Caching icon labels to bitmaps for better performance
Change-Id: I78a3c116c1103b5b994a47f2cfcff18c0a9b31b8
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.launcher2;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import android.graphics.Bitmap.Config;
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import android.text.Layout;
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import android.util.AttributeSet;
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import android.widget.TextView;
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/*
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* This class is a bit of a hack, designed to speed up long text labels in Launcher. It caches the
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* text in a TextView to a bitmap and then just draws that Bitmap instead afterward, speeding up
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* rendering. Marquee scrolling is not currently supported.
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*
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*/
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public class CacheableTextView extends TextView {
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private Bitmap mCache;
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private final Paint mCachePaint = new Paint();
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private int mPrevAlpha = -1;
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private boolean mIsBuildingCache;
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boolean mWaitingToGenerateCache;
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float mTextCacheLeft;
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float mTextCacheTop;
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float mTextCacheScrollX;
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float mRectLeft, mRectTop;
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private float mPaddingH = 0;
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private float mPaddingV = 0;
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public CacheableTextView(Context context) {
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super(context);
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}
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public CacheableTextView(Context context, AttributeSet attrs) {
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super(context, attrs);
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}
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public CacheableTextView(Context context, AttributeSet attrs, int defStyle) {
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super(context, attrs, defStyle);
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}
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public void buildAndEnableCache() {
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if (getLayout() == null) {
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mWaitingToGenerateCache = true;
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return;
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}
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final Layout layout = getLayout();
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final int left = getCompoundPaddingLeft();
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final int top = getExtendedPaddingTop();
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mTextCacheLeft = layout.getLineLeft(0);
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mTextCacheTop = top + layout.getLineTop(0) - mPaddingV;
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mRectLeft = mScrollX + getLeft();
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mRectTop = 0;
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mTextCacheScrollX = mScrollX;
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final float textCacheRight =
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Math.min(left + layout.getLineRight(0) + mPaddingH, mScrollX + mRight - mLeft);
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final float textCacheBottom = top + layout.getLineBottom(0) + mPaddingV;
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mCache = Bitmap.createBitmap((int) (textCacheRight - mTextCacheLeft),
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(int) (textCacheBottom - mTextCacheTop), Config.ARGB_8888);
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Canvas c = new Canvas(mCache);
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c.translate(-mTextCacheLeft, -mTextCacheTop);
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mIsBuildingCache = true;
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float alpha = getAlpha();
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setAlpha(1.0f);
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draw(c);
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setAlpha(alpha);
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mIsBuildingCache = false;
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mCachePaint.setFilterBitmap(true);
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// A hack-- we set the text to be one space (we don't make it empty just to avoid any
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// potential issues with text measurement, like line height, etc.) so that the text view
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// doesn't draw it anymore, since it's been cached. We have to manually rebuild
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// the cache whenever the text is changed (which is never in Launcher)
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setText(" ");
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}
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public void draw(Canvas canvas) {
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if (mWaitingToGenerateCache && !mIsBuildingCache) {
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buildAndEnableCache();
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mWaitingToGenerateCache = false;
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}
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if (mCache != null) {
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canvas.drawBitmap(mCache, mTextCacheLeft - mTextCacheScrollX + mScrollX,
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mTextCacheTop, mCachePaint);
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}
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super.draw(canvas);
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}
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@Override
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protected boolean onSetAlpha(int alpha) {
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if (mPrevAlpha != alpha) {
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mPrevAlpha = alpha;
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mCachePaint.setAlpha(alpha);
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super.onSetAlpha(alpha);
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}
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return true;
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}
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}
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