graphicsLayer
Deprecated Replace with graphicsLayer that consumes an optional RenderEffect parameter and shadow color parameters
fun Modifier.graphicsLayer(
scaleX: Float = 1f,
scaleY: Float = 1f,
alpha: Float = 1f,
translationX: Float = 0f,
translationY: Float = 0f,
shadowElevation: Float = 0f,
rotationX: Float = 0f,
rotationY: Float = 0f,
rotationZ: Float = 0f,
cameraDistance: Float = DefaultCameraDistance,
transformOrigin: TransformOrigin = TransformOrigin.Center,
shape: Shape = RectangleShape,
clip: Boolean = false,
) =
graphicsLayer(
scaleX = scaleX,
scaleY = scaleY,
alpha = alpha,
translationX = translationX,
translationY = translationY,
shadowElevation = shadowElevation,
rotationX = rotationX,
rotationY = rotationY,
rotationZ = rotationZ,
cameraDistance = cameraDistance,
transformOrigin = transformOrigin,
shape = shape,
clip = clip,
renderEffect = null,
blendMode = BlendMode.SrcOver,
colorFilter = null,
)
A Modifier.Element
that makes content draw into a draw layer. The draw layer can be invalidated
separately from parents. A graphicsLayer
should be used when the content updates independently
from anything above it to minimize the invalidated content.
graphicsLayer
can also be used to apply effects to content, such as scaling (scaleX
,
scaleY
), rotation (rotationX
, rotationY
, rotationZ
), opacity (alpha
), shadow
(shadowElevation
, shape
), and clipping (clip
, shape
).
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.
Also note that alpha values less than 1.0f will have their contents implicitly clipped to their bounds. This is because an intermediate compositing layer is created to render contents into first before being drawn into the destination with the desired alpha. This layer is sized to the bounds of the composable this modifier is configured on, and contents outside of these bounds are omitted.
If the layer parameters are backed by a androidx.compose.runtime.State
or an animated value
prefer an overload with a lambda block on GraphicsLayerScope
as reading a state inside the
block will only cause the layer properties update without triggering recomposition and relayout.
Parameters
scaleX | see GraphicsLayerScope.scaleX |
scaleY | see GraphicsLayerScope.scaleY |
alpha | see GraphicsLayerScope.alpha |
translationX | see GraphicsLayerScope.translationX |
translationY | see GraphicsLayerScope.translationY |
shadowElevation | see GraphicsLayerScope.shadowElevation |
rotationX | see GraphicsLayerScope.rotationX |
rotationY | see GraphicsLayerScope.rotationY |
rotationZ | see GraphicsLayerScope.rotationZ |
cameraDistance | see GraphicsLayerScope.cameraDistance |
transformOrigin | see GraphicsLayerScope.transformOrigin |
shape | see GraphicsLayerScope.shape |
clip | see GraphicsLayerScope.clip |
Deprecated Replace with graphicsLayer that consumes shadow color parameters
fun Modifier.graphicsLayer(
scaleX: Float = 1f,
scaleY: Float = 1f,
alpha: Float = 1f,
translationX: Float = 0f,
translationY: Float = 0f,
shadowElevation: Float = 0f,
rotationX: Float = 0f,
rotationY: Float = 0f,
rotationZ: Float = 0f,
cameraDistance: Float = DefaultCameraDistance,
transformOrigin: TransformOrigin = TransformOrigin.Center,
shape: Shape = RectangleShape,
clip: Boolean = false,
renderEffect: RenderEffect? = null,
) =
graphicsLayer(
scaleX = scaleX,
scaleY = scaleY,
alpha = alpha,
translationX = translationX,
translationY = translationY,
shadowElevation = shadowElevation,
ambientShadowColor = DefaultShadowColor,
spotShadowColor = DefaultShadowColor,
rotationX = rotationX,
rotationY = rotationY,
rotationZ = rotationZ,
cameraDistance = cameraDistance,
transformOrigin = transformOrigin,
shape = shape,
clip = clip,
renderEffect = renderEffect,
compositingStrategy = CompositingStrategy.Auto,
blendMode = BlendMode.SrcOver,
colorFilter = null,
)
A Modifier.Element
that makes content draw into a draw layer. The draw layer can be invalidated
separately from parents. A graphicsLayer
should be used when the content updates independently
from anything above it to minimize the invalidated content.
graphicsLayer
can also be used to apply effects to content, such as scaling (scaleX
,
scaleY
), rotation (rotationX
, rotationY
, rotationZ
), opacity (alpha
), shadow
(shadowElevation
, shape
), clipping (clip
, shape
), as well as altering the result of the
layer with RenderEffect
.
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.
Also note that alpha values less than 1.0f will have their contents implicitly clipped to their bounds. This is because an intermediate compositing layer is created to render contents into first before being drawn into the destination with the desired alpha. This layer is sized to the bounds of the composable this modifier is configured on, and contents outside of these bounds are omitted.
If the layer parameters are backed by a androidx.compose.runtime.State
or an animated value
prefer an overload with a lambda block on GraphicsLayerScope
as reading a state inside the
block will only cause the layer properties update without triggering recomposition and relayout.
Parameters
scaleX | see GraphicsLayerScope.scaleX |
scaleY | see GraphicsLayerScope.scaleY |
alpha | see GraphicsLayerScope.alpha |
translationX | see GraphicsLayerScope.translationX |
translationY | see GraphicsLayerScope.translationY |
shadowElevation | see GraphicsLayerScope.shadowElevation |
rotationX | see GraphicsLayerScope.rotationX |
rotationY | see GraphicsLayerScope.rotationY |
rotationZ | see GraphicsLayerScope.rotationZ |
cameraDistance | see GraphicsLayerScope.cameraDistance |
transformOrigin | see GraphicsLayerScope.transformOrigin |
shape | see GraphicsLayerScope.shape |
clip | see GraphicsLayerScope.clip |
renderEffect | see GraphicsLayerScope.renderEffect |
Deprecated Replace with graphicsLayer that consumes a compositing strategy
fun Modifier.graphicsLayer(
scaleX: Float = 1f,
scaleY: Float = 1f,
alpha: Float = 1f,
translationX: Float = 0f,
translationY: Float = 0f,
shadowElevation: Float = 0f,
rotationX: Float = 0f,
rotationY: Float = 0f,
rotationZ: Float = 0f,
cameraDistance: Float = DefaultCameraDistance,
transformOrigin: TransformOrigin = TransformOrigin.Center,
shape: Shape = RectangleShape,
clip: Boolean = false,
renderEffect: RenderEffect? = null,
ambientShadowColor: Color = DefaultShadowColor,
spotShadowColor: Color = DefaultShadowColor,
) =
graphicsLayer(
scaleX,
scaleY,
alpha,
translationX,
translationY,
shadowElevation,
rotationX,
rotationY,
rotationZ,
cameraDistance,
transformOrigin,
shape,
clip,
renderEffect,
ambientShadowColor,
spotShadowColor,
CompositingStrategy.Auto,
BlendMode.SrcOver,
null,
)
A Modifier.Element
that makes content draw into a draw layer. The draw layer can be invalidated
separately from parents. A graphicsLayer
should be used when the content updates independently
from anything above it to minimize the invalidated content.
graphicsLayer
can also be used to apply effects to content, such as scaling (scaleX
,
scaleY
), rotation (rotationX
, rotationY
, rotationZ
), opacity (alpha
), shadow
(shadowElevation
, shape
), clipping (clip
, shape
), as well as altering the result of the
layer with RenderEffect
. Shadow color and ambient colors can be modified by configuring the
spotShadowColor
and ambientShadowColor
respectively.
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.
Also note that alpha values less than 1.0f will have their contents implicitly clipped to their bounds. This is because an intermediate compositing layer is created to render contents into first before being drawn into the destination with the desired alpha. This layer is sized to the bounds of the composable this modifier is configured on, and contents outside of these bounds are omitted.
If the layer parameters are backed by a androidx.compose.runtime.State
or an animated value
prefer an overload with a lambda block on GraphicsLayerScope
as reading a state inside the
block will only cause the layer properties update without triggering recomposition and relayout.
Parameters
scaleX | see GraphicsLayerScope.scaleX |
scaleY | see GraphicsLayerScope.scaleY |
alpha | see GraphicsLayerScope.alpha |
translationX | see GraphicsLayerScope.translationX |
translationY | see GraphicsLayerScope.translationY |
shadowElevation | see GraphicsLayerScope.shadowElevation |
rotationX | see GraphicsLayerScope.rotationX |
rotationY | see GraphicsLayerScope.rotationY |
rotationZ | see GraphicsLayerScope.rotationZ |
cameraDistance | see GraphicsLayerScope.cameraDistance |
transformOrigin | see GraphicsLayerScope.transformOrigin |
shape | see GraphicsLayerScope.shape |
clip | see GraphicsLayerScope.clip |
renderEffect | see GraphicsLayerScope.renderEffect |
ambientShadowColor | see GraphicsLayerScope.ambientShadowColor |
spotShadowColor | see GraphicsLayerScope.spotShadowColor |
Deprecated Replace with graphicsLayer that consumes a blend mode and a color filter
fun Modifier.graphicsLayer(
scaleX: Float = 1f,
scaleY: Float = 1f,
alpha: Float = 1f,
translationX: Float = 0f,
translationY: Float = 0f,
shadowElevation: Float = 0f,
rotationX: Float = 0f,
rotationY: Float = 0f,
rotationZ: Float = 0f,
cameraDistance: Float = DefaultCameraDistance,
transformOrigin: TransformOrigin = TransformOrigin.Center,
shape: Shape = RectangleShape,
clip: Boolean = false,
renderEffect: RenderEffect? = null,
ambientShadowColor: Color = DefaultShadowColor,
spotShadowColor: Color = DefaultShadowColor,
compositingStrategy: CompositingStrategy = CompositingStrategy.Auto,
) =
graphicsLayer(
scaleX,
scaleY,
alpha,
translationX,
translationY,
shadowElevation,
rotationX,
rotationY,
rotationZ,
cameraDistance,
transformOrigin,
shape,
clip,
renderEffect,
ambientShadowColor,
spotShadowColor,
compositingStrategy,
BlendMode.SrcOver,
null,
)
A Modifier.Element
that makes content draw into a draw layer. The draw layer can be invalidated
separately from parents. A graphicsLayer
should be used when the content updates independently
from anything above it to minimize the invalidated content.
graphicsLayer
can also be used to apply effects to content, such as scaling (scaleX
,
scaleY
), rotation (rotationX
, rotationY
, rotationZ
), opacity (alpha
), shadow
(shadowElevation
, shape
), clipping (clip
, shape
), as well as altering the result of the
layer with RenderEffect
. Shadow color and ambient colors can be modified by configuring the
spotShadowColor
and ambientShadowColor
respectively.
CompositingStrategy
determines whether or not the contents of this layer are rendered into an
offscreen buffer. This is useful in order to optimize alpha usages with
CompositingStrategy.ModulateAlpha
which will skip the overhead of an offscreen buffer but can
generate different rendering results depending on whether or not the contents of the layer are
overlapping. Similarly leveraging CompositingStrategy.Offscreen
is useful in situations where
creating an offscreen buffer is preferred usually in conjunction with BlendMode
usage.
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.
Also note that alpha values less than 1.0f will have their contents implicitly clipped to their
bounds unless CompositingStrategy.ModulateAlpha
is specified. This is because an intermediate
compositing layer is created to render contents into first before being drawn into the
destination with the desired alpha. This layer is sized to the bounds of the composable this
modifier is configured on, and contents outside of these bounds are omitted.
If the layer parameters are backed by a androidx.compose.runtime.State
or an animated value
prefer an overload with a lambda block on GraphicsLayerScope
as reading a state inside the
block will only cause the layer properties update without triggering recomposition and relayout.
Parameters
scaleX | see GraphicsLayerScope.scaleX |
scaleY | see GraphicsLayerScope.scaleY |
alpha | see GraphicsLayerScope.alpha |
translationX | see GraphicsLayerScope.translationX |
translationY | see GraphicsLayerScope.translationY |
shadowElevation | see GraphicsLayerScope.shadowElevation |
rotationX | see GraphicsLayerScope.rotationX |
rotationY | see GraphicsLayerScope.rotationY |
rotationZ | see GraphicsLayerScope.rotationZ |
cameraDistance | see GraphicsLayerScope.cameraDistance |
transformOrigin | see GraphicsLayerScope.transformOrigin |
shape | see GraphicsLayerScope.shape |
clip | see GraphicsLayerScope.clip |
renderEffect | see GraphicsLayerScope.renderEffect |
ambientShadowColor | see GraphicsLayerScope.ambientShadowColor |
spotShadowColor | see GraphicsLayerScope.spotShadowColor |
compositingStrategy | see GraphicsLayerScope.compositingStrategy |
fun Modifier.graphicsLayer(
scaleX: Float = 1f,
scaleY: Float = 1f,
alpha: Float = 1f,
translationX: Float = 0f,
translationY: Float = 0f,
shadowElevation: Float = 0f,
rotationX: Float = 0f,
rotationY: Float = 0f,
rotationZ: Float = 0f,
cameraDistance: Float = DefaultCameraDistance,
transformOrigin: TransformOrigin = TransformOrigin.Center,
shape: Shape = RectangleShape,
clip: Boolean = false,
renderEffect: RenderEffect? = null,
ambientShadowColor: Color = DefaultShadowColor,
spotShadowColor: Color = DefaultShadowColor,
compositingStrategy: CompositingStrategy = CompositingStrategy.Auto,
blendMode: BlendMode = BlendMode.SrcOver,
colorFilter: ColorFilter? = null,
) =
this then
GraphicsLayerElement(
scaleX,
scaleY,
alpha,
translationX,
translationY,
shadowElevation,
rotationX,
rotationY,
rotationZ,
cameraDistance,
transformOrigin,
shape,
clip,
renderEffect,
ambientShadowColor,
spotShadowColor,
compositingStrategy,
blendMode,
colorFilter,
)
A Modifier.Element
that makes content draw into a draw layer. The draw layer can be invalidated
separately from parents. A graphicsLayer
should be used when the content updates independently
from anything above it to minimize the invalidated content.
graphicsLayer
can also be used to apply effects to content, such as scaling (scaleX
,
scaleY
), rotation (rotationX
, rotationY
, rotationZ
), opacity (alpha
), shadow
(shadowElevation
, shape
), clipping (clip
, shape
), as well as altering the result of the
layer with RenderEffect
. Shadow color and ambient colors can be modified by configuring the
spotShadowColor
and ambientShadowColor
respectively.
CompositingStrategy
determines whether or not the contents of this layer are rendered into an
offscreen buffer. This is useful in order to optimize alpha usages with
CompositingStrategy.ModulateAlpha
which will skip the overhead of an offscreen buffer but can
generate different rendering results depending on whether or not the contents of the layer are
overlapping. Similarly leveraging CompositingStrategy.Offscreen
is useful in situations where
creating an offscreen buffer is preferred usually in conjunction with BlendMode
usage.
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.
Also note that alpha values less than 1.0f will have their contents implicitly clipped to their
bounds unless CompositingStrategy.ModulateAlpha
is specified. This is because an intermediate
compositing layer is created to render contents into first before being drawn into the
destination with the desired alpha. This layer is sized to the bounds of the composable this
modifier is configured on, and contents outside of these bounds are omitted.
If the layer parameters are backed by a androidx.compose.runtime.State
or an animated value
prefer an overload with a lambda block on GraphicsLayerScope
as reading a state inside the
block will only cause the layer properties update without triggering recomposition and relayout.
Parameters
scaleX | see GraphicsLayerScope.scaleX |
scaleY | see GraphicsLayerScope.scaleY |
alpha | see GraphicsLayerScope.alpha |
translationX | see GraphicsLayerScope.translationX |
translationY | see GraphicsLayerScope.translationY |
shadowElevation | see GraphicsLayerScope.shadowElevation |
rotationX | see GraphicsLayerScope.rotationX |
rotationY | see GraphicsLayerScope.rotationY |
rotationZ | see GraphicsLayerScope.rotationZ |
cameraDistance | see GraphicsLayerScope.cameraDistance |
transformOrigin | see GraphicsLayerScope.transformOrigin |
shape | see GraphicsLayerScope.shape |
clip | see GraphicsLayerScope.clip |
renderEffect | see GraphicsLayerScope.renderEffect |
ambientShadowColor | see GraphicsLayerScope.ambientShadowColor |
spotShadowColor | see GraphicsLayerScope.spotShadowColor |
compositingStrategy | see GraphicsLayerScope.compositingStrategy |
blendMode | see GraphicsLayerScope.blendMode |
colorFilter | see GraphicsLayerScope.colorFilter |
fun Modifier.graphicsLayer(block: GraphicsLayerScope.() -> Unit): Modifier
A Modifier.Node
that makes content draw into a draw layer. The draw layer can be invalidated
separately from parents. A graphicsLayer
should be used when the content updates independently
from anything above it to minimize the invalidated content.
graphicsLayer
can be used to apply effects to content, such as scaling, rotation, opacity,
shadow, and clipping. Prefer this version when you have layer properties backed by a
androidx.compose.runtime.State
or an animated value as reading a state inside block
will only
cause the layer properties update without triggering recomposition and relayout.
Parameters
block | block on GraphicsLayerScope where you define the layer properties. |
Code Examples
ChangeOpacity
@Composable
fun ChangeOpacity() {
Text("Hello World", Modifier.graphicsLayer(alpha = 0.5f, clip = true))
}
CompositingStrategyModulateAlpha
@Composable
fun CompositingStrategyModulateAlpha() {
Canvas(
modifier =
Modifier.size(100.dp)
.background(Color.Black)
.graphicsLayer(
alpha = 0.5f,
compositingStrategy = CompositingStrategy.ModulateAlpha,
)
) {
// Configuring an alpha less than 1.0 and specifying
// CompositingStrategy.ModulateAlpha ends up with the overlapping region
// of the 2 draw rect calls to blend transparent blue and transparent red
// against the black background instead of just transparent blue which is what would
// occur with CompositingStrategy.Auto or CompositingStrategy.Offscreen
inset(0f, 0f, size.width / 3, size.height / 3) { drawRect(color = Color.Red) }
inset(size.width / 3, size.height / 3, 0f, 0f) { drawRect(color = Color.Blue) }
}
}
AnimateFadeIn
@Composable
fun AnimateFadeIn() {
val animatedAlpha = remember { Animatable(0f) }
Text(
"Hello World",
Modifier.graphicsLayer {
alpha = animatedAlpha.value
clip = true
},
)
LaunchedEffect(animatedAlpha) { animatedAlpha.animateTo(1f) }
}