LowLatencyCanvasView


@RequiresApi(value = 29)
class LowLatencyCanvasView : ViewGroup


View implementation that leverages a "front buffered" rendering system. This allows for lower latency graphics by leveraging a combination of front buffered alongside multi-buffered content layers. This class provides similar functionality to CanvasFrontBufferedRenderer, however, leverages the traditional View system for implementing the multi buffered content instead of a separate SurfaceControlCompat instance and entirely abstracts all SurfaceView usage for simplicity.

Drawing of this View's content is handled by a consumer specified LowLatencyCanvasView.Callback implementation instead of View.onDraw. Rendering here is done with a Canvas into a single buffer that is presented on screen above the rest of the View hierarchy content. This overlay is transient and will only be visible after LowLatencyCanvasView.renderFrontBufferedLayer is called and hidden after LowLatencyCanvasView.commit is invoked. After LowLatencyCanvasView.commit is invoked, this same buffer is wrapped into a bitmap and drawn within this View's View.onDraw implementation.

Calls to LowLatencyCanvasView.renderFrontBufferedLayer will trigger LowLatencyCanvasView.Callback.onDrawFrontBufferedLayer to be invoked to handle drawing of content with the provided Canvas.

After LowLatencyCanvasView.commit is called, the overlay is hidden and the buffer is drawn within the View hierarchy, similar to traditional View implementations.

A common use case would be a drawing application that intends to minimize the amount of latency when content is drawn with a stylus. In this case, touch events between MotionEvent.ACTION_DOWN and MotionEvent.ACTION_MOVE can trigger calls to LowLatencyCanvasView.renderFrontBufferedLayer which will minimize the delay between then the content is visible on screen. Finally when the gesture is complete on MotionEvent.ACTION_UP, a call to LowLatencyCanvasView.commit would be invoked to hide the transient overlay and render the scene within the View hierarchy like a traditional View. This helps provide a balance of low latency guarantees while mitigating potential tearing artifacts.

This helps support low latency rendering for simpler use cases at the expensive of configuration customization of the multi buffered layer content.

import androidx.annotation.WorkerThread
import androidx.graphics.lowlatency.LowLatencyCanvasView

LowLatencyCanvasView(context).apply {
    setBackgroundColor(Color.WHITE)

    data class Line(
        val x1: Float,
        val y1: Float,
        val x2: Float,
        val y2: Float,
    )
    // Thread safe collection to support creation of new lines from the UI thread as well as
    // consumption of lines from the background drawing thread
    val lines = Collections.synchronizedList(ArrayList<Line>())
    setRenderCallback(object : LowLatencyCanvasView.Callback {

        val mAllLines = ArrayList<Line>()

        private val mPaint = Paint(Paint.ANTI_ALIAS_FLAG).apply {
            strokeWidth = 15f
            color = Color.CYAN
            alpha = 128
        }

        @WorkerThread
        override fun onRedrawRequested(
            canvas: Canvas,
            width: Int,
            height: Int
        ) {
            for (line in mAllLines) {
                canvas.drawLine(line.x1, line.y1, line.x2, line.y2, mPaint)
            }
        }

        @WorkerThread
        override fun onDrawFrontBufferedLayer(
            canvas: Canvas,
            width: Int,
            height: Int
        ) {
            lines.removeFirstOrNull()?.let { line ->
                mAllLines.add(line)
                canvas.drawLine(line.x1, line.y1, line.x2, line.y2, mPaint)
            }
        }
    })
    setOnTouchListener(object : View.OnTouchListener {

        var mCurrentX = -1f
        var mCurrentY = -1f
        var mPreviousX = -1f
        var mPreviousY = -1f

        override fun onTouch(v: View?, event: MotionEvent?): Boolean {
            if (event == null) return false
            when (event.action) {
                MotionEvent.ACTION_DOWN -> {
                    requestUnbufferedDispatch(event)
                    mCurrentX = event.x
                    mCurrentY = event.y
                }
                MotionEvent.ACTION_MOVE -> {
                    mPreviousX = mCurrentX
                    mPreviousY = mCurrentY
                    mCurrentX = event.x
                    mCurrentY = event.y

                    val line = Line(mPreviousX, mPreviousY, mCurrentX, mCurrentY)
                    lines.add(line)
                    renderFrontBufferedLayer()
                }
                MotionEvent.ACTION_CANCEL -> {
                    cancel()
                }
                MotionEvent.ACTION_UP -> {
                    commit()
                }
            }
            return true
        }
    })
}

Summary

Nested types

Provides callbacks for consumers to draw into the front buffered overlay as well as provide opportunities to synchronize SurfaceControlCompat.Transactions to submit the layers to the hardware compositor

Public constructors

LowLatencyCanvasView(context: Context, attrs: AttributeSet?, defStyle: Int)

Public functions

open Unit
addView(child: View?)
open Unit
addView(child: View?, index: Int)
open Unit
addView(child: View?, params: ViewGroup.LayoutParams?)
open Unit
addView(child: View?, index: Int, params: ViewGroup.LayoutParams?)
open Unit
addView(child: View?, width: Int, height: Int)
Unit

Cancels any in progress request to render to the front buffer and hides the front buffered overlay.

Unit

Clears the content of the buffer and hides the front buffered overlay.

Unit

Invalidates this View and draws the buffer within View#onDraw.

Unit
execute(runnable: Runnable)

Dispatches a runnable to be executed on the background rendering thread.

Unit

Render content to the front buffered layer.

Unit

Configures the Callback used to render contents to the front buffered overlay as well as optionally configuring the SurfaceControlCompat.Transaction used to update contents on screen.

Protected functions

open Unit
open Unit
onDraw(canvas: Canvas)
open Unit
onLayout(changed: Boolean, l: Int, t: Int, r: Int, b: Int)

Inherited functions

From android.view.View
Unit
addFocusables(views: ArrayList<View>, direction: Int)
Unit
Unit
Unit
ViewPropertyAnimator
Unit
Unit
Unit
Boolean
Boolean
awakenScrollBars(startDelay: Int)
Boolean
awakenScrollBars(startDelay: Int, invalidate: Boolean)
Unit
Unit
Unit
Unit
Boolean
open Boolean
open Boolean
open Boolean
Boolean
Boolean
Unit
Unit
Unit
Boolean
Unit
Unit
Unit
Int
Int
Int
Unit
WindowInsets
Int
Int
Int
AccessibilityNodeInfo
open Unit
Unit
Boolean
Boolean
dispatchNestedFling(velocityX: Float, velocityY: Float, consumed: Boolean)
Boolean
dispatchNestedPreFling(velocityX: Float, velocityY: Float)
Boolean
dispatchNestedPrePerformAccessibilityAction(
    action: Int,
    arguments: Bundle?
)
Boolean
dispatchNestedPreScroll(
    dx: Int,
    dy: Int,
    consumed: IntArray?,
    offsetInWindow: IntArray?
)
Boolean
dispatchNestedScroll(
    dxConsumed: Int,
    dyConsumed: Int,
    dxUnconsumed: Int,
    dyUnconsumed: Int,
    offsetInWindow: IntArray?
)
Boolean
Unit
draw(canvas: Canvas)
Unit
OnBackInvokedDispatcher?
T
<T : View> findViewById(id: Int)
T
<T : View> findViewWithTag(tag: Any)
Boolean
View
focusSearch(direction: Int)
Unit
forceHasOverlappingRendering(hasOverlappingRendering: Boolean)
Unit
Unit
generateDisplayHash(
    hashAlgorithm: String,
    bounds: Rect?,
    executor: Executor,
    callback: DisplayHashResultCallback
)
IntArray
Boolean
getClipBounds(outRect: Rect)
Bitmap
Unit
getDrawingRect(outRect: Rect)
ArrayList<View>
getFocusables(direction: Int)
Unit
Boolean
Boolean
getGlobalVisibleRect(r: Rect, globalOffset: Point)
Unit
getHitRect(outRect: Rect)
open Int
@ViewDebug.ExportedProperty(category = "layout", mapping = [@ViewDebug.IntToString(from = 0, to = "RESOLVED_DIRECTION_LTR"), @ViewDebug.IntToString(from = 1, to = "RESOLVED_DIRECTION_RTL")])
getLayoutDirection()
Boolean
Unit
Unit
Unit
ViewParent
open ViewParent
Any
getTag(key: Int)
open Int
@ViewDebug.ExportedProperty(category = "text", mapping = [@ViewDebug.IntToString(from = 0, to = "INHERIT"), @ViewDebug.IntToString(from = 1, to = "GRAVITY"), @ViewDebug.IntToString(from = 2, to = "TEXT_START"), @ViewDebug.IntToString(from = 3, to = "TEXT_END"), @ViewDebug.IntToString(from = 4, to = "CENTER"), @ViewDebug.IntToString(from = 5, to = "VIEW_START"), @ViewDebug.IntToString(from = 6, to = "VIEW_END")])
getTextAlignment()
open Int
@ViewDebug.ExportedProperty(category = "text", mapping = [@ViewDebug.IntToString(from = 0, to = "INHERIT"), @ViewDebug.IntToString(from = 1, to = "FIRST_STRONG"), @ViewDebug.IntToString(from = 2, to = "ANY_RTL"), @ViewDebug.IntToString(from = 3, to = "LTR"), @ViewDebug.IntToString(from = 4, to = "RTL"), @ViewDebug.IntToString(from = 5, to = "LOCALE"), @ViewDebug.IntToString(from = 6, to = "FIRST_STRONG_LTR"), @ViewDebug.IntToString(from = 7, to = "FIRST_STRONG_RTL")])
getTextDirection()
Unit
Boolean
Boolean
Boolean
Boolean
Boolean
Boolean
Boolean
Boolean
Unit
Unit
invalidate(dirty: Rect)
Unit
invalidate(l: Int, t: Int, r: Int, b: Int)
Unit
Unit
open Boolean
open Boolean
open Boolean
open Boolean
Boolean
open View
keyboardNavigationClusterSearch(currentCluster: View, direction: Int)
Unit
measure(widthMeasureSpec: Int, heightMeasureSpec: Int)
Unit
Unit
Unit
Unit
WindowInsets
Unit
Boolean
Boolean
Unit
Unit
InputConnection
Unit
onCreateViewTranslationRequest(
    supportedFormats: IntArray,
    requestsCollector: Consumer<ViewTranslationRequest>
)
Unit
onCreateVirtualViewTranslationRequests(
    virtualIds: LongArray,
    supportedFormats: IntArray,
    requestsCollector: Consumer<ViewTranslationRequest>
)
Unit
Boolean
Unit
Unit
Boolean
Unit
Unit
Unit
onFocusChanged(
    gainFocus: Boolean,
    direction: Int,
    previouslyFocusedRect: Rect?
)
Boolean
Unit
Boolean
Unit
Unit
Boolean
onKeyDown(keyCode: Int, event: KeyEvent)
Boolean
onKeyLongPress(keyCode: Int, event: KeyEvent)
Boolean
onKeyMultiple(keyCode: Int, repeatCount: Int, event: KeyEvent)
Boolean
onKeyPreIme(keyCode: Int, event: KeyEvent)
Boolean
onKeyShortcut(keyCode: Int, event: KeyEvent)
Boolean
onKeyUp(keyCode: Int, event: KeyEvent)
Unit
onMeasure(widthMeasureSpec: Int, heightMeasureSpec: Int)
Unit
onOverScrolled(
    scrollX: Int,
    scrollY: Int,
    clampedX: Boolean,
    clampedY: Boolean
)
Unit
Unit
Unit
Unit
Unit
Unit
Unit
ContentInfo?
Unit
Unit
onRtlPropertiesChanged(layoutDirection: Int)
Parcelable?
Unit
onScreenStateChanged(screenState: Int)
Unit
onScrollCaptureSearch(
    localVisibleRect: Rect,
    windowOffset: Point,
    targets: Consumer<ScrollCaptureTarget>
)
Unit
onScrollChanged(l: Int, t: Int, oldl: Int, oldt: Int)
Boolean
onSetAlpha(alpha: Int)
Unit
onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int)
Unit
Boolean
Boolean
Unit
Unit
Unit
Unit
onVisibilityChanged(changedView: View, visibility: Int)
Unit
onWindowFocusChanged(hasWindowFocus: Boolean)
Unit
Unit
Boolean
overScrollBy(
    deltaX: Int,
    deltaY: Int,
    scrollX: Int,
    scrollY: Int,
    scrollRangeX: Int,
    scrollRangeY: Int,
    maxOverScrollX: Int,
    maxOverScrollY: Int,
    isTouchEvent: Boolean
)
Boolean
performAccessibilityAction(action: Int, arguments: Bundle?)
Boolean
Boolean
Boolean
Boolean
performHapticFeedback(feedbackConstant: Int)
Boolean
Boolean
performHapticFeedback(feedbackConstant: Int, flags: Int)
Boolean
Boolean
ContentInfo?
Unit
playSoundEffect(soundConstant: Int)
Boolean
post(action: Runnable)
Boolean
postDelayed(action: Runnable, delayMillis: Long)
Unit
Unit
postInvalidate(left: Int, top: Int, right: Int, bottom: Int)
Unit
postInvalidateDelayed(delayMilliseconds: Long)
Unit
postInvalidateDelayed(
    delayMilliseconds: Long,
    left: Int,
    top: Int,
    right: Int,
    bottom: Int
)
Unit
Unit
postInvalidateOnAnimation(left: Int, top: Int, right: Int, bottom: Int)
Unit
Unit
postOnAnimationDelayed(action: Runnable, delayMillis: Long)
Unit
Unit
Boolean
Unit
Unit
Unit
Unit
Unit
open Unit

This function is deprecated. Deprecated in Java

Boolean
Boolean
requestFocus(direction: Int)
Boolean
open Unit
Unit
Unit
Boolean
Boolean
requestRectangleOnScreen(rectangle: Rect, immediate: Boolean)
Boolean
requestRectangleOnScreen(rectangle: Rect, immediate: Boolean, source: Int)
Unit
Unit
T
<T : View> requireViewById(id: Int)
Unit
Unit
Unit
saveAttributeDataForStyleable(
    context: Context,
    styleable: IntArray,
    attrs: AttributeSet?,
    t: TypedArray,
    defStyleAttr: Int,
    defStyleRes: Int
)
Unit
Unit
scheduleDrawable(who: Drawable, what: Runnable, when: Long)
Unit
scrollBy(x: Int, y: Int)
Unit
scrollTo(x: Int, y: Int)
Unit
Unit
Unit
setAccessibilityDataSensitive(accessibilityDataSensitive: Int)
Unit
setAllowClickWhenDisabled(clickableWhenDisabled: Boolean)
Unit
Unit
Unit
setAutofillHints(vararg autofillHints: String)
Unit
Unit
Unit
Unit
Unit
setHandwritingBoundsOffsets(
    offsetLeft: Float,
    offsetTop: Float,
    offsetRight: Float,
    offsetBottom: Float
)
Unit
setHasTransientState(hasTransientState: Boolean)
Unit
setIsCredential(isCredential: Boolean)
Unit
setIsHandwritingDelegate(isHandwritingDelegate: Boolean)
Unit
Unit
setLayerType(layerType: Int, paint: Paint?)
Unit
setLeftTopRightBottom(left: Int, top: Int, right: Int, bottom: Int)
Unit
setMeasuredDimension(measuredWidth: Int, measuredHeight: Int)
Unit
Unit
Unit
Unit
Unit
Unit
Unit
Unit
Unit
Unit
Unit
setOnReceiveContentListener(
    mimeTypes: Array<String>?,
    listener: OnReceiveContentListener?
)
Unit
Unit
Unit
Unit
setPadding(left: Int, top: Int, right: Int, bottom: Int)
Unit
setPaddingRelative(start: Int, top: Int, end: Int, bottom: Int)
Unit
Unit
setRenderEffect(renderEffect: RenderEffect?)
Unit
Unit
setScrollIndicators(indicators: Int, mask: Int)
Unit
setTag(key: Int, tag: Any)
Unit
Unit
Unit
setWillNotCacheDrawing(willNotCacheDrawing: Boolean)
Unit
setWillNotDraw(willNotDraw: Boolean)
Boolean
Boolean
ActionMode
ActionMode
Unit
Boolean
startDrag(
    data: ClipData,
    shadowBuilder: View.DragShadowBuilder,
    myLocalState: Any,
    flags: Int
)
Boolean
startDragAndDrop(
    data: ClipData,
    shadowBuilder: View.DragShadowBuilder,
    myLocalState: Any,
    flags: Int
)
Boolean
Unit
open String
Unit
Unit
Unit
Unit
Unit
Boolean
Boolean
Boolean
From android.view.ViewGroup
Unit
Unit
addExtraDataToAccessibilityNodeInfo(
    info: AccessibilityNodeInfo,
    extraDataKey: String,
    arguments: Bundle?
)
Unit
addFocusables(views: ArrayList<View>, direction: Int, focusableMode: Int)
Unit
addKeyboardNavigationClusters(
    views: MutableCollection<View>,
    direction: Int
)
Boolean
Unit
Boolean
addViewInLayout(child: View, index: Int, params: ViewGroup.LayoutParams)
Boolean
addViewInLayout(
    child: View,
    index: Int,
    params: ViewGroup.LayoutParams,
    preventRequestLayout: Boolean
)
Unit
attachLayoutAnimationParameters(
    child: View,
    params: ViewGroup.LayoutParams,
    index: Int,
    count: Int
)
Unit
attachViewToParent(child: View, index: Int, params: ViewGroup.LayoutParams)
Unit
Boolean
Boolean
Unit
Unit
childHasTransientStateChanged(
    child: View,
    childHasTransientState: Boolean
)
Unit
Unit
Unit
Unit
Unit
debug(depth: Int)
Unit
Unit
Unit
Unit
detachViewsFromParent(start: Int, count: Int)
WindowInsets
Boolean
Unit
Unit
dispatchCreateViewTranslationRequest(
    viewIds: MutableMap<AutofillIdLongArray>,
    supportedFormats: IntArray,
    capability: TranslationCapability,
    requests: MutableList<ViewTranslationRequest>
)
Unit
Boolean
Unit
Unit
Unit
Unit
Boolean
Boolean
Boolean
Boolean
Boolean
Boolean
Unit
Unit
Unit
Unit
Unit
Unit
dispatchScrollCaptureSearch(
    localVisibleRect: Rect,
    windowOffset: Point,
    targets: Consumer<ScrollCaptureTarget>
)
Unit
Unit
Unit
Unit
Unit
Unit
Boolean
Boolean
Boolean
dispatchUnhandledMove(focused: View, direction: Int)
Unit
dispatchVisibilityChanged(changedView: View, visibility: Int)
Unit
Unit
Unit
WindowInsets
WindowInsetsAnimation.Bounds
Unit
Unit
Boolean
drawChild(canvas: Canvas, child: View, drawingTime: Long)
Unit
Unit
View
OnBackInvokedDispatcher?
Unit
findViewsWithText(
    outViews: ArrayList<View>,
    text: CharSequence,
    flags: Int
)
View
focusSearch(focused: View, direction: Int)
Unit
Boolean
ViewGroup.LayoutParams
ViewGroup.LayoutParams
ViewGroup.LayoutParams
View
getChildAt(index: Int)
Int
getChildDrawingOrder(drawingPosition: Int)
Int
getChildDrawingOrder(childCount: Int, drawingPosition: Int)
Boolean
Boolean
getChildVisibleRect(child: View, r: Rect, offset: Point)
Boolean
Boolean
Int
Unit
invalidateChild(child: View, dirty: Rect)
ViewParent
invalidateChildInParent(location: IntArray, dirty: Rect)
Unit
Unit
layout(l: Int, t: Int, r: Int, b: Int)
Unit
measureChild(
    child: View,
    parentWidthMeasureSpec: Int,
    parentHeightMeasureSpec: Int
)
Unit
measureChildWithMargins(
    child: View,
    parentWidthMeasureSpec: Int,
    widthUsed: Int,
    parentHeightMeasureSpec: Int,
    heightUsed: Int
)
Unit
measureChildren(widthMeasureSpec: Int, heightMeasureSpec: Int)
Unit
notifySubtreeAccessibilityStateChanged(
    child: View,
    source: View,
    changeType: Int
)
Unit
Unit
IntArray
Unit
onDescendantInvalidated(child: View, target: View)
Unit
Boolean
Boolean
Boolean
onNestedFling(
    target: View,
    velocityX: Float,
    velocityY: Float,
    consumed: Boolean
)
Boolean
onNestedPreFling(target: View, velocityX: Float, velocityY: Float)
Boolean
onNestedPrePerformAccessibilityAction(
    target: View,
    action: Int,
    args: Bundle?
)
Unit
onNestedPreScroll(target: View, dx: Int, dy: Int, consumed: IntArray)
Unit
onNestedScroll(
    target: View,
    dxConsumed: Int,
    dyConsumed: Int,
    dxUnconsumed: Int,
    dyUnconsumed: Int
)
Unit
onNestedScrollAccepted(child: View, target: View, axes: Int)
Boolean
onRequestFocusInDescendants(direction: Int, previouslyFocusedRect: Rect)
Boolean
PointerIcon
onResolvePointerIcon(event: MotionEvent, pointerIndex: Int)
Boolean
onStartNestedScroll(child: View, target: View, nestedScrollAxes: Int)
Unit
Unit
onViewAdded(child: View)
Unit
Unit
propagateRequestedFrameRate(frameRate: Float, forceOverride: Boolean)
Unit
Unit
Unit
Unit
removeDetachedView(child: View, animate: Boolean)
Unit
Unit
removeViewAt(index: Int)
Unit
Unit
removeViews(start: Int, count: Int)
Unit
removeViewsInLayout(start: Int, count: Int)
Unit
requestChildFocus(child: View, focused: View)
Boolean
requestChildRectangleOnScreen(
    child: View,
    rectangle: Rect,
    immediate: Boolean
)
Unit
Boolean
requestFocus(direction: Int, previouslyFocusedRect: Rect)
Boolean
Unit
Boolean
Unit
Unit
Unit
Unit
Unit
Unit
Boolean
Boolean
Boolean
showContextMenuForChild(originalView: View, x: Float, y: Float)
ActionMode
startActionModeForChild(
    originalView: View,
    callback: ActionMode.Callback
)
ActionMode
startActionModeForChild(
    originalView: View,
    callback: ActionMode.Callback,
    type: Int
)
Unit
Unit
Unit
Unit
From android.view.ViewParent
Boolean
requestChildRectangleOnScreen(
    child: View,
    rectangle: Rect,
    immediate: Boolean,
    source: Int
)

Inherited properties

From android.view.View
open View.AccessibilityDelegate
open Int
open AccessibilityNodeProvider
open CharSequence?
open Int
open Int
open String?
open String?
open Float
open Animation
open Matrix?
open IBinder
open MutableMap<IntInt>
open Array<String>?
AutofillId
open Int
open AutofillValue?
open Drawable
open BlendMode?
open ColorStateList?
open PorterDuff.Mode?
open Int
Int
open Float
open Int
open Float
open Rect
Boolean
ContentCaptureSession?
open CharSequence
Int
Context
open ContextMenu.ContextMenuInfo
Boolean
open Display
IntArray
open Bitmap
open Int
open Int
open Long
open Float
open Int
open Boolean
open Boolean
open Int
open Drawable
open Int
open BlendMode?
open ColorStateList?
open PorterDuff.Mode?
open Float
open Handler
open Float
open Float
open Float
open Float
open Int
open Runnable?
Boolean
Int
open Int
open Int
open Drawable?
open Drawable?
open Int
open Int
open Int
open Int
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
Boolean
Boolean
open Boolean
Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
Boolean
Boolean
open Boolean
open Boolean
open Boolean
Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
Boolean
open Boolean
open Boolean
Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open Boolean
open KeyEvent.DispatcherState
open Int
open Int
open Int
open ViewGroup.LayoutParams
Int
open Float
open Int
open Matrix
Int
Int
Int
Int
Int
open Int
open Int
open Int
open Int
open Int
open Int
open Int
open Int
open View.OnFocusChangeListener
open Int
open ViewOutlineProvider
open Int
open Int
open Int
open Int
open Int
open Int
open Int
open Int
final ViewParent
open ViewParent
OutcomeReceiver<GetCredentialResponseGetCredentialException>?
GetCredentialRequest?
open Float
open Float
open PointerIcon
MutableList<Rect>
open Array<String>?
open Float
open Resources
Boolean
Int
open Float
open Int
open AttachedSurfaceControl?
open View
open WindowInsets
open Float
open Float
open Float
open Float
open Float
open Int
open Int
open Int
open Int
open Int
open Int
Int
Int
open Int
open Int
CharSequence?
open StateListAnimator
open Int
open Int
open CharSequence?
open MutableList<Rect>
open Int
open Any
open Int
open Int
open CharSequence?
Int
open Float
open Int
open TouchDelegate
open ArrayList<View>
open Float
open String
open Float
open Float
open Float
open Long
open Int
open Int
open Drawable?
open Drawable?
open Int
open ViewTranslationResponse?
open ViewTreeObserver
open Int
Int
open Int
open WindowId
open WindowInsetsController?
open Int
open IBinder
open Int
open Float
open Float
open Float
From android.view.ViewGroup

Public constructors

LowLatencyCanvasView

Added in 1.0.4
LowLatencyCanvasView(
    context: Context,
    attrs: AttributeSet? = null,
    defStyle: Int = 0
)

Public functions

addView

open fun addView(child: View?): Unit

addView

open fun addView(child: View?, index: Int): Unit

addView

open fun addView(child: View?, params: ViewGroup.LayoutParams?): Unit

addView

open fun addView(child: View?, index: Int, params: ViewGroup.LayoutParams?): Unit

addView

open fun addView(child: View?, width: Int, height: Int): Unit

cancel

Added in 1.0.4
fun cancel(): Unit

Cancels any in progress request to render to the front buffer and hides the front buffered overlay. Cancellation is a "best-effort" approach and any in progress rendering will still be applied.

clear

Added in 1.0.4
fun clear(): Unit

Clears the content of the buffer and hides the front buffered overlay. This will cancel all pending requests to render. This is similar to cancel, however in addition to cancelling the pending render requests, this also clears the contents of the buffer. Similar to commit this will also hide the front buffered overlay.

commit

Added in 1.0.4
fun commit(): Unit

Invalidates this View and draws the buffer within View#onDraw. This will synchronously hide the front buffered overlay when drawing the buffer to this View. Consumers are encouraged to invoke this method when a user gesture that requires low latency rendering is complete. For example in response to a MotionEvent.ACTION_UP event in an implementation of View.onTouchEvent.

execute

Added in 1.0.4
fun execute(runnable: Runnable): Unit

Dispatches a runnable to be executed on the background rendering thread. This is useful for updating data structures used to issue drawing instructions on the same thread that Callback.onDrawFrontBufferedLayer is invoked on.

renderFrontBufferedLayer

Added in 1.0.4
fun renderFrontBufferedLayer(): Unit

Render content to the front buffered layer. This triggers a call to Callback.onDrawFrontBufferedLayer. Callback implementations can also configure the corresponding SurfaceControlCompat.Transaction that updates the contents on screen by implementing the optional Callback.onFrontBufferedLayerRenderComplete callback

setRenderCallback

Added in 1.0.4
fun setRenderCallback(callback: LowLatencyCanvasView.Callback?): Unit

Configures the Callback used to render contents to the front buffered overlay as well as optionally configuring the SurfaceControlCompat.Transaction used to update contents on screen.

Protected functions

onAttachedToWindow

protected open fun onAttachedToWindow(): Unit

onDraw

protected open fun onDraw(canvas: Canvas): Unit

onLayout

protected open fun onLayout(changed: Boolean, l: Int, t: Int, r: Int, b: Int): Unit