/**@class android.graphics.Canvas @extends android.graphics.BaseCanvas The Canvas class holds the "draw" calls. To draw something, you need 4 basic components: A Bitmap to hold the pixels, a Canvas to host the draw calls (writing into the bitmap), a drawing primitive (e.g. Rect, Path, text, Bitmap), and a paint (to describe the colors and styles for the drawing). <div class="special reference"> <h3>Developer Guides</h3> <p>For more information about how to use Canvas, read the <a href="{@docRoot}guide/topics/graphics/2d-graphics.html"> Canvas and Drawables</a> developer guide.</p></div> */ var Canvas = { /**@hide */ sCompatibilityRestore : "null", /**@hide */ sCompatibilitySetBitmap : "null", /** Restore the current matrix when restore() is called. @removed @deprecated Use the flagless version of {@link #save}(), {@link #saveLayer(RectF, android.graphics.Paint)} or {@link #saveLayerAlpha(RectF, int)}. For saveLayer() calls the matrix was always restored for {@link #isHardwareAccelerated() Hardware accelerated} canvases and as of API level {@value Build.VERSION_CODES#O} that is the default behavior for all canvas types. */ MATRIX_SAVE_FLAG : "1", /** Restore the current clip when restore() is called. @removed @deprecated Use the flagless version of {@link #save}(), {@link #saveLayer(RectF, android.graphics.Paint)} or {@link #saveLayerAlpha(RectF, int)}. For saveLayer() calls the clip was always restored for {@link #isHardwareAccelerated() Hardware accelerated} canvases and as of API level {@value Build.VERSION_CODES#O} that is the default behavior for all canvas types. */ CLIP_SAVE_FLAG : "2", /** The layer requires a per-pixel alpha channel. @removed @deprecated This flag is ignored. Use the flagless version of {@link #saveLayer(RectF, android.graphics.Paint)} {@link #saveLayerAlpha(RectF, int)}. */ HAS_ALPHA_LAYER_SAVE_FLAG : "4", /** The layer requires full 8-bit precision for each color channel. @removed @deprecated This flag is ignored. Use the flagless version of {@link #saveLayer(RectF, android.graphics.Paint)} {@link #saveLayerAlpha(RectF, int)}. */ FULL_COLOR_LAYER_SAVE_FLAG : "8", /** Clip drawing to the bounds of the offscreen layer, omit at your own peril. <p class="note"><strong>Note:</strong> it is strongly recommended to not omit this flag for any call to <code>saveLayer()</code> and <code>saveLayerAlpha()</code> variants. Not passing this flag generally triggers extremely poor performance with hardware accelerated rendering. @removed @deprecated This flag results in poor performance and the same effect can be achieved with a single layer or multiple draw commands with different clips. */ CLIP_TO_LAYER_SAVE_FLAG : "16", /** Restore everything when restore() is called (standard save flags). <p class="note"><strong>Note:</strong> for performance reasons, it is strongly recommended to pass this - the complete set of flags - to any call to <code>saveLayer()</code> and <code>saveLayerAlpha()</code> variants. <p class="note"><strong>Note:</strong> all methods that accept this flag have flagless versions that are equivalent to passing this flag. */ ALL_SAVE_FLAG : "31", /** @hide */ getNativeCanvasWrapper : function( ) {}, /** @hide */ isRecordingFor : function( ) {}, /**Indicates whether this Canvas uses hardware acceleration. Note that this method does not define what type of hardware acceleration may or may not be used. @return {Boolean} True if drawing operations are hardware accelerated, false otherwise. */ isHardwareAccelerated : function( ) {}, /**Specify a bitmap for the canvas to draw into. All canvas state such as layers, filters, and the save/restore stack are reset. Additionally, the canvas' target density is updated to match that of the bitmap. Prior to API level {@value Build.VERSION_CODES#O} the current matrix and clip stack were preserved. @param {Object {Bitmap}} bitmap Specifies a mutable bitmap for the canvas to draw into. @see #setDensity(int) @see #getDensity() */ setBitmap : function( ) {}, /** @deprecated use {@link #enableZ()} instead @hide */ insertReorderBarrier : function( ) {}, /** @deprecated use {@link #disableZ()} instead @hide */ insertInorderBarrier : function( ) {}, /**<p>Enables Z support which defaults to disabled. This allows for RenderNodes drawn with {@link #drawRenderNode}(RenderNode) to be re-arranged based off of their {@link android.graphics.RenderNode#getElevation()} and {@link android.graphics.RenderNode#getTranslationZ()} values. It also enables rendering of shadows for RenderNodes with an elevation or translationZ.</p> <p>Any draw reordering will not be moved before this call. A typical usage of this might look something like: <pre class="prettyprint"> void draw(Canvas canvas) { // Draw any background content canvas.drawColor(backgroundColor); // Begin drawing that may be reordered based off of Z canvas.enableZ(); for (RenderNode child : children) { canvas.drawRenderNode(child); } // End drawing that may be reordered based off of Z canvas.disableZ(); // Draw any overlays canvas.drawText("I'm on top of everything!", 0, 0, paint); } </pre> </p> Note: This is not impacted by any {@link #save}() or {@link #restore}() calls as it is not considered to be part of the current matrix or clip. See {@link #disableZ}() */ enableZ : function( ) {}, /**Disables Z support, preventing any RenderNodes drawn after this point from being visually reordered or having shadows rendered. Note: This is not impacted by any {@link #save}() or {@link #restore}() calls as it is not considered to be part of the current matrix or clip. See {@link #enableZ}() */ disableZ : function( ) {}, /**Return true if the device that the current layer draws into is opaque (i.e. does not support per-pixel alpha). @return {Boolean} true if the device that the current layer draws into is opaque */ isOpaque : function( ) {}, /**Returns the width of the current drawing layer @return {Number} the width of the current drawing layer */ getWidth : function( ) {}, /**Returns the height of the current drawing layer @return {Number} the height of the current drawing layer */ getHeight : function( ) {}, /**<p>Returns the target density of the canvas. The default density is derived from the density of its backing bitmap, or {@link android.graphics.Bitmap#DENSITY_NONE} if there is not one.</p> @return {Number} Returns the current target density of the canvas, which is used to determine the scaling factor when drawing a bitmap into it. @see #setDensity(int) @see Bitmap#getDensity() */ getDensity : function( ) {}, /**<p>Specifies the density for this Canvas' backing bitmap. This modifies the target density of the canvas itself, as well as the density of its backing bitmap via {@link android.graphics.Bitmap#setDensity(int) android.graphics.Bitmap.setDensity(int)}. @param {Number} density The new target density of the canvas, which is used to determine the scaling factor when drawing a bitmap into it. Use {@link Bitmap#DENSITY_NONE} to disable bitmap scaling. @see #getDensity() @see Bitmap#setDensity(int) */ setDensity : function( ) {}, /** @hide */ setScreenDensity : function( ) {}, /**Returns the maximum allowed width for bitmaps drawn with this canvas. Attempting to draw with a bitmap wider than this value will result in an error. @see #getMaximumBitmapHeight() */ getMaximumBitmapWidth : function( ) {}, /**Returns the maximum allowed height for bitmaps drawn with this canvas. Attempting to draw with a bitmap taller than this value will result in an error. @see #getMaximumBitmapWidth() */ getMaximumBitmapHeight : function( ) {}, /**Saves the current matrix and clip onto a private stack. <p> Subsequent calls to translate,scale,rotate,skew,concat or clipRect, clipPath will all operate as usual, but when the balancing call to restore() is made, those calls will be forgotten, and the settings that existed before the save() will be reinstated. @return {Number} The value to pass to restoreToCount() to balance this save() */ save : function( ) {}, /**Based on saveFlags, can save the current matrix and clip onto a private stack. <p class="note"><strong>Note:</strong> if possible, use the parameter-less save(). It is simpler and faster than individually disabling the saving of matrix or clip with this method. <p> Subsequent calls to translate,scale,rotate,skew,concat or clipRect, clipPath will all operate as usual, but when the balancing call to restore() is made, those calls will be forgotten, and the settings that existed before the save() will be reinstated. @param {Number} saveFlags flag bits that specify which parts of the Canvas state to save/restore @deprecated Use {@link #save()} instead. @param saveFlags flag bits that specify which parts of the Canvas state to save/restore @return {Number} The value to pass to restoreToCount() to balance this save() */ save : function( ) {}, /**This behaves the same as save(), but in addition it allocates and redirects drawing to an offscreen bitmap. <p class="note"><strong>Note:</strong> this method is very expensive, incurring more than double rendering cost for contained content. Avoid using this method, especially if the bounds provided are large. It is recommended to use a {@link android.view.View#LAYER_TYPE_HARDWARE hardware layer} on a View to apply an xfermode, color filter, or alpha, as it will perform much better than this method. <p> All drawing calls are directed to a newly allocated offscreen bitmap. Only when the balancing call to restore() is made, is that offscreen buffer drawn back to the current target of the Canvas (either the screen, it's target Bitmap, or the previous layer). <p> Attributes of the Paint - {@link android.graphics.Paint#getAlpha() alpha}, {@link Paint#getandroid.graphics.Xfermode() android.graphics.Xfermode}, and {@link Paint#getandroid.graphics.ColorFilter() android.graphics.ColorFilter} are applied when the offscreen bitmap is drawn back when restore() is called. As of API Level API level {@value Build.VERSION_CODES#P} the only valid {@code saveFlags} is {@link #ALL_SAVE_FLAG}. All other flags are ignored. @param {Object {RectF}} bounds May be null. The maximum size the offscreen bitmap needs to be (in local coordinates) @param {Object {Paint}} paint This is copied, and is applied to the offscreen when restore() is called. @param {Number} saveFlags see _SAVE_FLAG constants, generally {@link #ALL_SAVE_FLAG} is recommended for performance reasons. @param saveFlags see _SAVE_FLAG constants, generally {@link #ALL_SAVE_FLAG} is recommended for performance reasons. @return {Number} value to pass to restoreToCount() to balance this save() */ saveLayer : function( ) {}, /**This behaves the same as save(), but in addition it allocates and redirects drawing to an offscreen rendering target. <p class="note"><strong>Note:</strong> this method is very expensive, incurring more than double rendering cost for contained content. Avoid using this method when possible and instead use a {@link android.view.View#LAYER_TYPE_HARDWARE hardware layer} on a View to apply an xfermode, color filter, or alpha, as it will perform much better than this method. <p> All drawing calls are directed to a newly allocated offscreen rendering target. Only when the balancing call to restore() is made, is that offscreen buffer drawn back to the current target of the Canvas (which can potentially be a previous layer if these calls are nested). <p> Attributes of the Paint - {@link android.graphics.Paint#getAlpha() alpha}, {@link Paint#getandroid.graphics.Xfermode() android.graphics.Xfermode}, and {@link Paint#getandroid.graphics.ColorFilter() android.graphics.ColorFilter} are applied when the offscreen rendering target is drawn back when restore() is called. @param {Object {RectF}} bounds May be null. The maximum size the offscreen render target needs to be (in local coordinates) @param {Object {Paint}} paint This is copied, and is applied to the offscreen when restore() is called. @return {Number} value to pass to restoreToCount() to balance this save() */ saveLayer : function( ) {}, /** @hide */ saveUnclippedLayer : function( ) {}, /** @param {Number} saveCount The save level to restore to. @param {Object {Paint}} paint This is copied and is applied to the area within the unclipped layer's bounds (i.e. equivalent to a drawPaint()) before restore() is called. @param paint This is copied and is applied to the area within the unclipped layer's bounds (i.e. equivalent to a drawPaint()) before restore() is called. */ restoreUnclippedLayer : function( ) {}, /**Helper version of saveLayer() that takes 4 values rather than a RectF. As of API Level API level {@value Build.VERSION_CODES#P} the only valid {@code saveFlags} is {@link #ALL_SAVE_FLAG}. All other flags are ignored. @deprecated Use {@link #saveLayer(float, float, float, float, Paint)} instead. */ saveLayer : function( ) {}, /**Convenience for {@link #saveLayer(RectF, android.graphics.Paint)} that takes the four float coordinates of the bounds rectangle. */ saveLayer : function( ) {}, /**This behaves the same as save(), but in addition it allocates and redirects drawing to an offscreen bitmap. <p class="note"><strong>Note:</strong> this method is very expensive, incurring more than double rendering cost for contained content. Avoid using this method, especially if the bounds provided are large. It is recommended to use a {@link android.view.View#LAYER_TYPE_HARDWARE hardware layer} on a View to apply an xfermode, color filter, or alpha, as it will perform much better than this method. <p> All drawing calls are directed to a newly allocated offscreen bitmap. Only when the balancing call to restore() is made, is that offscreen buffer drawn back to the current target of the Canvas (either the screen, it's target Bitmap, or the previous layer). <p> The {@code alpha} parameter is applied when the offscreen bitmap is drawn back when restore() is called. As of API Level API level {@value Build.VERSION_CODES#P} the only valid {@code saveFlags} is {@link #ALL_SAVE_FLAG}. All other flags are ignored. @param {Object {RectF}} bounds The maximum size the offscreen bitmap needs to be (in local coordinates) @param {Number} alpha The alpha to apply to the offscreen when it is drawn during restore() @param {Number} saveFlags see _SAVE_FLAG constants, generally {@link #ALL_SAVE_FLAG} is recommended for performance reasons. @param saveFlags see _SAVE_FLAG constants, generally {@link #ALL_SAVE_FLAG} is recommended for performance reasons. @return {Number} value to pass to restoreToCount() to balance this call */ saveLayerAlpha : function( ) {}, /**Convenience for {@link #saveLayer(RectF, android.graphics.Paint)} but instead of taking a entire Paint object it takes only the {@code alpha} parameter. @param {Object {RectF}} bounds The maximum size the offscreen bitmap needs to be (in local coordinates) @param {Number} alpha The alpha to apply to the offscreen when it is drawn during restore() */ saveLayerAlpha : function( ) {}, /**Helper for saveLayerAlpha() that takes 4 values instead of a RectF. As of API Level API level {@value Build.VERSION_CODES#P} the only valid {@code saveFlags} is {@link #ALL_SAVE_FLAG}. All other flags are ignored. @deprecated Use {@link #saveLayerAlpha(float, float, float, float, int)} instead. */ saveLayerAlpha : function( ) {}, /**Convenience for {@link #saveLayerAlpha(RectF, int)} that takes the four float coordinates of the bounds rectangle. */ saveLayerAlpha : function( ) {}, /**This call balances a previous call to save(), and is used to remove all modifications to the matrix/clip state since the last save call. It is an error to call restore() more times than save() was called. */ restore : function( ) {}, /**Returns the number of matrix/clip states on the Canvas' private stack. This will equal # save() calls - # restore() calls. */ getSaveCount : function( ) {}, /**Efficient way to pop any calls to save() that happened after the save count reached saveCount. It is an error for saveCount to be less than 1. Example: int count = canvas.save(); ... // more calls potentially to save() canvas.restoreToCount(count); // now the canvas is back in the same state it was before the initial // call to save(). @param {Number} saveCount The save level to restore to. */ restoreToCount : function( ) {}, /**Preconcat the current matrix with the specified translation @param {Number} dx The distance to translate in X @param {Number} dy The distance to translate in Y */ translate : function( ) {}, /**Preconcat the current matrix with the specified scale. @param {Number} sx The amount to scale in X @param {Number} sy The amount to scale in Y */ scale : function( ) {}, /**Preconcat the current matrix with the specified scale. @param {Number} sx The amount to scale in X @param {Number} sy The amount to scale in Y @param {Number} px The x-coord for the pivot point (unchanged by the scale) @param {Number} py The y-coord for the pivot point (unchanged by the scale) */ scale : function( ) {}, /**Preconcat the current matrix with the specified rotation. @param {Number} degrees The amount to rotate, in degrees */ rotate : function( ) {}, /**Preconcat the current matrix with the specified rotation. @param {Number} degrees The amount to rotate, in degrees @param {Number} px The x-coord for the pivot point (unchanged by the rotation) @param {Number} py The y-coord for the pivot point (unchanged by the rotation) */ rotate : function( ) {}, /**Preconcat the current matrix with the specified skew. @param {Number} sx The amount to skew in X @param {Number} sy The amount to skew in Y */ skew : function( ) {}, /**Preconcat the current matrix with the specified matrix. If the specified matrix is null, this method does nothing. @param {Object {Matrix}} matrix The matrix to preconcatenate with the current matrix */ concat : function( ) {}, /**Completely replace the current matrix with the specified matrix. If the matrix parameter is null, then the current matrix is reset to identity. <strong>Note:</strong> it is recommended to use {@link #concat}(Matrix), {@link #scale(float, float)}, {@link #translate(float, float)} and {@link #rotate}(float) instead of this method. @param {Object {Matrix}} matrix The matrix to replace the current matrix with. If it is null, set the current matrix to identity. @see #concat(Matrix) */ setMatrix : function( ) {}, /**Return, in ctm, the current transformation matrix. This does not alter the matrix in the canvas, but just returns a copy of it. @deprecated {@link #isHardwareAccelerated() Hardware accelerated} canvases may have any matrix when passed to a View or Drawable, as it is implementation defined where in the hierarchy such canvases are created. It is recommended in such cases to either draw contents irrespective of the current matrix, or to track relevant transform state outside of the canvas. */ getMatrix : function( ) {}, /**Return a new matrix with a copy of the canvas' current transformation matrix. @deprecated {@link #isHardwareAccelerated() Hardware accelerated} canvases may have any matrix when passed to a View or Drawable, as it is implementation defined where in the hierarchy such canvases are created. It is recommended in such cases to either draw contents irrespective of the current matrix, or to track relevant transform state outside of the canvas. */ getMatrix : function( ) {}, /**Modify the current clip with the specified rectangle. @param {Object {RectF}} rect The rect to intersect with the current clip @param {Object {Region.Op}} op How the clip is modified @return {Boolean} true if the resulting clip is non-empty @deprecated Region.Op values other than {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} have the ability to expand the clip. The canvas clipping APIs are intended to only expand the clip as a result of a restore operation. This enables a view parent to clip a canvas to clearly define the maximal drawing area of its children. The recommended alternative calls are {@link #clipRect(RectF)} and {@link #clipOutRect(RectF)}; As of API Level API level {@value Build.VERSION_CODES#P} only {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} are valid Region.Op parameters. */ clipRect : function( ) {}, /**Modify the current clip with the specified rectangle, which is expressed in local coordinates. @param {Object {Rect}} rect The rectangle to intersect with the current clip. @param {Object {Region.Op}} op How the clip is modified @return {Boolean} true if the resulting clip is non-empty @deprecated Region.Op values other than {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} have the ability to expand the clip. The canvas clipping APIs are intended to only expand the clip as a result of a restore operation. This enables a view parent to clip a canvas to clearly define the maximal drawing area of its children. The recommended alternative calls are {@link #clipRect(Rect)} and {@link #clipOutRect(Rect)}; As of API Level API level {@value Build.VERSION_CODES#P} only {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} are valid Region.Op parameters. */ clipRect : function( ) {}, /**DON'T USE THIS METHOD. It exists only to support a particular legacy behavior in the view system and will be removed as soon as that code is refactored to no longer depend on this behavior. @hide */ clipRectUnion : function( ) {}, /**Intersect the current clip with the specified rectangle, which is expressed in local coordinates. @param {Object {RectF}} rect The rectangle to intersect with the current clip. @return {Boolean} true if the resulting clip is non-empty */ clipRect : function( ) {}, /**Set the clip to the difference of the current clip and the specified rectangle, which is expressed in local coordinates. @param {Object {RectF}} rect The rectangle to perform a difference op with the current clip. @return {Boolean} true if the resulting clip is non-empty */ clipOutRect : function( ) {}, /**Intersect the current clip with the specified rectangle, which is expressed in local coordinates. @param {Object {Rect}} rect The rectangle to intersect with the current clip. @return {Boolean} true if the resulting clip is non-empty */ clipRect : function( ) {}, /**Set the clip to the difference of the current clip and the specified rectangle, which is expressed in local coordinates. @param {Object {Rect}} rect The rectangle to perform a difference op with the current clip. @return {Boolean} true if the resulting clip is non-empty */ clipOutRect : function( ) {}, /**Modify the current clip with the specified rectangle, which is expressed in local coordinates. @param {Number} left The left side of the rectangle to intersect with the current clip @param {Number} top The top of the rectangle to intersect with the current clip @param {Number} right The right side of the rectangle to intersect with the current clip @param {Number} bottom The bottom of the rectangle to intersect with the current clip @param {Object {Region.Op}} op How the clip is modified @return {Boolean} true if the resulting clip is non-empty @deprecated Region.Op values other than {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} have the ability to expand the clip. The canvas clipping APIs are intended to only expand the clip as a result of a restore operation. This enables a view parent to clip a canvas to clearly define the maximal drawing area of its children. The recommended alternative calls are {@link #clipRect(float,float,float,float)} and {@link #clipOutRect(float,float,float,float)}; As of API Level API level {@value Build.VERSION_CODES#P} only {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} are valid Region.Op parameters. */ clipRect : function( ) {}, /**Intersect the current clip with the specified rectangle, which is expressed in local coordinates. @param {Number} left The left side of the rectangle to intersect with the current clip @param {Number} top The top of the rectangle to intersect with the current clip @param {Number} right The right side of the rectangle to intersect with the current clip @param {Number} bottom The bottom of the rectangle to intersect with the current clip @return {Boolean} true if the resulting clip is non-empty */ clipRect : function( ) {}, /**Set the clip to the difference of the current clip and the specified rectangle, which is expressed in local coordinates. @param {Number} left The left side of the rectangle used in the difference operation @param {Number} top The top of the rectangle used in the difference operation @param {Number} right The right side of the rectangle used in the difference operation @param {Number} bottom The bottom of the rectangle used in the difference operation @return {Boolean} true if the resulting clip is non-empty */ clipOutRect : function( ) {}, /**Intersect the current clip with the specified rectangle, which is expressed in local coordinates. @param {Number} left The left side of the rectangle to intersect with the current clip @param {Number} top The top of the rectangle to intersect with the current clip @param {Number} right The right side of the rectangle to intersect with the current clip @param {Number} bottom The bottom of the rectangle to intersect with the current clip @return {Boolean} true if the resulting clip is non-empty */ clipRect : function( ) {}, /**Set the clip to the difference of the current clip and the specified rectangle, which is expressed in local coordinates. @param {Number} left The left side of the rectangle used in the difference operation @param {Number} top The top of the rectangle used in the difference operation @param {Number} right The right side of the rectangle used in the difference operation @param {Number} bottom The bottom of the rectangle used in the difference operation @return {Boolean} true if the resulting clip is non-empty */ clipOutRect : function( ) {}, /**Modify the current clip with the specified path. @param {Object {Path}} path The path to operate on the current clip @param {Object {Region.Op}} op How the clip is modified @return {Boolean} true if the resulting is non-empty @deprecated Region.Op values other than {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} have the ability to expand the clip. The canvas clipping APIs are intended to only expand the clip as a result of a restore operation. This enables a view parent to clip a canvas to clearly define the maximal drawing area of its children. The recommended alternative calls are {@link #clipPath(Path)} and {@link #clipOutPath(Path)}; As of API Level API level {@value Build.VERSION_CODES#P} only {@link Region.Op#INTERSECT} and {@link Region.Op#DIFFERENCE} are valid Region.Op parameters. */ clipPath : function( ) {}, /**Intersect the current clip with the specified path. @param {Object {Path}} path The path to intersect with the current clip @return {Boolean} true if the resulting clip is non-empty */ clipPath : function( ) {}, /**Set the clip to the difference of the current clip and the specified path. @param {Object {Path}} path The path used in the difference operation @return {Boolean} true if the resulting clip is non-empty */ clipOutPath : function( ) {}, /**Modify the current clip with the specified region. Note that unlike clipRect() and clipPath() which transform their arguments by the current matrix, clipRegion() assumes its argument is already in the coordinate system of the current layer's bitmap, and so not transformation is performed. @param {Object {Region}} region The region to operate on the current clip, based on op @param {Object {Region.Op}} op How the clip is modified @return {Boolean} true if the resulting is non-empty @removed @deprecated Unlike all other clip calls this API does not respect the current matrix. Use {@link #clipRect(Rect)} as an alternative. */ clipRegion : function( ) {}, /**Intersect the current clip with the specified region. Note that unlike clipRect() and clipPath() which transform their arguments by the current matrix, clipRegion() assumes its argument is already in the coordinate system of the current layer's bitmap, and so not transformation is performed. @param {Object {Region}} region The region to operate on the current clip, based on op @return {Boolean} true if the resulting is non-empty @removed @deprecated Unlike all other clip calls this API does not respect the current matrix. Use {@link #clipRect(Rect)} as an alternative. */ clipRegion : function( ) {}, /** */ getDrawFilter : function( ) {}, /** */ setDrawFilter : function( ) {}, /**Return true if the specified rectangle, after being transformed by the current matrix, would lie completely outside of the current clip. Call this to check if an area you intend to draw into is clipped out (and therefore you can skip making the draw calls). @param {Object {RectF}} rect the rect to compare with the current clip @param {Object {Canvas.EdgeType}} type {@link Canvas.EdgeType#AA} if the path should be considered antialiased, since that means it may affect a larger area (more pixels) than non-antialiased ({@link Canvas.EdgeType#BW}). @return {Boolean} true if the rect (transformed by the canvas' matrix) does not intersect with the canvas' clip */ quickReject : function( ) {}, /**Return true if the specified path, after being transformed by the current matrix, would lie completely outside of the current clip. Call this to check if an area you intend to draw into is clipped out (and therefore you can skip making the draw calls). Note: for speed it may return false even if the path itself might not intersect the clip (i.e. the bounds of the path intersects, but the path does not). @param {Object {Path}} path The path to compare with the current clip @param {Object {Canvas.EdgeType}} type {@link Canvas.EdgeType#AA} if the path should be considered antialiased, since that means it may affect a larger area (more pixels) than non-antialiased ({@link Canvas.EdgeType#BW}). @return {Boolean} true if the path (transformed by the canvas' matrix) does not intersect with the canvas' clip */ quickReject : function( ) {}, /**Return true if the specified rectangle, after being transformed by the current matrix, would lie completely outside of the current clip. Call this to check if an area you intend to draw into is clipped out (and therefore you can skip making the draw calls). @param {Number} left The left side of the rectangle to compare with the current clip @param {Number} top The top of the rectangle to compare with the current clip @param {Number} right The right side of the rectangle to compare with the current clip @param {Number} bottom The bottom of the rectangle to compare with the current clip @param {Object {Canvas.EdgeType}} type {@link Canvas.EdgeType#AA} if the path should be considered antialiased, since that means it may affect a larger area (more pixels) than non-antialiased ({@link Canvas.EdgeType#BW}). @return {Boolean} true if the rect (transformed by the canvas' matrix) does not intersect with the canvas' clip */ quickReject : function( ) {}, /**Return the bounds of the current clip (in local coordinates) in the bounds parameter, and return true if it is non-empty. This can be useful in a way similar to quickReject, in that it tells you that drawing outside of these bounds will be clipped out. @param {Object {Rect}} bounds Return the clip bounds here. If it is null, ignore it but still return true if the current clip is non-empty. @return {Boolean} true if the current clip is non-empty. */ getClipBounds : function( ) {}, /**Retrieve the bounds of the current clip (in local coordinates). @return {Object {android.graphics.Rect}} the clip bounds, or [0, 0, 0, 0] if the clip is empty. */ getClipBounds : function( ) {}, /**Save the canvas state, draw the picture, and restore the canvas state. This differs from picture.draw(canvas), which does not perform any save/restore. <p> <strong>Note:</strong> This forces the picture to internally call {@link android.graphics.Picture#endRecording} in order to prepare for playback. @param {Object {Picture}} picture The picture to be drawn */ drawPicture : function( ) {}, /**Draw the picture, stretched to fit into the dst rectangle. */ drawPicture : function( ) {}, /**Draw the picture, stretched to fit into the dst rectangle. */ drawPicture : function( ) {}, /**Releases the resources associated with this canvas. @hide */ release : function( ) {}, /**Free up as much memory as possible from private caches (e.g. fonts, images) @hide */ freeCaches : function( ) {}, /**Free up text layout caches @hide */ freeTextLayoutCaches : function( ) {}, /** @hide */ setCompatibilityVersion : function( ) {}, /**<p> Draw the specified arc, which will be scaled to fit inside the specified oval. </p> <p> If the start angle is negative or >= 360, the start angle is treated as start angle modulo 360. </p> <p> If the sweep angle is >= 360, then the oval is drawn completely. Note that this differs slightly from SkPath::arcTo, which treats the sweep angle modulo 360. If the sweep angle is negative, the sweep angle is treated as sweep angle modulo 360 </p> <p> The arc is drawn clockwise. An angle of 0 degrees correspond to the geometric angle of 0 degrees (3 o'clock on a watch.) </p> @param {Object {RectF}} oval The bounds of oval used to define the shape and size of the arc @param {Number} startAngle Starting angle (in degrees) where the arc begins @param {Number} sweepAngle Sweep angle (in degrees) measured clockwise @param {Boolean} useCenter If true, include the center of the oval in the arc, and close it if it is being stroked. This will draw a wedge @param {Object {Paint}} paint The paint used to draw the arc */ drawArc : function( ) {}, /**<p> Draw the specified arc, which will be scaled to fit inside the specified oval. </p> <p> If the start angle is negative or >= 360, the start angle is treated as start angle modulo 360. </p> <p> If the sweep angle is >= 360, then the oval is drawn completely. Note that this differs slightly from SkPath::arcTo, which treats the sweep angle modulo 360. If the sweep angle is negative, the sweep angle is treated as sweep angle modulo 360 </p> <p> The arc is drawn clockwise. An angle of 0 degrees correspond to the geometric angle of 0 degrees (3 o'clock on a watch.) </p> @param {Number} startAngle Starting angle (in degrees) where the arc begins @param {Number} sweepAngle Sweep angle (in degrees) measured clockwise @param {Number} useCenter If true, include the center of the oval in the arc, and close it if it is being stroked. This will draw a wedge @param {Number} paint The paint used to draw the arc */ drawArc : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified ARGB color, using srcover porterduff mode. @param {Number} a alpha component (0..255) of the color to draw onto the canvas @param {Number} r red component (0..255) of the color to draw onto the canvas @param {Number} g green component (0..255) of the color to draw onto the canvas @param {Number} b blue component (0..255) of the color to draw onto the canvas */ drawARGB : function( ) {}, /**Draw the specified bitmap, with its top/left corner at (x,y), using the specified paint, transformed by the current matrix. <p> Note: if the paint contains a maskfilter that generates a mask which extends beyond the bitmap's original width/height (e.g. BlurMaskFilter), then the bitmap will be drawn as if it were in a Shader with CLAMP mode. Thus the color outside of the original width/height will be the edge color replicated. <p> If the bitmap and canvas have different densities, this function will take care of automatically scaling the bitmap to draw at the same density as the canvas. @param {Object {Bitmap}} bitmap The bitmap to be drawn @param {Number} left The position of the left side of the bitmap being drawn @param {Number} top The position of the top side of the bitmap being drawn @param {Object {Paint}} paint The paint used to draw the bitmap (may be null) */ drawBitmap : function( ) {}, /**Draw the specified bitmap, scaling/translating automatically to fill the destination rectangle. If the source rectangle is not null, it specifies the subset of the bitmap to draw. <p> Note: if the paint contains a maskfilter that generates a mask which extends beyond the bitmap's original width/height (e.g. BlurMaskFilter), then the bitmap will be drawn as if it were in a Shader with CLAMP mode. Thus the color outside of the original width/height will be the edge color replicated. <p> This function <em>ignores the density associated with the bitmap</em>. This is because the source and destination rectangle coordinate spaces are in their respective densities, so must already have the appropriate scaling factor applied. @param {Object {Bitmap}} bitmap The bitmap to be drawn @param {Object {Rect}} src May be null. The subset of the bitmap to be drawn @param {Object {RectF}} dst The rectangle that the bitmap will be scaled/translated to fit into @param {Object {Paint}} paint May be null. The paint used to draw the bitmap */ drawBitmap : function( ) {}, /**Draw the specified bitmap, scaling/translating automatically to fill the destination rectangle. If the source rectangle is not null, it specifies the subset of the bitmap to draw. <p> Note: if the paint contains a maskfilter that generates a mask which extends beyond the bitmap's original width/height (e.g. BlurMaskFilter), then the bitmap will be drawn as if it were in a Shader with CLAMP mode. Thus the color outside of the original width/height will be the edge color replicated. <p> This function <em>ignores the density associated with the bitmap</em>. This is because the source and destination rectangle coordinate spaces are in their respective densities, so must already have the appropriate scaling factor applied. @param {Object {Bitmap}} bitmap The bitmap to be drawn @param {Object {Rect}} src May be null. The subset of the bitmap to be drawn @param {Object {Rect}} dst The rectangle that the bitmap will be scaled/translated to fit into @param {Object {Paint}} paint May be null. The paint used to draw the bitmap */ drawBitmap : function( ) {}, /**Treat the specified array of colors as a bitmap, and draw it. This gives the same result as first creating a bitmap from the array, and then drawing it, but this method avoids explicitly creating a bitmap object which can be more efficient if the colors are changing often. @param {Object {int[]}} colors Array of colors representing the pixels of the bitmap @param {Number} offset Offset into the array of colors for the first pixel @param {Number} stride The number of colors in the array between rows (must be >= width or <= -width). @param {Number} x The X coordinate for where to draw the bitmap @param {Number} y The Y coordinate for where to draw the bitmap @param {Number} width The width of the bitmap @param {Number} height The height of the bitmap @param {Boolean} hasAlpha True if the alpha channel of the colors contains valid values. If false, the alpha byte is ignored (assumed to be 0xFF for every pixel). @param {Object {Paint}} paint May be null. The paint used to draw the bitmap @deprecated Usage with a {@link #isHardwareAccelerated() hardware accelerated} canvas requires an internal copy of color buffer contents every time this method is called. Using a Bitmap avoids this copy, and allows the application to more explicitly control the lifetime and copies of pixel data. */ drawBitmap : function( ) {}, /**Legacy version of drawBitmap(int[] colors, ...) that took ints for x,y @deprecated Usage with a {@link #isHardwareAccelerated() hardware accelerated} canvas requires an internal copy of color buffer contents every time this method is called. Using a Bitmap avoids this copy, and allows the application to more explicitly control the lifetime and copies of pixel data. */ drawBitmap : function( ) {}, /**Draw the bitmap using the specified matrix. @param {Object {Bitmap}} bitmap The bitmap to draw @param {Object {Matrix}} matrix The matrix used to transform the bitmap when it is drawn @param {Object {Paint}} paint May be null. The paint used to draw the bitmap */ drawBitmap : function( ) {}, /**Draw the bitmap through the mesh, where mesh vertices are evenly distributed across the bitmap. There are meshWidth+1 vertices across, and meshHeight+1 vertices down. The verts array is accessed in row-major order, so that the first meshWidth+1 vertices are distributed across the top of the bitmap from left to right. A more general version of this method is drawVertices(). Prior to API level {@value Build.VERSION_CODES#P} vertOffset and colorOffset were ignored, effectively treating them as zeros. In API level {@value Build.VERSION_CODES#P} and above these parameters will be respected. @param {Object {Bitmap}} bitmap The bitmap to draw using the mesh @param {Number} meshWidth The number of columns in the mesh. Nothing is drawn if this is 0 @param {Number} meshHeight The number of rows in the mesh. Nothing is drawn if this is 0 @param {Object {float[]}} verts Array of x,y pairs, specifying where the mesh should be drawn. There must be at least (meshWidth+1) * (meshHeight+1) * 2 + vertOffset values in the array @param {Number} vertOffset Number of verts elements to skip before drawing @param {Object {int[]}} colors May be null. Specifies a color at each vertex, which is interpolated across the cell, and whose values are multiplied by the corresponding bitmap colors. If not null, there must be at least (meshWidth+1) * (meshHeight+1) + colorOffset values in the array. @param {Number} colorOffset Number of color elements to skip before drawing @param {Object {Paint}} paint May be null. The paint used to draw the bitmap */ drawBitmapMesh : function( ) {}, /**Draw the specified circle using the specified paint. If radius is <= 0, then nothing will be drawn. The circle will be filled or framed based on the Style in the paint. @param {Number} cx The x-coordinate of the center of the circle to be drawn @param {Number} cy The y-coordinate of the center of the circle to be drawn @param {Number} radius The radius of the circle to be drawn @param {Object {Paint}} paint The paint used to draw the circle */ drawCircle : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified color, using srcover porterduff mode. @param {Number} color the color to draw onto the canvas */ drawColor : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified color, using srcover porterduff mode. @param {Number} color the {@code ColorLong} to draw onto the canvas. See the {@link Color} class for details about {@code ColorLong}s. @throws IllegalArgumentException if the color space encoded in the {@code ColorLong} is invalid or unknown. */ drawColor : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified color and porter-duff xfermode. @param {Number} color the color to draw onto the canvas @param {Object {PorterDuff.Mode}} mode the porter-duff mode to apply to the color */ drawColor : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified color and blendmode. @param {Number} color the color to draw onto the canvas @param {Object {BlendMode}} mode the blendmode to apply to the color */ drawColor : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified color and blendmode. @param {Number} color the {@code ColorLong} to draw onto the canvas. See the {@link Color} class for details about {@code ColorLong}s. @param {Object {BlendMode}} mode the blendmode to apply to the color @throws IllegalArgumentException if the color space encoded in the {@code ColorLong} is invalid or unknown. */ drawColor : function( ) {}, /**Draw a line segment with the specified start and stop x,y coordinates, using the specified paint. <p> Note that since a line is always "framed", the Style is ignored in the paint. </p> <p> Degenerate lines (length is 0) will not be drawn. </p> @param {Number} startX The x-coordinate of the start point of the line @param {Number} startY The y-coordinate of the start point of the line @param {Number} paint The paint used to draw the line */ drawLine : function( ) {}, /**Draw a series of lines. Each line is taken from 4 consecutive values in the pts array. Thus to draw 1 line, the array must contain at least 4 values. This is logically the same as drawing the array as follows: drawLine(pts[0], pts[1], pts[2], pts[3]) followed by drawLine(pts[4], pts[5], pts[6], pts[7]) and so on. @param {Object {float[]}} pts Array of points to draw [x0 y0 x1 y1 x2 y2 ...] @param {Number} offset Number of values in the array to skip before drawing. @param {Number} count The number of values in the array to process, after skipping "offset" of them. Since each line uses 4 values, the number of "lines" that are drawn is really (count >> 2). @param {Object {Paint}} paint The paint used to draw the points */ drawLines : function( ) {}, /** */ drawLines : function( ) {}, /**Draw the specified oval using the specified paint. The oval will be filled or framed based on the Style in the paint. @param {Object {RectF}} oval The rectangle bounds of the oval to be drawn */ drawOval : function( ) {}, /**Draw the specified oval using the specified paint. The oval will be filled or framed based on the Style in the paint. */ drawOval : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified paint. This is equivalent (but faster) to drawing an infinitely large rectangle with the specified paint. @param {Object {Paint}} paint The paint used to draw onto the canvas */ drawPaint : function( ) {}, /**Draws the specified bitmap as an N-patch (most often, a 9-patches.) @param {Object {NinePatch}} patch The ninepatch object to render @param {Object {Rect}} dst The destination rectangle. @param {Object {Paint}} paint The paint to draw the bitmap with. may be null @hide */ drawPatch : function( ) {}, /**Draws the specified bitmap as an N-patch (most often, a 9-patches.) @param {Object {NinePatch}} patch The ninepatch object to render @param {Object {RectF}} dst The destination rectangle. @param {Object {Paint}} paint The paint to draw the bitmap with. may be null @hide */ drawPatch : function( ) {}, /**Draw the specified path using the specified paint. The path will be filled or framed based on the Style in the paint. @param {Object {Path}} path The path to be drawn @param {Object {Paint}} paint The paint used to draw the path */ drawPath : function( ) {}, /**Helper for drawPoints() for drawing a single point. */ drawPoint : function( ) {}, /**Draw a series of points. Each point is centered at the coordinate specified by pts[], and its diameter is specified by the paint's stroke width (as transformed by the canvas' CTM), with special treatment for a stroke width of 0, which always draws exactly 1 pixel (or at most 4 if antialiasing is enabled). The shape of the point is controlled by the paint's Cap type. The shape is a square, unless the cap type is Round, in which case the shape is a circle. @param {Object {float[]}} pts Array of points to draw [x0 y0 x1 y1 x2 y2 ...] @param {Number} offset Number of values to skip before starting to draw. @param {Number} count The number of values to process, after skipping offset of them. Since one point uses two values, the number of "points" that are drawn is really (count >> 1). @param {Object {Paint}} paint The paint used to draw the points */ drawPoints : function( ) {}, /**Helper for drawPoints() that assumes you want to draw the entire array */ drawPoints : function( ) {}, /**Draw the text in the array, with each character's origin specified by the pos array. @param {Object {char[]}} text The text to be drawn @param {Number} index The index of the first character to draw @param {Number} count The number of characters to draw, starting from index. @param {Object {float[]}} pos Array of [x,y] positions, used to position each character @param {Object {Paint}} paint The paint used for the text (e.g. color, size, style) @deprecated This method does not support glyph composition and decomposition and should therefore not be used to render complex scripts. It also doesn't handle supplementary characters (eg emoji). */ drawPosText : function( ) {}, /**Draw the text in the array, with each character's origin specified by the pos array. @param {String} text The text to be drawn @param {Object {float[]}} pos Array of [x,y] positions, used to position each character @param {Object {Paint}} paint The paint used for the text (e.g. color, size, style) @deprecated This method does not support glyph composition and decomposition and should therefore not be used to render complex scripts. It also doesn't handle supplementary characters (eg emoji). */ drawPosText : function( ) {}, /**Draw the specified Rect using the specified paint. The rectangle will be filled or framed based on the Style in the paint. @param {Object {RectF}} rect The rect to be drawn @param {Object {Paint}} paint The paint used to draw the rect */ drawRect : function( ) {}, /**Draw the specified Rect using the specified Paint. The rectangle will be filled or framed based on the Style in the paint. @param {Object {Rect}} r The rectangle to be drawn. @param {Object {Paint}} paint The paint used to draw the rectangle */ drawRect : function( ) {}, /**Draw the specified Rect using the specified paint. The rectangle will be filled or framed based on the Style in the paint. @param {Number} left The left side of the rectangle to be drawn @param {Number} top The top side of the rectangle to be drawn @param {Number} right The right side of the rectangle to be drawn @param {Number} bottom The bottom side of the rectangle to be drawn @param {Object {Paint}} paint The paint used to draw the rect */ drawRect : function( ) {}, /**Fill the entire canvas' bitmap (restricted to the current clip) with the specified RGB color, using srcover porterduff mode. @param {Number} r red component (0..255) of the color to draw onto the canvas @param {Number} g green component (0..255) of the color to draw onto the canvas @param {Number} b blue component (0..255) of the color to draw onto the canvas */ drawRGB : function( ) {}, /**Draw the specified round-rect using the specified paint. The roundrect will be filled or framed based on the Style in the paint. @param {Object {RectF}} rect The rectangular bounds of the roundRect to be drawn @param {Number} rx The x-radius of the oval used to round the corners @param {Number} ry The y-radius of the oval used to round the corners @param {Object {Paint}} paint The paint used to draw the roundRect */ drawRoundRect : function( ) {}, /**Draw the specified round-rect using the specified paint. The roundrect will be filled or framed based on the Style in the paint. @param {Number} rx The x-radius of the oval used to round the corners @param {Number} ry The y-radius of the oval used to round the corners @param {Number} paint The paint used to draw the roundRect */ drawRoundRect : function( ) {}, /**Draws a double rounded rectangle using the specified paint. The resultant round rect will be filled in the area defined between the outer and inner rectangular bounds if the {@link android.graphics.Paint} configured with {@link android.graphics.Paint.Style#FILL}. Otherwise if {@link android.graphics.Paint.Style#STROKE} is used, then 2 rounded rect strokes will be drawn at the outer and inner rounded rectangles @param {Object {RectF}} outer The outer rectangular bounds of the roundRect to be drawn @param {Number} outerRx The x-radius of the oval used to round the corners on the outer rectangle @param {Number} outerRy The y-radius of the oval used to round the corners on the outer rectangle @param {Object {RectF}} inner The inner rectangular bounds of the roundRect to be drawn @param {Number} innerRx The x-radius of the oval used to round the corners on the inner rectangle @param {Number} innerRy The y-radius of the oval used to round the corners on the outer rectangle @param {Object {Paint}} paint The paint used to draw the double roundRect */ drawDoubleRoundRect : function( ) {}, /**Draws a double rounded rectangle using the specified paint. The resultant round rect will be filled in the area defined between the outer and inner rectangular bounds if the {@link android.graphics.Paint} configured with {@link android.graphics.Paint.Style#FILL}. Otherwise if {@link android.graphics.Paint.Style#STROKE} is used, then 2 rounded rect strokes will be drawn at the outer and inner rounded rectangles @param {Object {RectF}} outer The outer rectangular bounds of the roundRect to be drawn @param {Object {float[]}} outerRadii Array of 8 float representing the x, y corner radii for top left, top right, bottom right, bottom left corners respectively on the outer rounded rectangle @param {Object {RectF}} inner The inner rectangular bounds of the roundRect to be drawn @param {Object {float[]}} innerRadii Array of 8 float representing the x, y corner radii for top left, top right, bottom right, bottom left corners respectively on the outer rounded rectangle @param {Object {Paint}} paint The paint used to draw the double roundRect */ drawDoubleRoundRect : function( ) {}, /**Draw the text, with origin at (x,y), using the specified paint. The origin is interpreted based on the Align setting in the paint. @param {Object {char[]}} text The text to be drawn @param {Number} x The x-coordinate of the origin of the text being drawn @param {Number} y The y-coordinate of the baseline of the text being drawn @param {Number} paint The paint used for the text (e.g. color, size, style) */ drawText : function( ) {}, /**Draw the text, with origin at (x,y), using the specified paint. The origin is interpreted based on the Align setting in the paint. @param {String} text The text to be drawn @param {Number} x The x-coordinate of the origin of the text being drawn @param {Number} y The y-coordinate of the baseline of the text being drawn @param {Object {Paint}} paint The paint used for the text (e.g. color, size, style) */ drawText : function( ) {}, /**Draw the text, with origin at (x,y), using the specified paint. The origin is interpreted based on the Align setting in the paint. @param {String} text The text to be drawn @param {Number} start The index of the first character in text to draw @param {Number} end (end - 1) is the index of the last character in text to draw @param {Number} x The x-coordinate of the origin of the text being drawn @param {Number} y The y-coordinate of the baseline of the text being drawn @param {Object {Paint}} paint The paint used for the text (e.g. color, size, style) */ drawText : function( ) {}, /**Draw the specified range of text, specified by start/end, with its origin at (x,y), in the specified Paint. The origin is interpreted based on the Align setting in the Paint. @param {Object {CharSequence}} text The text to be drawn @param {Number} start The index of the first character in text to draw @param {Number} end (end - 1) is the index of the last character in text to draw @param {Number} x The x-coordinate of origin for where to draw the text @param {Number} y The y-coordinate of origin for where to draw the text @param {Object {Paint}} paint The paint used for the text (e.g. color, size, style) */ drawText : function( ) {}, /**Draw the text, with origin at (x,y), using the specified paint, along the specified path. The paint's Align setting determins where along the path to start the text. @param {Object {char[]}} text The text to be drawn @param {Number} path The path the text should follow for its baseline @param {Number} hOffset The distance along the path to add to the text's starting position @param {Object {Path}} vOffset The distance above(-) or below(+) the path to position the text @param {Number} paint The paint used for the text (e.g. color, size, style) */ drawTextOnPath : function( ) {}, /**Draw the text, with origin at (x,y), using the specified paint, along the specified path. The paint's Align setting determins where along the path to start the text. @param {String} text The text to be drawn @param {Object {Path}} path The path the text should follow for its baseline @param {Number} hOffset The distance along the path to add to the text's starting position @param {Number} vOffset The distance above(-) or below(+) the path to position the text @param {Object {Paint}} paint The paint used for the text (e.g. color, size, style) */ drawTextOnPath : function( ) {}, /**Draw a run of text, all in a single direction, with optional context for complex text shaping. <p> See {@link #drawTextRun(CharSequence, int, int, int, int, float, float, boolean, android.graphics.Paint)} for more details. This method uses a character array rather than CharSequence to represent the string. Also, to be consistent with the pattern established in {@link #drawText}, in this method {@code count} and {@code contextCount} are used rather than offsets of the end position; {@code count = end - start, contextCount = contextEnd - contextStart}. @param {Object {char[]}} text the text to render @param {Number} index the start of the text to render @param {Number} count the count of chars to render @param {Number} contextIndex the start of the context for shaping. Must be no greater than index. @param {Number} contextCount the number of characters in the context for shaping. contexIndex + contextCount must be no less than index + count. @param {Number} x the x position at which to draw the text @param {Number} y the y position at which to draw the text @param {Boolean} isRtl whether the run is in RTL direction @param {Object {Paint}} paint the paint */ drawTextRun : function( ) {}, /**Draw a run of text, all in a single direction, with optional context for complex text shaping. <p> The run of text includes the characters from {@code start} to {@code end} in the text. In addition, the range {@code contextStart} to {@code contextEnd} is used as context for the purpose of complex text shaping, such as Arabic text potentially shaped differently based on the text next to it. <p> All text outside the range {@code contextStart..contextEnd} is ignored. The text between {@code start} and {@code end} will be laid out and drawn. The context range is useful for contextual shaping, e.g. Kerning, Arabic contextural form. <p> The direction of the run is explicitly specified by {@code isRtl}. Thus, this method is suitable only for runs of a single direction. Alignment of the text is as determined by the Paint's TextAlign value. Further, {@code 0 <= contextStart <= start <= end <= contextEnd <= text.length} must hold on entry. <p> Also see {@link android.graphics.Paint#getRunAdvance} for a corresponding method to measure the text; the advance width of the text drawn matches the value obtained from that method. @param {Object {CharSequence}} text the text to render @param {Number} start the start of the text to render. Data before this position can be used for shaping context. @param {Number} end the end of the text to render. Data at or after this position can be used for shaping context. @param {Number} contextStart the index of the start of the shaping context @param {Number} contextEnd the index of the end of the shaping context @param {Number} x the x position at which to draw the text @param {Number} y the y position at which to draw the text @param {Boolean} isRtl whether the run is in RTL direction @param {Object {Paint}} paint the paint @see #drawTextRun(char[], int, int, int, int, float, float, boolean, Paint) */ drawTextRun : function( ) {}, /**Draw a run of text, all in a single direction, with optional context for complex text shaping. <p> See {@link #drawTextRun(CharSequence, int, int, int, int, float, float, boolean, android.graphics.Paint)} for more details. This method uses a {@link MeasuredText} rather than CharSequence to represent the string. @param {Object {MeasuredText}} text the text to render @param {Number} start the start of the text to render. Data before this position can be used for shaping context. @param {Number} end the end of the text to render. Data at or after this position can be used for shaping context. @param {Number} contextStart the index of the start of the shaping context @param {Number} contextEnd the index of the end of the shaping context @param {Number} x the x position at which to draw the text @param {Number} y the y position at which to draw the text @param {Boolean} isRtl whether the run is in RTL direction @param {Object {Paint}} paint the paint */ drawTextRun : function( ) {}, /**Draw the array of vertices, interpreted as triangles (based on mode). The verts array is required, and specifies the x,y pairs for each vertex. If texs is non-null, then it is used to specify the coordinate in shader coordinates to use at each vertex (the paint must have a shader in this case). If there is no texs array, but there is a color array, then each color is interpolated across its corresponding triangle in a gradient. If both texs and colors arrays are present, then they behave as before, but the resulting color at each pixels is the result of multiplying the colors from the shader and the color-gradient together. The indices array is optional, but if it is present, then it is used to specify the index of each triangle, rather than just walking through the arrays in order. @param {Object {Canvas.VertexMode}} mode How to interpret the array of vertices @param {Number} vertexCount The number of values in the vertices array (and corresponding texs and colors arrays if non-null). Each logical vertex is two values (x, y), vertexCount must be a multiple of 2. @param {Object {float[]}} verts Array of vertices for the mesh @param {Number} vertOffset Number of values in the verts to skip before drawing. @param {Object {float[]}} texs May be null. If not null, specifies the coordinates to sample into the current shader (e.g. bitmap tile or gradient) @param {Number} texOffset Number of values in texs to skip before drawing. @param {Object {int[]}} colors May be null. If not null, specifies a color for each vertex, to be interpolated across the triangle. @param {Number} colorOffset Number of values in colors to skip before drawing. @param {Object {short[]}} indices If not null, array of indices to reference into the vertex (texs, colors) array. @param {Number} indexCount number of entries in the indices array (if not null). @param {Number} paint Specifies the shader to use if the texs array is non-null. */ drawVertices : function( ) {}, /**Draws the given RenderNode. This is only supported in hardware rendering, which can be verified by asserting that {@link #isHardwareAccelerated}() is true. If {@link #isHardwareAccelerated}() is false then this throws an exception. See {@link android.graphics.RenderNode} for more information on what a RenderNode is and how to use it. @param {Object {RenderNode}} renderNode The RenderNode to draw, must be non-null. */ drawRenderNode : function( ) {}, };