Canvas
@JvmDefaultWithCompatibility
interface Canvas
Functions
fun save()
Saves a copy of the current transform and clip on the save stack.
Call restore
to pop the save stack.
See also:
saveLayer
, which does the same thing but additionally also groups the commands done until the matchingrestore
.
fun restore()
Pops the current save stack, if there is anything to pop. Otherwise, does nothing.
Use save
and saveLayer
to push state onto the stack.
If the state was pushed with with saveLayer
, then this call will also cause the new layer
to be composited into the previous layer.
fun saveLayer(bounds: Rect, paint: Paint)
Saves a copy of the current transform and clip on the save stack, and then creates a new
group which subsequent calls will become a part of. When the save stack is later popped, the
group will be flattened into a layer and have the given paint
's Paint.colorFilter
and
Paint.blendMode
applied.
This lets you create composite effects, for example making a group of drawing commands
semi-transparent. Without using saveLayer
, each part of the group would be painted
individually, so where they overlap would be darker than where they do not. By using
saveLayer
to group them together, they can be drawn with an opaque color at first, and then
the entire group can be made transparent using the saveLayer
's paint.
Call restore
to pop the save stack and apply the paint to the group.
Using saveLayer with clips
When a rectangular clip operation (from clipRect
) is not axis-aligned with the raster
buffer, or when the clip operation is not rectalinear (e.g. because it is a rounded rectangle
clip created by clipPath
, the edge of the clip needs to be anti-aliased.
If two draw calls overlap at the edge of such a clipped region, without using saveLayer
,
the first drawing will be anti-aliased with the background first, and then the second will be
anti-aliased with the result of blending the first drawing and the background. On the other
hand, if saveLayer
is used immediately after establishing the clip, the second drawing will
cover the first in the layer, and thus the second alone will be anti-aliased with the
background when the layer is clipped and composited (when restore
is called).
(Incidentally, rather than using clipPath
with a rounded rectangle defined in a path to
draw rounded rectangles like this, prefer the drawRoundRect
method.
Performance considerations
Generally speaking, saveLayer
is relatively expensive.
There are a several different hardware architectures for GPUs (graphics processing units, the hardware that handles graphics), but most of them involve batching commands and reordering them for performance. When layers are used, they cause the rendering pipeline to have to switch render target (from one layer to another). Render target switches can flush the GPU's command buffer, which typically means that optimizations that one could get with larger batching are lost. Render target switches also generate a lot of memory churn because the GPU needs to copy out the current frame buffer contents from the part of memory that's optimized for writing, and then needs to copy it back in once the previous render target (layer) is restored.
See also:
save
, which saves the current state, but does not create a new layer for subsequent commands.BlendMode
, which discusses the use ofPaint.blendMode
withsaveLayer
.
fun translate(dx: Float, dy: Float)
Add a translation to the current transform, shifting the coordinate space horizontally by the first argument and vertically by the second argument.
fun scale(sx: Float, sy: Float = sx)
Add an axis-aligned scale to the current transform, scaling by the first argument in the horizontal direction and the second in the vertical direction.
If sy
is unspecified, sx
will be used for the scale in both directions.
Parameters
sx | The amount to scale in X |
sy | The amount to scale in Y |
fun rotate(degrees: Float)
Add a rotation (in degrees clockwise) to the current transform
Parameters
degrees | to rotate clockwise |
fun skew(sx: Float, sy: Float)
Add an axis-aligned skew to the current transform, with the first argument being the horizontal skew in degrees clockwise around the origin, and the second argument being the vertical skew in degrees clockwise around the origin.
fun skewRad(sxRad: Float, syRad: Float)
Add an axis-aligned skew to the current transform, with the first argument being the horizontal skew in radians clockwise around the origin, and the second argument being the vertical skew in radians clockwise around the origin.
fun concat(matrix: Matrix)
Multiply the current transform by the specified 4⨉4 transformation matrix specified as a list of values in column-major order.
fun clipRect(rect: Rect, clipOp: ClipOp = ClipOp.Intersect) =
clipRect(rect.left, rect.top, rect.right, rect.bottom, clipOp)
Reduces the clip region to the intersection of the current clip and the given rectangle.
Use ClipOp.Difference
to subtract the provided rectangle from the current clip.
fun clipRect(
left: Float,
top: Float,
right: Float,
bottom: Float,
clipOp: ClipOp = ClipOp.Intersect,
)
Reduces the clip region to the intersection of the current clip and the given bounds.
Use ClipOp.Difference
to subtract the provided rectangle from the current clip.
Parameters
left | Left bound of the clip region |
top | Top bound of the clip region |
right | Right bound of the clip region |
bottom | Bottom bound of the clip region |
clipOp | Clipping operation to conduct on the given bounds, defaults to ClipOp.Intersect |
fun clipPath(path: Path, clipOp: ClipOp = ClipOp.Intersect)
Reduces the clip region to the intersection of the current clip and the given Path
.
fun drawLine(p1: Offset, p2: Offset, paint: Paint)
Draws a line between the given points using the given paint. The line is stroked, the value
of the Paint.style
is ignored for this call.
The p1
and p2
arguments are interpreted as offsets from the origin.
fun drawRect(rect: Rect, paint: Paint) =
drawRect(
left = rect.left,
top = rect.top,
right = rect.right,
bottom = rect.bottom,
paint = paint,
)
Draws a rectangle with the given Paint
. Whether the rectangle is filled or stroked (or
both) is controlled by Paint.style
.
fun drawRect(left: Float, top: Float, right: Float, bottom: Float, paint: Paint)
Draws a rectangle with the given Paint
. Whether the rectangle is filled or stroked (or
both) is controlled by Paint.style
.
Parameters
left | The left bound of the rectangle |
top | The top bound of the rectangle |
right | The right bound of the rectangle |
bottom | The bottom bound of the rectangle |
paint | Paint used to color the rectangle with a fill or stroke |
fun drawRoundRect(
left: Float,
top: Float,
right: Float,
bottom: Float,
radiusX: Float,
radiusY: Float,
paint: Paint,
)
Draws a rounded rectangle with the given Paint
. Whether the rectangle is filled or stroked
(or both) is controlled by Paint.style
.
fun drawOval(rect: Rect, paint: Paint) =
drawOval(
left = rect.left,
top = rect.top,
right = rect.right,
bottom = rect.bottom,
paint = paint,
)
Draws an axis-aligned oval that fills the given axis-aligned rectangle with the given
Paint
. Whether the oval is filled or stroked (or both) is controlled by Paint.style
.
fun drawOval(left: Float, top: Float, right: Float, bottom: Float, paint: Paint)
Draws an axis-aligned oval that fills the given bounds provided with the given Paint
.
Whether the rectangle is filled or stroked (or both) is controlled by Paint.style
.
Parameters
left | The left bound of the rectangle |
top | The top bound of the rectangle |
right | The right bound of the rectangle |
bottom | The bottom bound of the rectangle |
paint | Paint used to color the rectangle with a fill or stroke |
fun drawCircle(center: Offset, radius: Float, paint: Paint)
Draws a circle centered at the point given by the first argument and that has the radius
given by the second argument, with the Paint
given in the third argument. Whether the
circle is filled or stroked (or both) is controlled by Paint.style
.
fun drawArc(
rect: Rect,
startAngle: Float,
sweepAngle: Float,
useCenter: Boolean,
paint: Paint,
) =
drawArc(
left = rect.left,
top = rect.top,
right = rect.right,
bottom = rect.bottom,
startAngle = startAngle,
sweepAngle = sweepAngle,
useCenter = useCenter,
paint = paint,
)
Draw an arc scaled to fit inside the given rectangle. It starts from startAngle degrees around the oval up to startAngle + sweepAngle degrees around the oval, with zero degrees being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval. If useCenter is true, the arc is closed back to the center, forming a circle sector. Otherwise, the arc is not closed, forming a circle segment.
This method is optimized for drawing arcs and should be faster than Path.arcTo
.
fun drawArc(
left: Float,
top: Float,
right: Float,
bottom: Float,
startAngle: Float,
sweepAngle: Float,
useCenter: Boolean,
paint: Paint,
)
Draw an arc scaled to fit inside the given rectangle. It starts from startAngle degrees around the oval up to startAngle + sweepAngle degrees around the oval, with zero degrees being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval. If useCenter is true, the arc is closed back to the center, forming a circle sector. Otherwise, the arc is not closed, forming a circle segment.
This method is optimized for drawing arcs and should be faster than Path.arcTo
.
Parameters
left | Left bound of the arc |
top | Top bound of the arc |
right | Right bound of the arc |
bottom | Bottom bound of the arc |
startAngle | Starting angle of the arc relative to 3 o'clock |
sweepAngle | Sweep angle in degrees clockwise |
useCenter | Flag indicating whether or not to include the center of the oval in the |
paint | Paint used to draw the arc. arc, and close it if it is being stroked. This will draw a wedge. |
fun drawArcRad(
rect: Rect,
startAngleRad: Float,
sweepAngleRad: Float,
useCenter: Boolean,
paint: Paint,
)
Draw an arc scaled to fit inside the given rectangle. It starts from startAngle radians around the oval up to startAngle + sweepAngle radians around the oval, with zero radians being the point on the right hand side of the oval that crosses the horizontal line that intersects the center of the rectangle and with positive angles going clockwise around the oval. If useCenter is true, the arc is closed back to the center, forming a circle sector. Otherwise, the arc is not closed, forming a circle segment.
This method is optimized for drawing arcs and should be faster than Path.arcTo
.
fun drawPath(path: Path, paint: Paint)
Draws the given Path
with the given Paint
. Whether this shape is filled or stroked (or
both) is controlled by Paint.style
. If the path is filled, then subpaths within it are
implicitly closed (see Path.close
).
fun drawImage(image: ImageBitmap, topLeftOffset: Offset, paint: Paint)
Draws the given ImageBitmap
into the canvas with its top-left corner at the given Offset
.
The image is composited into the canvas using the given Paint
.
fun drawImageRect(
image: ImageBitmap,
srcOffset: IntOffset = IntOffset.Zero,
srcSize: IntSize = IntSize(image.width, image.height),
dstOffset: IntOffset = IntOffset.Zero,
dstSize: IntSize = srcSize,
paint: Paint,
)
Draws the subset of the given image described by the src
argument into the canvas in the
axis-aligned rectangle given by the dst
argument.
This might sample from outside the src
rect by up to half the width of an applied filter.
Parameters
image | ImageBitmap to draw |
srcOffset: | Optional offset representing the top left offset of the source image to draw, this defaults to the origin of image |
srcSize: | Optional dimensions of the source image to draw relative to srcOffset , this defaults the width and height of image |
dstOffset: | Offset representing the top left offset of the destination image to draw |
dstSize: | Dimensions of the destination to draw |
paint | Paint used to composite the ImageBitmap pixels into the canvas |
fun drawPoints(pointMode: PointMode, points: List<Offset>, paint: Paint)
Draws a sequence of points according to the given PointMode
.
The points
argument is interpreted as offsets from the origin.
See also:
drawRawPoints
, which takespoints
as aFloatArray
rather than aList<Offset>
.
fun drawRawPoints(pointMode: PointMode, points: FloatArray, paint: Paint)
Draws a sequence of points according to the given PointMode
.
The points
argument is interpreted as a list of pairs of floating point numbers, where each
pair represents an x and y offset from the origin.
See also:
drawPoints
, which takespoints
as aList<Offset>
rather than aList<Float32List>
.
fun drawVertices(vertices: Vertices, blendMode: BlendMode, paint: Paint)
fun enableZ()
Enables Z support which defaults to disabled. This allows layers drawn with different elevations to be rearranged based on their elevation. It also enables rendering of shadows.
fun disableZ()
Disables Z support, preventing any layers drawn after this point from being visually
reordered or having shadows rendered. This is not impacted by any save
or restore
calls
as it is not considered part of the matrix or clip.