GraphicsLayerScope
@JvmDefaultWithCompatibility
@PlacementScopeMarker
interface GraphicsLayerScope : Density
A scope which can be used to define the effects to apply for the content, such as scaling
(scaleX
, scaleY
), rotation (rotationX
, rotationY
, rotationZ
), opacity (alpha
), shadow
(shadowElevation
, shape
), and clipping (clip
, shape
).
Properties
var scaleX: Float
The horizontal scale of the drawn area. Default value is 1
.
var scaleY: Float
The vertical scale of the drawn area. Default value is 1
.
/*@setparam:FloatRange(from = 0.0, to = 1.0)*/
var alpha: Float
The alpha of the drawn area. Setting this to something other than 1
will cause the drawn
contents to be translucent and setting it to 0
will cause it to be fully invisible. Default
value is 1
and the range is between 0
and 1
.
var translationX: Float
Horizontal pixel offset of the layer relative to its left bound. Default value is 0
.
var translationY: Float
Vertical pixel offset of the layer relative to its top bound. Default value is 0
/*@setparam:FloatRange(from = 0.0)*/
var shadowElevation: Float
Sets the elevation for the shadow in pixels. With the shadowElevation
> 0f and shape
set,
a shadow is produced. Default value is 0
and the value must not be negative.
Note that if you provide a non-zero shadowElevation
and if the passed shape
is concave
the shadow will not be drawn on Android versions less than 10.
var ambientShadowColor: Color
Sets the color of the ambient shadow that is drawn when shadowElevation
> 0f.
By default the shadow color is black. Generally, this color will be opaque so the intensity of the shadow is consistent between different graphics layers with different colors.
The opacity of the final ambient shadow is a function of the shadow caster height, the alpha
channel of the ambientShadowColor
(typically opaque), and the
android.R.attr.ambientShadowAlpha
theme attribute.
Note that this parameter is only supported on Android 9 (Pie) and above. On older versions,
this property always returns Color.Black
and setting new values is ignored.
var spotShadowColor: Color
Sets the color of the spot shadow that is drawn when shadowElevation
> 0f.
By default the shadow color is black. Generally, this color will be opaque so the intensity of the shadow is consistent between different graphics layers with different colors.
The opacity of the final spot shadow is a function of the shadow caster height, the alpha
channel of the spotShadowColor
(typically opaque), and the android.R.attr.spotShadowAlpha
theme attribute.
Note that this parameter is only supported on Android 9 (Pie) and above. On older versions,
this property always returns Color.Black
and setting new values is ignored.
var rotationX: Float
The rotation, in degrees, of the contents around the horizontal axis in degrees. Default
value is 0
.
var rotationY: Float
The rotation, in degrees, of the contents around the vertical axis in degrees. Default value
is 0
.
var rotationZ: Float
The rotation, in degrees, of the contents around the Z axis in degrees. Default value is 0
.
/*@setparam:FloatRange(from = 0.0)*/
var cameraDistance: Float
Sets the distance along the Z axis (orthogonal to the X/Y plane on which layers are drawn) from the camera to this layer. The camera's distance affects 3D transformations, for instance rotations around the X and Y axis. If the rotationX or rotationY properties are changed and this view is large (more than half the size of the screen), it is recommended to always use a camera distance that's greater than the height (X axis rotation) or the width (Y axis rotation) of this view.
The distance of the camera from the drawing plane can have an affect on the perspective distortion of the layer when it is rotated around the x or y axis. For example, a large distance will result in a large viewing angle, and there will not be much perspective distortion of the view as it rotates. A short distance may cause much more perspective distortion upon rotation, and can also result in some drawing artifacts if the rotated view ends up partially behind the camera (which is why the recommendation is to use a distance at least as far as the size of the view, if the view is to be rotated.)
The distance is expressed in pixels and must always be positive. Default value is
DefaultCameraDistance
var transformOrigin: TransformOrigin
Offset percentage along the x and y axis for which contents are rotated and scaled. The
default value of 0.5f, 0.5f indicates the pivot point will be at the midpoint of the left and
right as well as the top and bottom bounds of the layer. Default value is
TransformOrigin.Center
var shape: Shape
The Shape
of the layer. When shadowElevation
is non-zero a shadow is produced using this
shape
. When clip
is true
contents will be clipped to this shape
. When clipping, the
content will be redrawn when the shape
changes. Default value is RectangleShape
var clip: Boolean
Set to true
to clip the content to the shape
. Default value is false
var renderEffect: RenderEffect?
Configure the RenderEffect
to apply to this GraphicsLayerScope
. This will apply a visual
effect to the results of the GraphicsLayerScope
before it is drawn. For example if
BlurEffect
is provided, the contents will be drawn in a separate layer, then this layer
will be blurred when this GraphicsLayerScope
is drawn.
Note this parameter is only supported on Android 12 and above. Attempts to use this Modifier on older Android versions will be ignored.
var blendMode: BlendMode
BlendMode to use when drawing this layer to the destination. The default is
BlendMode.SrcOver
. Any value other than BlendMode.SrcOver
will force this
GraphicsLayerScope
to use an offscreen compositing layer for rendering and is equivalent to
using CompositingStrategy.Offscreen
.
var colorFilter: ColorFilter?
ColorFilter applied when drawing this layer to the destination. Setting of this to any
non-null will force this GraphicsLayer
to use an offscreen compositing layer for rendering
and is equivalent to using CompositingStrategy.Offscreen
var compositingStrategy: CompositingStrategy
Determines the CompositingStrategy
used to render the contents of this graphicsLayer into
an offscreen buffer first before rendering to the destination
val size: Size
Size
of the graphicsLayer represented in pixels. Drawing commands can extend beyond the
size specified, however, if the graphicsLayer is promoted to an offscreen rasterization
layer, any content rendered outside of the specified size will be clipped.