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-rw-r--r--android/view/ViewGroup.java98
1 files changed, 98 insertions, 0 deletions
diff --git a/android/view/ViewGroup.java b/android/view/ViewGroup.java
index b2e5a163..929beaea 100644
--- a/android/view/ViewGroup.java
+++ b/android/view/ViewGroup.java
@@ -421,22 +421,78 @@ public abstract class ViewGroup extends View implements ViewParent, ViewManager
/**
* Used to indicate that no drawing cache should be kept in memory.
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
public static final int PERSISTENT_NO_CACHE = 0x0;
/**
* Used to indicate that the animation drawing cache should be kept in memory.
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
public static final int PERSISTENT_ANIMATION_CACHE = 0x1;
/**
* Used to indicate that the scrolling drawing cache should be kept in memory.
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
public static final int PERSISTENT_SCROLLING_CACHE = 0x2;
/**
* Used to indicate that all drawing caches should be kept in memory.
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
public static final int PERSISTENT_ALL_CACHES = 0x3;
// Layout Modes
@@ -3769,7 +3825,21 @@ public abstract class ViewGroup extends View implements ViewParent, ViewManager
* Enables or disables the drawing cache for each child of this view group.
*
* @param enabled true to enable the cache, false to dispose of it
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
protected void setChildrenDrawingCacheEnabled(boolean enabled) {
if (enabled || (mPersistentDrawingCache & PERSISTENT_ALL_CACHES) != PERSISTENT_ALL_CACHES) {
final View[] children = mChildren;
@@ -6331,7 +6401,21 @@ public abstract class ViewGroup extends View implements ViewParent, ViewManager
* @return one or a combination of {@link #PERSISTENT_NO_CACHE},
* {@link #PERSISTENT_ANIMATION_CACHE}, {@link #PERSISTENT_SCROLLING_CACHE}
* and {@link #PERSISTENT_ALL_CACHES}
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
@ViewDebug.ExportedProperty(category = "drawing", mapping = {
@ViewDebug.IntToString(from = PERSISTENT_NO_CACHE, to = "NONE"),
@ViewDebug.IntToString(from = PERSISTENT_ANIMATION_CACHE, to = "ANIMATION"),
@@ -6352,7 +6436,21 @@ public abstract class ViewGroup extends View implements ViewParent, ViewManager
* @param drawingCacheToKeep one or a combination of {@link #PERSISTENT_NO_CACHE},
* {@link #PERSISTENT_ANIMATION_CACHE}, {@link #PERSISTENT_SCROLLING_CACHE}
* and {@link #PERSISTENT_ALL_CACHES}
+ *
+ * @deprecated The view drawing cache was largely made obsolete with the introduction of
+ * hardware-accelerated rendering in API 11. With hardware-acceleration, intermediate cache
+ * layers are largely unnecessary and can easily result in a net loss in performance due to the
+ * cost of creating and updating the layer. In the rare cases where caching layers are useful,
+ * such as for alpha animations, {@link #setLayerType(int, Paint)} handles this with hardware
+ * rendering. For software-rendered snapshots of a small part of the View hierarchy or
+ * individual Views it is recommended to create a {@link Canvas} from either a {@link Bitmap} or
+ * {@link android.graphics.Picture} and call {@link #draw(Canvas)} on the View. However these
+ * software-rendered usages are discouraged and have compatibility issues with hardware-only
+ * rendering features such as {@link android.graphics.Bitmap.Config#HARDWARE Config.HARDWARE}
+ * bitmaps, real-time shadows, and outline clipping. For screenshots of the UI for feedback
+ * reports or unit testing the {@link PixelCopy} API is recommended.
*/
+ @Deprecated
public void setPersistentDrawingCache(int drawingCacheToKeep) {
mPersistentDrawingCache = drawingCacheToKeep & PERSISTENT_ALL_CACHES;
}