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Lines Matching full:update

111     // Each sprite update record includes a reference to its associated sprite so we can
133 SpriteUpdate& update = updates.editItemAt(i);
135 if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
136 update.state.surfaceWidth = update.state.icon.bitmap.width();
137 update.state.surfaceHeight = update.state.icon.bitmap.height();
138 update.state.surfaceDrawn = false;
139 update.state.surfaceVisible = false;
140 update.state.surfaceControl = obtainSurface(
141 update.state.surfaceWidth, update.state.surfaceHeight);
142 if (update.state.surfaceControl != NULL) {
143 update.surfaceChanged = surfaceChanged = true;
151 SpriteUpdate& update = updates.editItemAt(i);
153 if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
154 int32_t desiredWidth = update.state.icon.bitmap.width();
155 int32_t desiredHeight = update.state.icon.bitmap.height();
156 if (update.state.surfaceWidth < desiredWidth
157 || update.state.surfaceHeight < desiredHeight) {
163 status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
166 status, update.state.surfaceWidth, update.state.surfaceHeight,
169 update.state.surfaceWidth = desiredWidth;
170 update.state.surfaceHeight = desiredHeight;
171 update.state.surfaceDrawn = false;
172 update.surfaceChanged = surfaceChanged = true;
174 if (update.state.surfaceVisible) {
175 status = update.state.surfaceControl->hide();
179 update.state.surfaceVisible = false;
192 SpriteUpdate& update = updates.editItemAt(i);
194 if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
195 update.state.surfaceDrawn = false;
196 update.surfaceChanged = surfaceChanged = true;
199 if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
200 && update.state.wantSurfaceVisible()) {
201 sp<Surface> surface = update.state.surfaceControl->getSurface();
217 surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
219 if (outBuffer.width > uint32_t(update.state.icon.bitmap.width())) {
221 surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
222 outBuffer.width, update.state.icon.bitmap.height(), paint);
224 if (outBuffer.height > uint32_t(update.state.icon.bitmap.height())) {
226 surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
234 update.state.surfaceDrawn = true;
235 update.surfaceChanged = surfaceChanged = true;
244 SpriteUpdate& update = updates.editItemAt(i);
246 bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
247 && update.state.surfaceDrawn;
248 bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
249 bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
250 if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
251 || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
261 && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
262 status = update.state.surfaceControl->setAlpha(update.state.alpha);
269 && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
271 status = update.state.surfaceControl->setPosition(
272 update.state.positionX - update.state.icon.hotSpotX,
273 update.state.positionY - update.state.icon.hotSpotY);
281 || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
282 status = update.state.surfaceControl->setMatrix(
283 update.state.transformationMatrix.dsdx,
284 update.state.transformationMatrix.dtdx,
285 update.state.transformationMatrix.dsdy,
286 update.state.transformationMatrix.dtdy);
292 int32_t surfaceLayer = mOverlayLayer + update.state.layer;
294 && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
295 status = update.state.surfaceControl->setLayer(surfaceLayer);
302 status = update.state.surfaceControl->show();
306 update.state.surfaceVisible = true;
307 update.surfaceChanged = surfaceChanged = true;
310 status = update.state.surfaceControl->hide();
314 update.state.surfaceVisible = false;
315 update.surfaceChanged = surfaceChanged = true;
330 const SpriteUpdate& update = updates.itemAt(i);
332 if (update.surfaceChanged) {
333 update.sprite->setSurfaceLocked(update.state.surfaceControl,
334 update.state.surfaceWidth, update.state.surfaceHeight,
335 update.state.surfaceDrawn, update.state.surfaceVisible);
340 // Clear the sprite update vector outside the lock. It is very important that