@shopify/react-native-skia 0.1.193 → 0.1.194
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@@ -58,123 +58,124 @@ public class ViewScreenshotService {
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paint.setDither(true);
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// Render the main view and its children
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final Canvas
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view.draw(c);
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final Canvas canvas = new Canvas(bitmap);
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//
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// Renders view with child views to canvas
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renderViewToCanvas(canvas, view, paint);
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if (child instanceof TextureView) {
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// skip all invisible to user child views
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if (child.getVisibility() != VISIBLE) continue;
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return bitmap;
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}
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if (
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PixelCopy.request(svChild, childBitmapBuffer, new PixelCopy.OnPixelCopyFinishedListener() {
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@Override
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public void onPixelCopyFinished(int copyResult) {
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final int countCanvasSave = c.save();
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applyTransformations(c, view, child);
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c.drawBitmap(childBitmapBuffer, 0, 0, paint);
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c.restoreToCount(countCanvasSave);
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latch.countDown();
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}
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}, new Handler(Looper.getMainLooper()));
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latch.await(SURFACE_VIEW_READ_PIXELS_TIMEOUT, TimeUnit.SECONDS);
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} catch (Exception e) {
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Log.e(TAG, "Cannot PixelCopy for " + svChild, e);
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}
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} else {
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Bitmap cache = svChild.getDrawingCache();
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if (cache != null) {
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c.drawBitmap(svChild.getDrawingCache(), 0, 0, paint);
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}
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private static void renderViewToCanvas(Canvas canvas, View view, Paint paint) {
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// Apply transformations for the current view
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canvas.save();
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applyTransformations(canvas, view);
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// Draw children if the view has children
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if ((view instanceof ViewGroup)) {
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// Draw children
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ViewGroup group = (ViewGroup) view;
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// Hide visible children - this needs to be done because view.draw(canvas)
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// will render all visible non-texture/surface views directly - causing
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// views to be rendered twice - once by view.draw() and once when we
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// enumerate children. We therefore need to turn off rendering of visible
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// children before we call view.draw:
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List<View> visibleChildren = new ArrayList<>();
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for (int i = 0; i < group.getChildCount(); i++) {
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View child = group.getChildAt(i);
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if (child.getVisibility() == VISIBLE) {
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visibleChildren.add(child);
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child.setVisibility(View.INVISIBLE);
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}
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}
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}
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return bitmap;
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}
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final ArrayList<View> viewArrayList = new ArrayList<>();
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viewArrayList.add(v);
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// Draw ourselves
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view.draw(canvas);
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// Enable children again
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for (int i = 0; i < visibleChildren.size(); i++) {
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View child = visibleChildren.get(i);
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child.setVisibility(VISIBLE);
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}
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// Draw children
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for (int i = 0; i < group.getChildCount(); i++) {
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View child = group.getChildAt(i);
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View child = viewGroup.getChildAt(i);
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// skip all invisible to user child views
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if (child.getVisibility() != VISIBLE) continue;
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// skip any child that we don't know how to process
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if (child instanceof TextureView) {
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final TextureView tvChild = (TextureView) child;
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tvChild.setOpaque(false); // <-- switch off background fill
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canvas.save();
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applyTransformations(canvas, child);
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// TextureView should use bitmaps with matching size,
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// otherwise content of the TextureView will be scaled to provided bitmap dimensions
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final Bitmap childBitmapBuffer = tvChild.getBitmap(Bitmap.createBitmap(child.getWidth(), child.getHeight(), Bitmap.Config.ARGB_8888));
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canvas.drawBitmap(childBitmapBuffer, 0, 0, paint);
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canvas.restore();
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} else if (child instanceof SurfaceView) {
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final SurfaceView svChild = (SurfaceView) child;
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final CountDownLatch latch = new CountDownLatch(1);
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
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final Bitmap childBitmapBuffer = Bitmap.createBitmap(child.getWidth(), child.getHeight(), Bitmap.Config.ARGB_8888);
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try {
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PixelCopy.request(svChild, childBitmapBuffer, copyResult -> {
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canvas.save();
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applyTransformations(canvas, child);
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canvas.drawBitmap(childBitmapBuffer, 0, 0, paint);
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canvas.restore();
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latch.countDown();
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}, new Handler(Looper.getMainLooper()));
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latch.await(SURFACE_VIEW_READ_PIXELS_TIMEOUT, TimeUnit.SECONDS);
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} catch (Exception e) {
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Log.e(TAG, "Cannot PixelCopy for " + svChild, e);
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}
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} else {
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Bitmap cache = svChild.getDrawingCache();
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if (cache != null) {
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canvas.save();
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applyTransformations(canvas, child);
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canvas.drawBitmap(svChild.getDrawingCache(), 0, 0, paint);
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canvas.restore();
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}
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}
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} else {
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// Regular views needs to be rendered again to ensure correct z-index
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// order with texture views and surface views.
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renderViewToCanvas(canvas, child, paint);
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}
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}
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} else {
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// Draw ourselves
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view.draw(canvas);
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}
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// Restore canvas
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canvas.restore();
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}
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/**
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* Concat all the transformation matrix's from parent to child.
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*/
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@NonNull
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@
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final Matrix
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// apply transformations from parent --> child order
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Collections.reverse(ms);
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for (final View v : ms) {
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c.save();
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// apply each view transformations, so each child will be affected by them
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final float dx = v.getLeft() + ((v != child) ? v.getPaddingLeft() : 0) + v.getTranslationX();
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final float dy = v.getTop() + ((v != child) ? v.getPaddingTop() : 0) + v.getTranslationY();
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c.translate(dx, dy);
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c.rotate(v.getRotation(), v.getPivotX(), v.getPivotY());
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c.scale(v.getScaleX(), v.getScaleY());
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// compute the matrix just for any future use
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transform.postTranslate(dx, dy);
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transform.postRotate(v.getRotation(), v.getPivotX(), v.getPivotY());
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transform.postScale(v.getScaleX(), v.getScaleY());
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}
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return transform;
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private static void applyTransformations(final Canvas c, @NonNull final View view) {
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// Get the transformation matrix of the view
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final Matrix matrix = view.getMatrix();
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// Create a new matrix for translation
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final Matrix translateMatrix = new Matrix();
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final float dx = view.getLeft() + view.getPaddingLeft() + view.getTranslationX();
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final float dy = view.getTop() + view.getPaddingTop() + view.getTranslationY();
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translateMatrix.setTranslate(dx, dy);
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// Pre-concatenate the current matrix of the canvas with the translation and transformation matrices of the view
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c.concat(translateMatrix);
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c.concat(matrix);
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}
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}
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@@ -30,7 +30,9 @@ protected:
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#endif
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// Save paint if the paint property is set
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if (_paintProp->isSet()) {
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auto localCtx = _paintProp->getUnsafeDerivedValue().get();
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localCtx->setCanvas(context->getCanvas());
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draw(localCtx);
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} else {
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// Call abstract draw method
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draw(context);
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// accessed from the main thread so we need to check here.
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if ([[NSThread currentThread] isMainThread]) {
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auto state = UIApplication.sharedApplication.applicationState;
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if (state == UIApplicationStateBackground
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state == UIApplicationStateInactive) {
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if (state == UIApplicationStateBackground) {
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// Request a redraw in the next run loop callback
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_requestRedraw();
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// and don't draw now since it might cause errors in the metal renderer if
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package/package.json
CHANGED