Lines Matching refs:update

115     // Each sprite update record includes a reference to its associated sprite so we can
137 SpriteUpdate& update = updates.editItemAt(i);
139 if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
140 update.state.surfaceWidth = update.state.icon.bitmap.width();
141 update.state.surfaceHeight = update.state.icon.bitmap.height();
142 update.state.surfaceDrawn = false;
143 update.state.surfaceVisible = false;
144 update.state.surfaceControl = obtainSurface(
145 update.state.surfaceWidth, update.state.surfaceHeight);
146 if (update.state.surfaceControl != NULL) {
147 update.surfaceChanged = surfaceChanged = true;
155 SpriteUpdate& update = updates.editItemAt(i);
157 if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
158 int32_t desiredWidth = update.state.icon.bitmap.width();
159 int32_t desiredHeight = update.state.icon.bitmap.height();
160 if (update.state.surfaceWidth < desiredWidth
161 || update.state.surfaceHeight < desiredHeight) {
167 status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
170 status, update.state.surfaceWidth, update.state.surfaceHeight,
173 update.state.surfaceWidth = desiredWidth;
174 update.state.surfaceHeight = desiredHeight;
175 update.state.surfaceDrawn = false;
176 update.surfaceChanged = surfaceChanged = true;
178 if (update.state.surfaceVisible) {
179 status = update.state.surfaceControl->hide();
183 update.state.surfaceVisible = false;
196 SpriteUpdate& update = updates.editItemAt(i);
198 if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
199 update.state.surfaceDrawn = false;
200 update.surfaceChanged = surfaceChanged = true;
203 if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
204 && update.state.wantSurfaceVisible()) {
205 sp<Surface> surface = update.state.surfaceControl->getSurface();
220 surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
222 if (outBuffer.width > update.state.icon.bitmap.width()) {
224 surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
225 outBuffer.width, update.state.icon.bitmap.height(), paint);
227 if (outBuffer.height > update.state.icon.bitmap.height()) {
229 surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
237 update.state.surfaceDrawn = true;
238 update.surfaceChanged = surfaceChanged = true;
247 SpriteUpdate& update = updates.editItemAt(i);
249 bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
250 && update.state.surfaceDrawn;
251 bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
252 bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
253 if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
254 || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
264 && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
265 status = update.state.surfaceControl->setAlpha(update.state.alpha);
272 && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
274 status = update.state.surfaceControl->setPosition(
275 update.state.positionX - update.state.icon.hotSpotX,
276 update.state.positionY - update.state.icon.hotSpotY);
284 || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
285 status = update.state.surfaceControl->setMatrix(
286 update.state.transformationMatrix.dsdx,
287 update.state.transformationMatrix.dtdx,
288 update.state.transformationMatrix.dsdy,
289 update.state.transformationMatrix.dtdy);
295 int32_t surfaceLayer = mOverlayLayer + update.state.layer;
297 && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
298 status = update.state.surfaceControl->setLayer(surfaceLayer);
305 status = update.state.surfaceControl->show();
309 update.state.surfaceVisible = true;
310 update.surfaceChanged = surfaceChanged = true;
313 status = update.state.surfaceControl->hide();
317 update.state.surfaceVisible = false;
318 update.surfaceChanged = surfaceChanged = true;
333 const SpriteUpdate& update = updates.itemAt(i);
335 if (update.surfaceChanged) {
336 update.sprite->setSurfaceLocked(update.state.surfaceControl,
337 update.state.surfaceWidth, update.state.surfaceHeight,
338 update.state.surfaceDrawn, update.state.surfaceVisible);
343 // Clear the sprite update vector outside the lock. It is very important that