositePositionUpdateListener = comp;
          nRequestPositionUpdates(mNativeRenderNode, comp);
      }
  
      /**
       * Disable a callback for position changes. Call only from the UI thread or with
       * external synchronization.
       *
       * @param listener Callback to remove
       * @hide
       */
      public void removePositionUpdateListener(@NonNull PositionUpdateListener listener) {
          CompositePositionUpdateListener comp = mCompositePositionUpdateListener;
          if (comp != null) {
              comp = comp.without(listener);
              mCompositePositionUpdateListener = comp;
              nRequestPositionUpdates(mNativeRenderNode, comp);
          }
      }
  
      /**
       * Starts recording a display list for the render node. All
       * operations performed on the returned canvas are recorded and
       * stored in this display list.
       *
       * {@link #endRecording()} must be called when the recording is finished in order to apply
       * the updated display list. Failing to call {@link #endRecording()} will result in an
       * {@link IllegalStateException} if {@link #beginRecording(int, int)} is called again.
       *
       * @param width  The width of the recording viewport. This will not alter the width of the
       *               RenderNode itself, that must be set with {@link #setPosition(Rect)}.
       * @param height The height of the recording viewport. This will not alter the height of the
       *               RenderNode itself, that must be set with {@link #setPosition(Rect)}.
       * @return A canvas to record drawing operations.
       * @throws IllegalStateException If a recording is already in progress. That is, the previous
       * call to {@link #beginRecording(int, int)} did not call {@link #endRecording()}.
       * @see #endRecording()
       * @see #hasDisplayList()
       */
      public @NonNull RecordingCanvas beginRecording(int width, int height) {
          if (mCurrentRecordingCanvas != null) {
              throw new IllegalStateException(
                      "Recording currently in progress - missing #endRecording() call?");
          }
          mCurrentRecordingCanvas = RecordingCanvas.obtain(this, width, height);
          return mCurrentRecordingCanvas;
      }
  
      /**
       * Same as {@link #beginRecording(int, int)} with the width & height set
       * to the RenderNode's own width & height. The RenderNode's width & height may be set
       * with {@link #setPosition(int, int, int, int)}.
       *
       * @return A canvas to record drawing operations.
       * @throws IllegalStateException If a recording is already in progress. That is, the previous
       * call to {@link #beginRecording(int, int)} did not call {@link #endRecording()}.
       * @see #endRecording()
       * @see #hasDisplayList()
       */
      public @NonNull RecordingCanvas beginRecording() {
          return beginRecording(nGetWidth(mNativeRenderNode), nGetHeight(mNativeRenderNode));
      }
  
      /**
       * `
       * Ends the recording for this display list. Calling this method marks
       * the display list valid and {@link #hasDisplayList()} will return true.
       *
       * @see #beginRecording(int, int)
       * @see #hasDisplayList()
       */
      public void endRecording() {
          if (mCurrentRecordingCanvas == null) {
              throw new IllegalStateException(
                      "No recording in progress, forgot to call #beginRecording()?");
          }
          RecordingCanvas canvas = mCurrentRecordingCanvas;
          mCurrentRecordingCanvas = null;
          long displayList = canvas.finishRecording();
          nSetDisplayList(mNativeRenderNode, displayList);
          canvas.recycle();
      }
  
      /**
       * @hide
       * @deprecated use {@link #beginRecording(int, int)} instead
       */
      @Deprecated
      public RecordingCanvas start(int width, int height) {
          return beginRecording(width, height);
      }
  
      /**
       * @hide
       * @deprecated use {@link #endRecording()} instead
       */
      @Deprecated
      public void end(RecordingCanvas canvas) {
          if (canvas != mCurrentRecordingCanvas) {
              throw new IllegalArgumentException("Wrong canvas");
          }
          endRecording();
      }
  
      /**
       * Reset native resources. This is called when cleaning up the state of display lists
       * during destruction of hardware resources, to ensure that we do not hold onto
       * obsolete resources after related resources are gone.
       */
      public void discardDisplayList() {
          nSetDisplayList(mNativeRenderNode, 0);
      }
  
      /**
       * Returns whether the RenderNode has a display list. If this returns false, the RenderNode
       * should be re-recorded with {@link #beginRecording()} and {@link #endRecording()}.
       *
       * A RenderNode without a display list may still be drawn, however it will have no impact
       * on the rendering content until its display list is updated.
       *
       * When a RenderNode is no longer drawn by anything the system may automatically
       * invoke {@link #discardDisplayList()}. It is therefore important to ensure that
       * {@link #hasDisplayList()} is true on a RenderNode prior to drawing it.
       *
       * See {@link #discardDisplayList()}
       *
       * @return boolean true if this RenderNode has a display list, false otherwise.
       */
      public boolean hasDisplayList() {
          return nIsValid(mNativeRenderNode);
      }
  
      ///////////////////////////////////////////////////////////////////////////
      // Matrix manipulation
      ///////////////////////////////////////////////////////////////////////////
  
      /**
       * Whether or not the RenderNode has an identity transform. This is a faster
       * way to do the otherwise equivalent {@link #getMatrix(Matrix)} {@link Matrix#isIdentity()}
       * as it doesn't require copying the Matrix first, thus minimizing overhead.
       *
       * @return true if the RenderNode has an identity transform, false otherwise
       */
      public boolean hasIdentityMatrix() {
          return nHasIdentityMatrix(mNativeRenderNode);
      }
  
      /**
       * Gets the current transform matrix
       *
       * @param outMatrix The matrix to store the transform of the RenderNode
       */
      public void getMatrix(@NonNull Matrix outMatrix) {
          nGetTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
      }
  
      /**
       * Gets the current transform inverted. This is a faster way to do the otherwise
       * equivalent {@link #getMatrix(Matrix)} followed by {@link Matrix#invert(Matrix)}
       *
       * @param outMatrix The matrix to store the inverse transform of the RenderNode
       */
      public void getInverseMatrix(@NonNull Matrix outMatrix) {
          nGetInverseTransformMatrix(mNativeRenderNode, outMatrix.native_instance);
      }
  
      ///////////////////////////////////////////////////////////////////////////
      // RenderProperty Setters
      ///////////////////////////////////////////////////////////////////////////
  
      /**
       * @hide
       * @deprecated use {@link #setUseCompositingLayer(boolean, Paint)} instead
       */
      @Deprecated
      public boolean setLayerType(int layerType) {
          return nSetLayerType(mNativeRenderNode, layerType);
      }
  
      /**
       * @hide
       * @deprecated use {@link #setUseCompositingLayer(boolean, Paint)} instead
       */
      @Deprecated
      public boolean setLayerPaint(@Nullable Paint paint) {
          return nSetLayerPaint(mNativeRenderNode, paint != null ? paint.getNativeInstance() : 0);
      }
  
      /**
       * Controls whether or not to force this RenderNode to render to an intermediate buffer.
       * Internally RenderNode will already promote itself to a composition layer if it's useful
       * for performance or required for the current combination of {@link #setAlpha(float)} and
       * {@link #setHasOverlappingRendering(boolean)}.
       *
       * <p>The usage of this is instead to allow for either overriding of the internal behavior
       * if it's measured to be necessary for the particular rendering content in question or, more
       * usefully, to add a composition effect to the RenderNode via the optional paint parameter.
       *
       * <p>Note: When a RenderNode is using a compositing layer it will also result in
       * clipToBounds=true behavior.
       *
       * @param forceToLayer if true this forces the RenderNode to use an intermediate buffer.
       *                     Default & generally recommended value is false.
       * @param paint        The blend mode, alpha, and ColorFilter to apply to the compositing layer.
       *                     Only applies if forceToLayer is true. The paint's alpha is multiplied
       *                     with {@link #getAlpha()} to resolve the final alpha of the RenderNode.
       *                     If null then no additional composition effects are applied on top of the
       *                     composition layer.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setUseCompositingLayer(boolean forceToLayer, @Nullable Paint paint) {
          boolean didChange = nSetLayerType(mNativeRenderNode, forceToLayer ? 2 : 0);
          didChange |= nSetLayerPaint(mNativeRenderNode,
                  paint != null ? paint.getNativeInstance() : 0);
          return didChange;
      }
  
      /**
       * Gets whether or not a compositing layer is forced to be used. The default & recommended
       * is false, as it is typically faster to avoid using compositing layers.
       * See {@link #setUseCompositingLayer(boolean, Paint)}.
       *
       * @return true if a compositing layer is forced, false otherwise
       */
      public boolean getUseCompositingLayer() {
          return nGetLayerType(mNativeRenderNode) != 0;
      }
  
      /**
       * Sets an additional clip on the RenderNode. If null, the extra clip is removed from the
       * RenderNode. If non-null, the RenderNode will be clipped to this rect. In addition  if
       * {@link #setClipToBounds(boolean)} is true, then the RenderNode will be clipped to the
       * intersection of this rectangle and the bounds of the render node, which is set with
       * {@link #setPosition(Rect)}.
       *
       * <p>This is equivalent to do a {@link Canvas#clipRect(Rect)} at the start of this
       * RenderNode's display list. However, as this is a property of the RenderNode instead
       * of part of the display list it can be more easily animated for transient additional
       * clipping. An example usage of this would be the {@link android.transition.ChangeBounds}
       * transition animation with the resizeClip=true option.
       *
       * @param rect the bounds to clip to. If null, the additional clip is removed.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setClipRect(@Nullable Rect rect) {
          if (rect == null) {
              return nSetClipBoundsEmpty(mNativeRenderNode);
          } else {
              return nSetClipBounds(mNativeRenderNode, rect.left, rect.top, rect.right, rect.bottom);
          }
      }
  
      /**
       * Set whether the Render node should clip itself to its bounds. This defaults to true,
       * and is useful to the renderer in enable quick-rejection of chunks of the tree as well as
       * better partial invalidation support. Clipping can be further restricted or controlled
       * through the combination of this property as well as {@link #setClipRect(Rect)}, which
       * allows for a different clipping rectangle to be used in addition to or instead of the
       * {@link #setPosition(int, int, int, int)} or the RenderNode.
       *
       * @param clipToBounds true if the display list should clip to its bounds, false otherwise.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setClipToBounds(boolean clipToBounds) {
          return nSetClipToBounds(mNativeRenderNode, clipToBounds);
      }
  
      /**
       * Returns whether or not the RenderNode is clipping to its bounds. See
       * {@link #setClipToBounds(boolean)} and {@link #setPosition(int, int, int, int)}
       *
       * @return true if the render node clips to its bounds, false otherwise.
       */
      public boolean getClipToBounds() {
          return nGetClipToBounds(mNativeRenderNode);
      }
  
      /**
       * <p>Sets whether the RenderNode should be drawn immediately after the
       * closest ancestor RenderNode containing a projection receiver.
       *
       * <p>The default is false, and the rendering of this node happens in the typical draw order.
       *
       * <p>If true, then at rendering time this rendernode will not be drawn in order with the
       * {@link Canvas#drawRenderNode(RenderNode)} command that drew this RenderNode, but instead
       * it will be re-positioned in the RenderNode tree to be drawn on the closet ancestor with a
       * child rendernode that has {@link #setProjectionReceiver(boolean)} as true.
       *
       * <p>The typical usage of this is to allow a child RenderNode to draw on a parent's background,
       * such as the platform's usage with {@link android.graphics.drawable.RippleDrawable}. Consider
       * the following structure, built out of which RenderNode called drawRenderNode on a different
       * RenderNode:
       *
       * <pre>
       *        +-------------+
       *        |RenderNode: P|
       *        +-+----------++
       *          |          |
       *          v          v
       *  +-------+-----+  +-+--------------+
       *  |RenderNode: C|  |RenderNode: P'BG|
       *  +-------+-----+  +----------------+
       *          |
       *          |
       * +--------+-------+
       * |RenderNode: C'BG|
       * +----------------+
       * </pre>
       *
       * If P'BG is a projection receiver, and C'BG is set to project backwards then C'BG will
       * behave as if it was drawn directly by P'BG instead of by C. This includes inheriting P'BG's
       * clip instead of C's clip.
       *
       * @param shouldProject true if the display list should be projected onto a
       *                      containing volume. Default is false.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setProjectBackwards(boolean shouldProject) {
          return nSetProjectBackwards(mNativeRenderNode, shouldProject);
      }
  
      /**
       * Sets whether the RenderNode is a projection receiver. If true then this RenderNode's parent
       * should draw any descendant RenderNodes with ProjectBackwards=true directly on top of it.
       * Default value is false. See
       * {@link #setProjectBackwards(boolean)} for a description of what this entails.
       *
       * @param shouldRecieve True if this RenderNode is a projection receiver, false otherwise.
       *                      Default is false.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setProjectionReceiver(boolean shouldRecieve) {
          return nSetProjectionReceiver(mNativeRenderNode, shouldRecieve);
      }
  
      /**
       * Sets the outline, defining the shape that casts a shadow, and the path to
       * be clipped if setClipToOutline is set.
       *
       * This will make a copy of the provided {@link Outline}, so any future modifications
       * to the outline will need to call {@link #setOutline(Outline)} with the modified
       * outline for those changes to be applied.
       *
       * @param outline The outline to use for this RenderNode.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setOutline(@Nullable Outline outline) {
          if (outline == null) {
              return nSetOutlineNone(mNativeRenderNode);
          }
  
          switch (outline.mMode) {
              case Outline.MODE_EMPTY:
                  return nSetOutlineEmpty(mNativeRenderNode);
              case Outline.MODE_ROUND_RECT:
                  return nSetOutlineRoundRect(mNativeRenderNode,
                          outline.mRect.left, outline.mRect.top,
                          outline.mRect.right, outline.mRect.bottom,
                          outline.mRadius, outline.mAlpha);
              case Outline.MODE_CONVEX_PATH:
                  return nSetOutlineConvexPath(mNativeRenderNode, outline.mPath.mNativePath,
                          outline.mAlpha);
          }
  
          throw new IllegalArgumentException("Unrecognized outline?");
      }
  
      /**
       * Checks if the RenderNode has a shadow. That is, if the combination of {@link #getElevation()}
       * and {@link #getTranslationZ()} is greater than zero, there is an {@link Outline} set with
       * a valid shadow caster path, and the provided outline has a non-zero
       * {@link Outline#getAlpha()}.
       *
       * @return True if this RenderNode has a shadow, false otherwise
       */
      public boolean hasShadow() {
          return nHasShadow(mNativeRenderNode);
      }
  
      /**
       * Sets the color of the spot shadow that is drawn when the RenderNode has a positive Z or
       * elevation value and is drawn inside of a {@link Canvas#enableZ()} section.
       * <p>
       * By default the shadow color is black. Generally, this color will be opaque so the intensity
       * of the shadow is consistent between different RenderNodes with different colors.
       * <p>
       * The opacity of the final spot shadow is a function of the shadow caster height, the
       * alpha channel of the outlineSpotShadowColor (typically opaque), and the
       * {@link android.R.attr#spotShadowAlpha} theme attribute
       *
       * @param color The color this RenderNode will cast for its elevation spot shadow.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setSpotShadowColor(@ColorInt int color) {
          return nSetSpotShadowColor(mNativeRenderNode, color);
      }
  
      /**
       * @return The shadow color set by {@link #setSpotShadowColor(int)}, or black if nothing
       * was set
       */
      public @ColorInt int getSpotShadowColor() {
          return nGetSpotShadowColor(mNativeRenderNode);
      }
  
      /**
       * Sets the color of the ambient shadow that is drawn when the RenderNode has a positive Z or
       * elevation value and is drawn inside of a {@link Canvas#enableZ()} section.
       * <p>
       * By default the shadow color is black. Generally, this color will be opaque so the intensity
       * of the shadow is consistent between different RenderNodes with different colors.
       * <p>
       * The opacity of the final ambient shadow is a function of the shadow caster height, the
       * alpha channel of the outlineAmbientShadowColor (typically opaque), and the
       * {@link android.R.attr#ambientShadowAlpha} theme attribute.
       *
       * @param color The color this RenderNode will cast for its elevation shadow.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setAmbientShadowColor(@ColorInt int color) {
          return nSetAmbientShadowColor(mNativeRenderNode, color);
      }
  
      /**
       * @return The shadow color set by {@link #setAmbientShadowColor(int)}, or black if
       * nothing was set
       */
      public @ColorInt int getAmbientShadowColor() {
          return nGetAmbientShadowColor(mNativeRenderNode);
      }
  
      /**
       * Enables or disables clipping to the outline.
       *
       * @param clipToOutline true if clipping to the outline.
       * @return True if the clipToOutline value changed, false if previous value matched the new
       *         value.
       */
      public boolean setClipToOutline(boolean clipToOutline) {
          return nSetClipToOutline(mNativeRenderNode, clipToOutline);
      }
  
      /**
       * See {@link #setClipToOutline(boolean)}
       *
       * @return True if this RenderNode clips to its outline, false otherwise
       */
      public boolean getClipToOutline() {
          return nGetClipToOutline(mNativeRenderNode);
      }
  
      /**
       * Controls the RenderNode's circular reveal clip.
       *
       * @hide
       */
      public boolean setRevealClip(boolean shouldClip,
              float x, float y, float radius) {
          return nSetRevealClip(mNativeRenderNode, shouldClip, x, y, radius);
      }
  
      /**
       * Set the static matrix on the display list. The specified matrix is combined with other
       * transforms (such as {@link #setScaleX(float)}, {@link #setRotationZ(float)}, etc.)
       *
       * @param matrix A transform matrix to apply to this display list
       * @hide TODO Do we want this?
       */
      public boolean setStaticMatrix(Matrix matrix) {
          return nSetStaticMatrix(mNativeRenderNode, matrix.native_instance);
      }
  
      /**
       * Set the Animation matrix on the display list. This matrix exists if an Animation is
       * currently playing on a View, and is set on the display list during at draw() time. When
       * the Animation finishes, the matrix should be cleared by sending <code>null</code>
       * for the matrix parameter.
       *
       * @param matrix The matrix, null indicates that the matrix should be cleared.
       * @see #getAnimationMatrix()
       *
       * @hide TODO Do we want this?
       */
      public boolean setAnimationMatrix(@Nullable Matrix matrix) {
          return nSetAnimationMatrix(mNativeRenderNode,
                  (matrix != null) ? matrix.native_instance : 0);
      }
  
      /**
       * Returns the previously set Animation matrix. This matrix exists if an Animation is
       * currently playing on a View, and is set on the display list during at draw() time.
       * Returns <code>null</code> when there is no transformation provided by
       * {@link #setAnimationMatrix(Matrix)}.
       *
       * @return the current Animation matrix.
       * @see #setAnimationMatrix(Matrix)
       *
       * @hide
       */
      @Nullable
      public Matrix getAnimationMatrix() {
          Matrix output = new Matrix();
          if (nGetAnimationMatrix(mNativeRenderNode, output.native_instance)) {
              return output;
          } else {
              return null;
          }
      }
  
      /**
       * Sets the translucency level for the display list.
       *
       * @param alpha The translucency of the display list, must be a value between 0.0f and 1.0f
       * @see View#setAlpha(float)
       * @see #getAlpha()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setAlpha(float alpha) {
          return nSetAlpha(mNativeRenderNode, alpha);
      }
  
      /**
       * Returns the translucency level of this display list.
       *
       * @return A value between 0.0f and 1.0f
       * @see #setAlpha(float)
       */
      public float getAlpha() {
          return nGetAlpha(mNativeRenderNode);
      }
  
      /**
       * Sets whether the display list renders content which overlaps. Non-overlapping rendering
       * can use a fast path for alpha that avoids rendering to an offscreen buffer. By default
       * display lists consider they do not have overlapping content.
       *
       * @param hasOverlappingRendering False if the content is guaranteed to be non-overlapping,
       *                                true otherwise.
       * @see android.view.View#hasOverlappingRendering()
       * @see #hasOverlappingRendering()
       */
      public boolean setHasOverlappingRendering(boolean hasOverlappingRendering) {
          return nSetHasOverlappingRendering(mNativeRenderNode, hasOverlappingRendering);
      }
  
      /** @hide */
      @IntDef({USAGE_BACKGROUND})
      @Retention(RetentionPolicy.SOURCE)
      public @interface UsageHint {
      }
  
      /**
       * The default usage hint
       *
       * @hide
       */
      public static final int USAGE_UNKNOWN = 0;
  
      /**
       * Usage is background content
       *
       * @hide
       */
      public static final int USAGE_BACKGROUND = 1;
  
      /**
       * Provides a hint on what this RenderNode's display list content contains. This hint is used
       * for automatic content transforms to improve accessibility or similar.
       *
       * @hide
       */
      public void setUsageHint(@UsageHint int usageHint) {
          nSetUsageHint(mNativeRenderNode, usageHint);
      }
  
      /**
       * Indicates whether the content of this display list overlaps.
       *
       * @return True if this display list renders content which overlaps, false otherwise.
       * @see #setHasOverlappingRendering(boolean)
       */
      public boolean hasOverlappingRendering() {
          return nHasOverlappingRendering(mNativeRenderNode);
      }
  
      /**
       * Sets the base elevation of this RenderNode in pixels
       *
       * @param lift the elevation in pixels
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setElevation(float lift) {
          return nSetElevation(mNativeRenderNode, lift);
      }
  
      /**
       * See {@link #setElevation(float)}
       *
       * @return The RenderNode's current elevation
       */
      public float getElevation() {
          return nGetElevation(mNativeRenderNode);
      }
  
      /**
       * Sets the translation value for the display list on the X axis.
       *
       * @param translationX The X axis translation value of the display list, in pixels
       * @see View#setTranslationX(float)
       * @see #getTranslationX()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setTranslationX(float translationX) {
          return nSetTranslationX(mNativeRenderNode, translationX);
      }
  
      /**
       * Returns the translation value for this display list on the X axis, in pixels.
       *
       * @see #setTranslationX(float)
       */
      public float getTranslationX() {
          return nGetTranslationX(mNativeRenderNode);
      }
  
      /**
       * Sets the translation value for the display list on the Y axis.
       *
       * @param translationY The Y axis translation value of the display list, in pixels
       * @see View#setTranslationY(float)
       * @see #getTranslationY()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setTranslationY(float translationY) {
          return nSetTranslationY(mNativeRenderNode, translationY);
      }
  
      /**
       * Returns the translation value for this display list on the Y axis, in pixels.
       *
       * @see #setTranslationY(float)
       */
      public float getTranslationY() {
          return nGetTranslationY(mNativeRenderNode);
      }
  
      /**
       * Sets the translation value for the display list on the Z axis.
       *
       * @see View#setTranslationZ(float)
       * @see #getTranslationZ()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setTranslationZ(float translationZ) {
          return nSetTranslationZ(mNativeRenderNode, translationZ);
      }
  
      /**
       * Returns the translation value for this display list on the Z axis.
       *
       * @see #setTranslationZ(float)
       */
      public float getTranslationZ() {
          return nGetTranslationZ(mNativeRenderNode);
      }
  
      /**
       * Sets the rotation value for the display list around the Z axis.
       *
       * @param rotation The rotation value of the display list, in degrees
       * @see View#setRotationZ(float)
       * @see #getRotationZ()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setRotationZ(float rotation) {
          return nSetRotation(mNativeRenderNode, rotation);
      }
  
      /**
       * Returns the rotation value for this display list around the Z axis, in degrees.
       *
       * @see #setRotationZ(float)
       */
      public float getRotationZ() {
          return nGetRotation(mNativeRenderNode);
      }
  
      /**
       * Sets the rotation value for the display list around the X axis.
       *
       * @param rotationX The rotation value of the display list, in degrees
       * @see View#setRotationX(float)
       * @see #getRotationX()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setRotationX(float rotationX) {
          return nSetRotationX(mNativeRenderNode, rotationX);
      }
  
      /**
       * Returns the rotation value for this display list around the X axis, in degrees.
       *
       * @see #setRotationX(float)
       */
      public float getRotationX() {
          return nGetRotationX(mNativeRenderNode);
      }
  
      /**
       * Sets the rotation value for the display list around the Y axis.
       *
       * @param rotationY The rotation value of the display list, in degrees
       * @see View#setRotationY(float)
       * @see #getRotationY()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setRotationY(float rotationY) {
          return nSetRotationY(mNativeRenderNode, rotationY);
      }
  
      /**
       * Returns the rotation value for this display list around the Y axis, in degrees.
       *
       * @see #setRotationY(float)
       */
      public float getRotationY() {
          return nGetRotationY(mNativeRenderNode);
      }
  
      /**
       * Sets the scale value for the display list on the X axis.
       *
       * @param scaleX The scale value of the display list
       * @see View#setScaleX(float)
       * @see #getScaleX()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setScaleX(float scaleX) {
          return nSetScaleX(mNativeRenderNode, scaleX);
      }
  
      /**
       * Returns the scale value for this display list on the X axis.
       *
       * @see #setScaleX(float)
       */
      public float getScaleX() {
          return nGetScaleX(mNativeRenderNode);
      }
  
      /**
       * Sets the scale value for the display list on the Y axis.
       *
       * @param scaleY The scale value of the display list
       * @see View#setScaleY(float)
       * @see #getScaleY()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setScaleY(float scaleY) {
          return nSetScaleY(mNativeRenderNode, scaleY);
      }
  
      /**
       * Returns the scale value for this display list on the Y axis.
       *
       * @see #setScaleY(float)
       */
      public float getScaleY() {
          return nGetScaleY(mNativeRenderNode);
      }
  
      /**
       * Sets the pivot value for the display list on the X axis
       *
       * @param pivotX The pivot value of the display list on the X axis, in pixels
       * @see View#setPivotX(float)
       * @see #getPivotX()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setPivotX(float pivotX) {
          return nSetPivotX(mNativeRenderNode, pivotX);
      }
  
      /**
       * Returns the pivot value for this display list on the X axis, in pixels.
       *
       * @see #setPivotX(float)
       */
      public float getPivotX() {
          return nGetPivotX(mNativeRenderNode);
      }
  
      /**
       * Sets the pivot value for the display list on the Y axis
       *
       * @param pivotY The pivot value of the display list on the Y axis, in pixels
       * @see View#setPivotY(float)
       * @see #getPivotY()
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setPivotY(float pivotY) {
          return nSetPivotY(mNativeRenderNode, pivotY);
      }
  
      /**
       * Returns the pivot value for this display list on the Y axis, in pixels.
       *
       * @see #setPivotY(float)
       */
      public float getPivotY() {
          return nGetPivotY(mNativeRenderNode);
      }
  
      /**
       * @return Whether or not a pivot was explicitly set with {@link #setPivotX(float)} or
       * {@link #setPivotY(float)}. If no pivot has been set then the pivot will be the center
       * of the RenderNode.
       */
      public boolean isPivotExplicitlySet() {
          return nIsPivotExplicitlySet(mNativeRenderNode);
      }
  
      /**
       * Clears any pivot previously set by a call to  {@link #setPivotX(float)} or
       * {@link #setPivotY(float)}. After calling this {@link #isPivotExplicitlySet()} will be false
       * and the pivot used for rotation will return to default of being centered on the view.
       *
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean resetPivot() {
          return nResetPivot(mNativeRenderNode);
      }
  
      /**
       * <p>Sets the distance along the Z axis (orthogonal to the X/Y plane on which
       * RenderNodes are drawn) from the camera to this RenderNode. The camera's distance
       * affects 3D transformations, for instance rotations around the X and Y
       * axis. If the rotationX or rotationY properties are changed and this view is
       * large (more than half the size of the screen), it is recommended to always
       * use a camera distance that's greater than the height (X axis rotation) or
       * the width (Y axis rotation) of this view.</p>
       *
       * <p>The distance of the camera from the drawing plane can have an affect on the
       * perspective distortion of the RenderNode when it is rotated around the x or y axis.
       * For example, a large distance will result in a large viewing angle, and there
       * will not be much perspective distortion of the view as it rotates. A short
       * distance may cause much more perspective distortion upon rotation, and can
       * also result in some drawing artifacts if the rotated view ends up partially
       * behind the camera (which is why the recommendation is to use a distance at
       * least as far as the size of the view, if the view is to be rotated.)</p>
       *
       * <p>The distance is expressed in pixels and must always be positive</p>
       *
       * @param distance The distance in pixels, must always be positive
       * @see #setRotationX(float)
       * @see #setRotationY(float)
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setCameraDistance(
              @FloatRange(from = 0.0f, to = Float.MAX_VALUE) float distance) {
          if (!Float.isFinite(distance) || distance < 0.0f) {
              throw new IllegalArgumentException("distance must be finite & positive, given="
                      + distance);
          }
          // Native actually wants this to be negative not positive, so we flip it.
          return nSetCameraDistance(mNativeRenderNode, -distance);
      }
  
      /**
       * Returns the distance in Z of the camera for this RenderNode
       *
       * @return the distance along the Z axis in pixels.
       * @see #setCameraDistance(float)
       */
      public @FloatRange(from = 0.0f, to = Float.MAX_VALUE) float getCameraDistance() {
          return -nGetCameraDistance(mNativeRenderNode);
      }
  
      /**
       * Sets the left position for the RenderNode.
       *
       * @param left The left position, in pixels, of the RenderNode
       * @return true if the value changed, false otherwise
       * @hide
       */
      public boolean setLeft(int left) {
          return nSetLeft(mNativeRenderNode, left);
      }
  
      /**
       * Sets the top position for the RenderNode.
       *
       * @param top The top position, in pixels, of the RenderNode
       * @return true if the value changed, false otherwise.
       * @hide
       */
      public boolean setTop(int top) {
          return nSetTop(mNativeRenderNode, top);
      }
  
      /**
       * Sets the right position for the RenderNode.
       *
       * @param right The right position, in pixels, of the RenderNode
       * @return true if the value changed, false otherwise.
       * @hide
       */
      public boolean setRight(int right) {
          return nSetRight(mNativeRenderNode, right);
      }
  
      /**
       * Sets the bottom position for the RenderNode.
       *
       * @param bottom The bottom position, in pixels, of the RenderNode
       * @return true if the value changed, false otherwise.
       * @hide
       */
      public boolean setBottom(int bottom) {
          return nSetBottom(mNativeRenderNode, bottom);
      }
  
      /**
       * Gets the left position for the RenderNode.
       *
       * @return the left position in pixels
       */
      public int getLeft() {
          return nGetLeft(mNativeRenderNode);
      }
  
      /**
       * Gets the top position for the RenderNode.
       *
       * @return the top position in pixels
       */
      public int getTop() {
          return nGetTop(mNativeRenderNode);
      }
  
      /**
       * Gets the right position for the RenderNode.
       *
       * @return the right position in pixels
       */
      public int getRight() {
          return nGetRight(mNativeRenderNode);
      }
  
      /**
       * Gets the bottom position for the RenderNode.
       *
       * @return the bottom position in pixels
       */
      public int getBottom() {
          return nGetBottom(mNativeRenderNode);
      }
  
      /**
       * Gets the width of the RenderNode, which is the right - left.
       *
       * @return the width of the RenderNode
       */
      public int getWidth() {
          return nGetWidth(mNativeRenderNode);
      }
  
      /**
       * Gets the height of the RenderNode, which is the bottom - top.
       *
       * @return the height of the RenderNode
       */
      public int getHeight() {
          return nGetHeight(mNativeRenderNode);
      }
  
      /**
       * Sets the left, top, right, and bottom of the RenderNode.
       *
       * @param left   The left position of the RenderNode, in pixels
       * @param top    The top position of the RenderNode, in pixels
       * @param right  The right position of the RenderNode, in pixels
       * @param bottom The bottom position of the RenderNode, in pixels
       * @return true if any values changed, false otherwise.
       * @hide
       */
      public boolean setLeftTopRightBottom(int left, int top, int right, int bottom) {
          return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
      }
  
      /**
       * Sets the position of the RenderNode.
       *
       * @param left   The left position of the RenderNode, in pixels
       * @param top    The top position of the RenderNode, in pixels
       * @param right  The right position of the RenderNode, in pixels
       * @param bottom The bottom position of the RenderNode, in pixels
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setPosition(int left, int top, int right, int bottom) {
          return nSetLeftTopRightBottom(mNativeRenderNode, left, top, right, bottom);
      }
  
      /**
       * Sets the position of the RenderNode.
       *
       * @param position The position rectangle in pixels
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setPosition(@NonNull Rect position) {
          return nSetLeftTopRightBottom(mNativeRenderNode,
                  position.left, position.top, position.right, position.bottom);
      }
  
      /**
       * Offsets the left and right positions for the RenderNode
       *
       * @param offset The amount that the left and right positions are offset in pixels
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean offsetLeftAndRight(int offset) {
          return nOffsetLeftAndRight(mNativeRenderNode, offset);
      }
  
      /**
       * Offsets the top and bottom values for the RenderNode
       *
       * @param offset The amount that the left and right positions are offset in pixels
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean offsetTopAndBottom(int offset) {
          return nOffsetTopAndBottom(mNativeRenderNode, offset);
      }
  
      /**
       * Outputs the RenderNode to the log. This method exists for use by
       * tools to output display lists for selected nodes to the log.
       *
       * @hide TODO: Expose? Should the shape of this be different than forced dump to logcat?
       */
      public void output() {
          nOutput(mNativeRenderNode);
      }
  
      /**
       * Gets the approximate memory usage of the RenderNode for debug purposes. Does not include
       * the memory usage of any child RenderNodes nor any bitmaps, only the memory usage of
       * this RenderNode and any data it owns.
       *
       * @return Approximate memory usage in bytes.
       */
      public @BytesLong long computeApproximateMemoryUsage() {
          return nGetDebugSize(mNativeRenderNode);
      }
  
      /**
       * Sets whether or not to allow force dark to apply to this RenderNode.
       *
       * Setting this to false will disable the auto-dark feature on everything this RenderNode
       * draws, including any descendants.
       *
       * Setting this to true will allow this RenderNode to be automatically made dark, however
       * a value of 'true' will not override any 'false' value in its parent chain nor will
       * it prevent any 'false' in any of its children.
       *
       * @param allow Whether or not to allow force dark.
       * @return True if the value changed, false if the new value was the same as the previous value.
       */
      public boolean setForceDarkAllowed(boolean allow) {
          return nSetAllowForceDark(mNativeRenderNode, allow);
      }
  
      /**
       * See {@link #setForceDarkAllowed(boolean)}
       *
       * @return true if force dark is allowed (default), false if it is disabled
       */
      public boolean isForceDarkAllowed() {
          return nGetAllowForceDark(mNativeRenderNode);
      }
  
      /**
       * Returns the unique ID that identifies this RenderNode. This ID is unique for the
       * lifetime of the process. IDs are reset on process death, and are unique only within
       * the process.
       *
       * This ID is intended to be used with debugging tools to associate a particular
       * RenderNode across different debug dumping & inspection tools. For example
       * a View layout inspector should include the unique ID for any RenderNodes that it owns
       * to associate the drawing content with the layout content.
       *
       * @return the unique ID for this RenderNode
       */
      public long getUniqueId() {
          return nGetUniqueId(mNativeRenderNode);
      }
  
      ///////////////////////////////////////////////////////////////////////////
      // Animations
      ///////////////////////////////////////////////////////////////////////////
  
      /**
       * TODO: Figure out if this can be eliminated/refactored away
       *
       * For now this interface exists to de-couple RenderNode from anything View-specific in a
       * bit of a kludge.
       *
       * @hide
       */
      public interface AnimationHost {
          /** @hide */
          void registerAnimatingRenderNode(RenderNode animator);
  
          /** @hide */
          void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animator);
  
          /** @hide */
          boolean isAttached();
      }
  
      /** @hide */
      public void addAnimator(RenderNodeAnimator animator) {
          if (!isAttached()) {
              throw new IllegalStateException("Cannot start this animator on a detached view!");
          }
          nAddAnimator(mNativeRenderNode, animator.getNativeAnimator());
          mAnimationHost.registerAnimatingRenderNode(this);
      }
  
      /** @hide */
      public boolean isAttached() {
          return mAnimationHost != null && mAnimationHost.isAttached();
      }
  
      /** @hide */
      public void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animatorSet) {
          if (!isAttached()) {
              throw new IllegalStateException("Cannot start this animator on a detached view!");
          }
          mAnimationHost.registerVectorDrawableAnimator(animatorSet);
      }
  
      /** @hide */
      public void endAllAnimators() {
          nEndAllAnimators(mNativeRenderNode);
      }
  
      ///////////////////////////////////////////////////////////////////////////
      // Regular JNI methods
      ///////////////////////////////////////////////////////////////////////////
  
      private static native long nCreate(String name);
  
      private static native long nGetNativeFinalizer();
  
      private static native void nOutput(long renderNode);
  
      private static native int nGetDebugSize(long renderNode);
  
      private static native void nRequestPositionUpdates(long renderNode,
              PositionUpdateListener callback);
  
      // Animations
  
      private static native void nAddAnimator(long renderNode, long animatorPtr);
  
      private static native void nEndAllAnimators(long renderNode);
  
  
      ///////////////////////////////////////////////////////////////////////////
      // @FastNative methods
      ///////////////////////////////////////////////////////////////////////////
  
      @FastNative
      private static native void nSetDisplayList(long renderNode, long newData);
  
  
      ///////////////////////////////////////////////////////////////////////////
      // @CriticalNative methods
      ///////////////////////////////////////////////////////////////////////////
  
      @CriticalNative
      private static native boolean nIsValid(long renderNode);
  
      // Matrix
  
      @CriticalNative
      private static native void nGetTransformMatrix(long renderNode, long nativeMatrix);
  
      @CriticalNative
      private static native void nGetInverseTransformMatrix(long renderNode, long nativeMatrix);
  
      @CriticalNative
      private static native boolean nHasIdentityMatrix(long renderNode);
  
      // Properties
  
      @CriticalNative
      private static native boolean nOffsetTopAndBottom(long renderNode, int offset);
  
      @CriticalNative
      private static native boolean nOffsetLeftAndRight(long renderNode, int offset);
  
      @CriticalNative
      private static native boolean nSetLeftTopRightBottom(long renderNode, int left, int top,
              int right, int bottom);
  
      @CriticalNative
      private static native boolean nSetLeft(long renderNode, int left);
  
      @CriticalNative
      private static native boolean nSetTop(long renderNode, int top);
  
      @CriticalNative
      private static native boolean nSetRight(long renderNode, int right);
  
      @CriticalNative
      private static native boolean nSetBottom(long renderNode, int bottom);
  
      @CriticalNative
      private static native int nGetLeft(long renderNode);
  
      @CriticalNative
      private static native int nGetTop(long renderNode);
  
      @CriticalNative
      private static native int nGetRight(long renderNode);
  
      @CriticalNative
      private static native int nGetBottom(long renderNode);
  
      @CriticalNative
      private static native boolean nSetCameraDistance(long renderNode, float distance);
  
      @CriticalNative
      private static native boolean nSetPivotY(long renderNode, float pivotY);
  
      @CriticalNative
      private static native boolean nSetPivotX(long renderNode, float pivotX);
  
      @CriticalNative
      private static native boolean nResetPivot(long renderNode);
  
      @CriticalNative
      private static native boolean nSetLayerType(long renderNode, int layerType);
  
      @CriticalNative
      private static native int nGetLayerType(long renderNode);
  
      @CriticalNative
      private static native boolean nSetLayerPaint(long renderNode, long paint);
  
      @CriticalNative
      private static native boolean nSetClipToBounds(long renderNode, boolean clipToBounds);
  
      @CriticalNative
      private static native boolean nGetClipToBounds(long renderNode);
  
      @CriticalNative
      private static native boolean nSetClipBounds(long renderNode, int left, int top,
              int right, int bottom);
  
      @CriticalNative
      private static native boolean nSetClipBoundsEmpty(long renderNode);
  
      @CriticalNative
      private static native boolean nSetProjectBackwards(long renderNode, boolean shouldProject);
  
      @CriticalNative
      private static native boolean nSetProjectionReceiver(long renderNode, boolean shouldRecieve);
  
      @CriticalNative
      private static native boolean nSetOutlineRoundRect(long renderNode, int left, int top,
              int right, int bottom, float radius, float alpha);
  
      @CriticalNative
      private static native boolean nSetOutlineConvexPath(long renderNode, long nativePath,
              float alpha);
  
      @CriticalNative
      private static native boolean nSetOutlineEmpty(long renderNode);
  
      @CriticalNative
      private static native boolean nSetOutlineNone(long renderNode);
  
      @CriticalNative
      private static native boolean nHasShadow(long renderNode);
  
      @CriticalNative
      private static native boolean nSetSpotShadowColor(long renderNode, int color);
  
      @CriticalNative
      private static native boolean nSetAmbientShadowColor(long renderNode, int color);
  
      @CriticalNative
      private static native int nGetSpotShadowColor(long renderNode);
  
      @CriticalNative
      private static native int nGetAmbientShadowColor(long renderNode);
  
      @CriticalNative
      private static native boolean nSetClipToOutline(long renderNode, boolean clipToOutline);
  
      @CriticalNative
      private static native boolean nSetRevealClip(long renderNode,
              boolean shouldClip, float x, float y, float radius);
  
      @CriticalNative
      private static native boolean nSetAlpha(long renderNode, float alpha);
  
      @CriticalNative
      private static native boolean nSetHasOverlappingRendering(long renderNode,
              boolean hasOverlappingRendering);
  
      @CriticalNative
      private static native void nSetUsageHint(long renderNode, int usageHint);
  
      @CriticalNative
      private static native boolean nSetElevation(long renderNode, float lift);
  
      @CriticalNative
      private static native boolean nSetTranslationX(long renderNode, float translationX);
  
      @CriticalNative
      private static native boolean nSetTranslationY(long renderNode, float translationY);
  
      @CriticalNative
      private static native boolean nSetTranslationZ(long renderNode, float translationZ);
  
      @CriticalNative
      private static native boolean nSetRotation(long renderNode, float rotation);
  
      @CriticalNative
      private static native boolean nSetRotationX(long renderNode, float rotationX);
  
      @CriticalNative
      private static native boolean nSetRotationY(long renderNode, float rotationY);
  
      @CriticalNative
      private static native boolean nSetScaleX(long renderNode, float scaleX);
  
      @CriticalNative
      private static native boolean nSetScaleY(long renderNode, float scaleY);
  
      @CriticalNative
      private static native boolean nSetStaticMatrix(long renderNode, long nativeMatrix);
  
      @CriticalNative
      private static native boolean nSetAnimationMatrix(long renderNode, long animationMatrix);
  
      @CriticalNative
      private static native boolean nHasOverlappingRendering(long renderNode);
  
      @CriticalNative
      private static native boolean nGetAnimationMatrix(long renderNode, long animationMatrix);
  
      @CriticalNative
      private static native boolean nGetClipToOutline(long renderNode);
  
      @CriticalNative
      private static native float nGetAlpha(long renderNode);
  
      @CriticalNative
      private static native float nGetCameraDistance(long renderNode);
  
      @CriticalNative
      private static native float nGetScaleX(long renderNode);
  
      @CriticalNative
      private static native float nGetScaleY(long renderNode);
  
      @CriticalNative
      private static native float nGetElevation(long renderNode);
  
      @CriticalNative
      private static native float nGetTranslationX(long renderNode);
  
      @CriticalNative
      private static native float nGetTranslationY(long renderNode);
  
      @CriticalNative
      private static native float nGetTranslationZ(long renderNode);
  
      @CriticalNative
      private static native float nGetRotation(long renderNode);
  
      @CriticalNative
      private static native float nGetRotationX(long renderNode);
  
      @CriticalNative
      private static native float nGetRotationY(long renderNode);
  
      @CriticalNative
      private static native boolean nIsPivotExplicitlySet(long renderNode);
  
      @CriticalNative
      private static native float nGetPivotX(long renderNode);
  
      @CriticalNative
      private static native float nGetPivotY(long renderNode);
  
      @CriticalNative
      private static native int nGetWidth(long renderNode);
  
      @CriticalNative
      private static native int nGetHeight(long renderNode);
  
      @CriticalNative
      private static native boolean nSetAllowForceDark(long renderNode, boolean allowForceDark);
  
      @CriticalNative
      private static native boolean nGetAllowForceDark(long renderNode);
  
      @CriticalNative
      private static native long nGetUniqueId(long renderNode);
  }
  