//public int Opacity //{ // get // { // return PixelFormat.TRANSLUCENT; // } //} private void CanvasControlOnDraw(ICanvasAnimatedControl canvasControl, CanvasAnimatedDrawEventArgs args) { lock (this) { using (_bitmapCanvas.CreateSession(canvasControl.Device, canvasControl.Size.Width, canvasControl.Size.Height, args.DrawingSession)) { _bitmapCanvas.Clear(Colors.Transparent); LottieLog.BeginSection("Drawable.Draw"); if (_compositionLayer == null) { return; } var scale = _scale; float extraScale = 1f; float maxScale = GetMaxScale(_bitmapCanvas); if (scale > maxScale) { scale = maxScale; extraScale = _scale / scale; } if (extraScale > 1) { // This is a bit tricky... // We can't draw on a canvas larger than ViewConfiguration.get(context).getScaledMaximumDrawingCacheSize() // which works out to be roughly the size of the screen because Android can't generate a // bitmap large enough to render to. // As a result, we cap the scale such that it will never be wider/taller than the screen // and then only render in the top left corner of the canvas. We then use extraScale // to scale up the rest of the scale. However, since we rendered the animation to the top // left corner, we need to scale up and translate the canvas to zoom in on the top left // corner. _bitmapCanvas.Save(); float halfWidth = (float)_composition.Bounds.Width / 2f; float halfHeight = (float)_composition.Bounds.Height / 2f; float scaledHalfWidth = halfWidth * scale; float scaledHalfHeight = halfHeight * scale; _bitmapCanvas.Translate( Scale * halfWidth - scaledHalfWidth, Scale * halfHeight - scaledHalfHeight); _bitmapCanvas.Scale(extraScale, extraScale, scaledHalfWidth, scaledHalfHeight); } _matrix.Reset(); _matrix = MatrixExt.PreScale(_matrix, scale, scale); _compositionLayer.Draw(_bitmapCanvas, _matrix, _alpha); LottieLog.EndSection("Drawable.Draw"); if (extraScale > 1) { _bitmapCanvas.Restore(); } } } }
private static void Draw(CanvasDevice device, BitmapCanvas bitmapCanvas, CompositionLayer compositionLayer, Rect bounds, float scale, byte alpha, Matrix3X3 matrix, double width, double height, CanvasDrawingSession canvasDrawingSession) { using (bitmapCanvas.CreateSession(device, width, height, canvasDrawingSession)) { bitmapCanvas.Clear(Colors.Transparent); LottieLog.BeginSection("Drawable.Draw"); if (compositionLayer == null) { return; } var localScale = scale; float extraScale = 1f; float maxScale = GetMaxScale(bitmapCanvas, bounds); if (localScale > maxScale) { localScale = maxScale; extraScale = scale / localScale; } if (extraScale > 1) { // This is a bit tricky... // We can't draw on a canvas larger than ViewConfiguration.get(context).getScaledMaximumDrawingCacheSize() // which works out to be roughly the size of the screen because Android can't generate a // bitmap large enough to render to. // As a result, we cap the scale such that it will never be wider/taller than the screen // and then only render in the top left corner of the canvas. We then use extraScale // to scale up the rest of the scale. However, since we rendered the animation to the top // left corner, we need to scale up and translate the canvas to zoom in on the top left // corner. bitmapCanvas.Save(); float halfWidth = (float)bounds.Width / 2f; float halfHeight = (float)bounds.Height / 2f; float scaledHalfWidth = halfWidth * localScale; float scaledHalfHeight = halfHeight * localScale; bitmapCanvas.Translate( scale * halfWidth - scaledHalfWidth, scale * halfHeight - scaledHalfHeight); bitmapCanvas.Scale(extraScale, extraScale, scaledHalfWidth, scaledHalfHeight); } matrix.Reset(); matrix = MatrixExt.PreScale(matrix, localScale, localScale); compositionLayer.Draw(bitmapCanvas, matrix, alpha); LottieLog.EndSection("Drawable.Draw"); if (extraScale > 1) { bitmapCanvas.Restore(); } } }
//public int Opacity //{ // get // { // return PixelFormat.TRANSLUCENT; // } //} private void CanvasControlOnDraw(ICanvasAnimatedControl canvasControl, CanvasAnimatedDrawEventArgs args) { lock (this) { using (_bitmapCanvas.CreateSession(canvasControl.Device, canvasControl.Size.Width, canvasControl.Size.Height, args.DrawingSession)) { _bitmapCanvas.Clear(Colors.Transparent); LottieLog.BeginSection("Drawable.Draw"); if (_compositionLayer == null) { return; } var scale = _scale; float extraScale = 1f; var hasExtraScale = false; float maxScale = GetMaxScale(_bitmapCanvas); if (_compositionLayer.HasMatte() || _compositionLayer.HasMasks()) { // Since we can only scale up the animation so much before masks and mattes get clipped, we // may have to scale the canvas to fake the rest. This isn't a problem for software rendering // but hardware accelerated scaling is rasterized so it will appear pixelated. extraScale = scale / maxScale; scale = Math.Min(scale, maxScale); // This check fixes some floating point rounding issues. hasExtraScale = extraScale > 1.001f; } if (hasExtraScale) { _bitmapCanvas.Save(); // This is extraScale ^2 because what happens is when the scale increases, the intrinsic size // of the view increases. That causes the drawable to keep growing even though we are only // rendering to the size of the view in the top left quarter, leaving the rest blank. // The first scale by extraScale scales up the canvas so that we are back at the original // size. The second extraScale is what actually has the scaling effect. float extraScaleSquared = extraScale * extraScale; int px = (int)(_composition.Bounds.Width * scale / 2f); int py = (int)(_composition.Bounds.Height * scale / 2f); _bitmapCanvas.Scale(extraScaleSquared, extraScaleSquared, px, py); } _matrix.Reset(); _matrix = MatrixExt.PreScale(_matrix, scale, scale); _compositionLayer.Draw(_bitmapCanvas, _matrix, _alpha); if (hasExtraScale) { _bitmapCanvas.Restore(); } LottieLog.EndSection("Drawable.Draw"); } } }