GLTextureView

open class GLTextureView @JvmOverloads constructor(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0) : TextureView

View to draw using OpenGL on a TextureView. This can be used as a replacement of GLSurfaceView in situations where advanced view composition is required such as when drawing with view transparency or animating certain view properties (such as alpha transparency channel).

Parameters

context

Android context.

attrs

XML layout attributes.

defStyleAttr

style to be used.

Constructors

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constructor(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0)

Types

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object Companion
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An interface for choosing an EGLConfig configuration from a list of potential configurations.

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An interface for customizing the eglCreateContext and eglDestroyContext calls.

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An interface to customize the eglCreateWindowSurface and eglDestroySurface calls.

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interface GLWrapper

An interface used to wrap a GL interface.

Properties

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open var alpha: Float
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open var animation: Animation?
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open val autofillHints: Array<out String?>??
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open val autofillType: Int
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open var background: Drawable?
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open val baseline: Int
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open val bitmap: Bitmap?
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var bottom: Int
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open var clipBounds: Rect?
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Gets or sets current debug flags. The value is constructed by OR-together zero or more of the DEBUG_CHECK_* constants. The debug flags take effect whenever a surface is created. The default value is zero.

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open val display: Display?
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open val drawingCache: Bitmap?
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open val drawingTime: Long
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open var elevation: Float
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open val explicitStyle: Int
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open var focusable: Int
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open var foreground: Drawable?
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open val handler: Handler?
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val height: Int
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open var id: Int
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open val isDirty: Boolean
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open var isEnabled: Boolean
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open val isFocused: Boolean
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open var isHovered: Boolean
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open val isLaidOut: Boolean
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open var isOpaque: Boolean
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open var isPressed: Boolean
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open val isShown: Boolean
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open var labelFor: Int
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open val layerType: Int
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var left: Int
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open val matrix: Matrix?
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open var minimumHeight: Int
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open var minimumWidth: Int
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open var nextFocusUpId: Int
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open val overlay: ViewOverlay?
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open val paddingBottom: Int
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open val paddingEnd: Int
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open val paddingLeft: Int
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open val paddingRight: Int
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open val paddingStart: Int
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open val paddingTop: Int
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open var pivotX: Float
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open var pivotY: Float
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Controls whether the EGL context is preserved when the GLTextureView is paused and resumed.

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Gets or sets the rendering mode. When renderMode is RENDER_MODE_CONTINUOUSLY, the renderer is called repeatedly to re-render the scene. When renderMode is RENDER_MODE_WHEN_DIRTY, the renderer only renders when the surface is created, or when requestRender is called. Defaults to RENDER_MODE_CONTINUOUSLY.

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open val resources: Resources?
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var right: Int
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open val rootView: View?
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open var rotation: Float
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open var rotationX: Float
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open var rotationY: Float
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open var scaleX: Float
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open var scaleY: Float
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open var scrollBarSize: Int
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open val solidColor: Int
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open var tag: Any?
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open var textAlignment: Int
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open var textDirection: Int
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var top: Int
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open var visibility: Int
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val width: Int
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open val windowId: WindowId?
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open val windowToken: IBinder?
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open var x: Float
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open var y: Float
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open var z: Float

Functions

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open fun addChildrenForAccessibility(outChildren: ArrayList<View?>?)
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open fun addExtraDataToAccessibilityNodeInfo(info: AccessibilityNodeInfo, extraDataKey: String, arguments: Bundle?)
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open fun addFocusables(views: ArrayList<View?>?, direction: Int)
open fun addFocusables(views: ArrayList<View?>?, direction: Int, focusableMode: Int)
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open fun addKeyboardNavigationClusters(views: Collection<View?>, direction: Int)
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open fun addTouchables(views: ArrayList<View?>?)
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open fun autofill(values: SparseArray<AutofillValue?>)
open fun autofill(value: AutofillValue?)
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open fun bringToFront()
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open fun buildDrawingCache(autoScale: Boolean)
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open fun buildLayer()
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open fun callOnClick(): Boolean
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open fun cancelLongPress()
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open fun canScrollHorizontally(direction: Int): Boolean
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open fun canScrollVertically(direction: Int): Boolean
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open fun clearAnimation()
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open fun clearFocus()
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open fun computeScroll()
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open fun computeSystemWindowInsets(in: WindowInsets?, outLocalInsets: Rect?): WindowInsets?
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open fun dispatchDisplayHint(hint: Int)
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open fun dispatchKeyEvent(event: KeyEvent?): Boolean
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open fun dispatchNestedFling(velocityX: Float, velocityY: Float, consumed: Boolean): Boolean
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open fun dispatchNestedPreFling(velocityX: Float, velocityY: Float): Boolean
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open fun dispatchNestedPreScroll(dx: Int, dy: Int, consumed: IntArray?, offsetInWindow: IntArray?): Boolean
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open fun dispatchNestedScroll(dxConsumed: Int, dyConsumed: Int, dxUnconsumed: Int, dyUnconsumed: Int, offsetInWindow: IntArray?): Boolean
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open fun dispatchScrollCaptureSearch(localVisibleRect: Rect, windowOffset: Point, targets: Consumer<ScrollCaptureTarget?>)
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open fun dispatchUnhandledMove(focused: View?, direction: Int): Boolean
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open fun dispatchWindowVisibilityChanged(visibility: Int)
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fun draw(canvas: Canvas)
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open fun findFocus(): View?
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fun <T : View?> findViewById(id: Int): T?
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open fun findViewsWithText(outViews: ArrayList<View?>?, searched: CharSequence?, flags: Int)
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fun <T : View?> findViewWithTag(tag: Any?): T?
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open fun focusSearch(direction: Int): View?
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open fun forceHasOverlappingRendering(hasOverlappingRendering: Boolean)
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open fun forceLayout()
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open fun generateDisplayHash(hashAlgorithm: String, bounds: Rect?, executor: Executor, callback: DisplayHashResultCallback)
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open fun getDrawingRect(outRect: Rect?)
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open fun getFocusables(direction: Int): ArrayList<View?>?
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open fun getFocusedRect(r: Rect?)
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open fun getGlobalVisibleRect(r: Rect?, globalOffset: Point?): Boolean
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open fun getHitRect(outRect: Rect?)
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open fun getLocationInSurface(location: IntArray)
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open fun getLocationInWindow(outLocation: IntArray?)
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open fun getLocationOnScreen(outLocation: IntArray?)
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open fun getTransform(transform: Matrix?): Matrix
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open fun hasFocus(): Boolean
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open fun hasFocusable(): Boolean
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open fun invalidate()
open fun invalidate(dirty: Rect?)
open fun invalidate(l: Int, t: Int, r: Int, b: Int)
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open fun invalidateDrawable(drawable: Drawable)
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open fun isVisibleToUserForAutofill(virtualId: Int): Boolean
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open fun keyboardNavigationClusterSearch(currentCluster: View?, direction: Int): View?
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open fun layout(l: Int, t: Int, r: Int, b: Int)
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open fun lockCanvas(): Canvas?
open fun lockCanvas(dirty: Rect?): Canvas?
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fun measure(widthMeasureSpec: Int, heightMeasureSpec: Int)
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open fun offsetLeftAndRight(offset: Int)
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open fun offsetTopAndBottom(offset: Int)
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open fun onCreateViewTranslationRequest(supportedFormats: IntArray, requestsCollector: Consumer<ViewTranslationRequest?>)
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open fun onCreateVirtualViewTranslationRequests(virtualIds: LongArray, supportedFormats: IntArray, requestsCollector: Consumer<ViewTranslationRequest?>)
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open fun onDragEvent(event: DragEvent?): Boolean
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open fun onDrawForeground(canvas: Canvas)
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open fun onHoverChanged(hovered: Boolean)
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open fun onHoverEvent(event: MotionEvent?): Boolean
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open fun onKeyDown(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyLongPress(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyMultiple(keyCode: Int, repeatCount: Int, event: KeyEvent?): Boolean
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open fun onKeyPreIme(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyShortcut(keyCode: Int, event: KeyEvent?): Boolean
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open fun onKeyUp(keyCode: Int, event: KeyEvent?): Boolean
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fun onPause()

Inform the view that the activity has paused. The owner of this view must call this method when the activity is paused. Calling this method will pause the rendering thread. Calling this method before a renderer is set has no effect.

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open fun onPointerCaptureChange(hasCapture: Boolean)
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open fun onProvideAutofillStructure(structure: ViewStructure?, flags: Int)
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open fun onProvideStructure(structure: ViewStructure?)
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open fun onResolvePointerIcon(event: MotionEvent?, pointerIndex: Int): PointerIcon?
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fun onResume()

Informs the view that the activity has resumed. The owner of this view must call this method when the activity is resumed. Calling this method will recreate the OpenGL scene and resume the rendering thread. Calling this method before a renderer is set has no effect.

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open fun onRtlPropertiesChanged(layoutDirection: Int)
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open fun onScreenStateChanged(screenState: Int)
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open fun onScrollCaptureSearch(localVisibleRect: Rect, windowOffset: Point, targets: Consumer<ScrollCaptureTarget?>)
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open fun onTouchEvent(event: MotionEvent?): Boolean
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open fun onVisibilityAggregated(isVisible: Boolean)
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open fun onWindowFocusChanged(hasWindowFocus: Boolean)
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open fun performAccessibilityAction(action: Int, arguments: Bundle?): Boolean
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open fun performClick(): Boolean
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open fun performHapticFeedback(feedbackConstant: Int): Boolean
open fun performHapticFeedback(feedbackConstant: Int, flags: Int): Boolean
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open fun playSoundEffect(soundConstant: Int)
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open fun post(action: Runnable?): Boolean
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open fun postDelayed(action: Runnable?, delayMillis: Long): Boolean
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open fun postInvalidate()
open fun postInvalidate(left: Int, top: Int, right: Int, bottom: Int)
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open fun postInvalidateDelayed(delayMilliseconds: Long)
open fun postInvalidateDelayed(delayMilliseconds: Long, left: Int, top: Int, right: Int, bottom: Int)
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open fun postInvalidateOnAnimation(left: Int, top: Int, right: Int, bottom: Int)
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open fun postOnAnimation(action: Runnable?)
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open fun postOnAnimationDelayed(action: Runnable?, delayMillis: Long)
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Queues a runnable to be run on the GL rendering thread. This can be used to communicate with the renderer on the rendering thread. Calling this method before a renderer is set has no effect.

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open fun removeCallbacks(action: Runnable?): Boolean
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open fun reportAppJankStats(appJankStats: AppJankStats)
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fun requestFocus(direction: Int): Boolean
open fun requestFocus(direction: Int, previouslyFocusedRect: Rect?): Boolean
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open fun requestLayout()
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open fun requestRectangleOnScreen(rectangle: Rect?): Boolean
open fun requestRectangleOnScreen(rectangle: Rect?, immediate: Boolean): Boolean
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Requests tha the renderer renders a frame. This method is typically used when the render mode has ben set to RENDER_MODE_WHEN_DIRTY, so that frames are only rendered on demand. May be called from any thread. Calling it before a renderer has been set has no effect.

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fun <T : View?> requireViewById(id: Int): T & Any
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open fun resetPivot()
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fun saveAttributeDataForStyleable(context: Context, styleable: IntArray, attrs: AttributeSet?, t: TypedArray, defStyleAttr: Int, defStyleRes: Int)
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open fun saveHierarchyState(container: SparseArray<Parcelable?>?)
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open fun scheduleDrawable(who: Drawable, what: Runnable, when: Long)
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open fun scrollBy(x: Int, y: Int)
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open fun scrollTo(x: Int, y: Int)
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open fun sendAccessibilityEvent(eventType: Int)
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open fun setAccessibilityDataSensitive(accessibilityDataSensitive: Int)
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open fun setAllowClickWhenDisabled(clickableWhenDisabled: Boolean)
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open fun setAllowedHandwritingDelegatePackage(allowedPackageName: String?)
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open fun setAllowedHandwritingDelegatorPackage(allowedPackageName: String?)
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open fun setAutofillHints(vararg autofillHints: String?)
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open fun setBackgroundColor(color: Int)
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open fun setBackgroundDrawable(background: Drawable?)
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open fun setBackgroundResource(resid: Int)
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Installs a custom EGLConfigChooser. If this method is called, it must be called before setRenderer is called.

Installs a config chooser which will choose a config as close to 16-bit RGB as possible, with or without an optional depth buffer as close to 16-bits as possible.

fun setEGLConfigChooser(redSize: Int, greenSize: Int, blueSize: Int, alphaSize: Int, depthSize: Int, stencilSize: Int)

Installs a config chooser which will choose a config with at least the specified depthSize and stencilSize, and exactly the specified redSize, greenSize, blueSize and alphaSize.

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Informs the default EGLContextFactory and default EGLConfigChooser which EGLContext client version to pick.

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Installs a custom EGLContextFactory. If this method is called, it must be called before setRenderer is called.

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Installs a custom EGLWindowSurfaceFactory. If this method is called, it must be called before setRenderer is called.

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open fun setFadingEdgeLength(length: Int)
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Sets the glWrapper. If the glWrapper is not null, its GLWrapper.wrap method is called whenever a surface is created. A GLWrapper can be used to wrap the GL object that's passed to the renderer. Wrapping a GL object enables examining and modifying the behavior of the GL calls made by the renderer.

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open fun setHandwritingBoundsOffsets(offsetLeft: Float, offsetTop: Float, offsetRight: Float, offsetBottom: Float)
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open fun setHasTransientState(hasTransientState: Boolean)
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open fun setIsCredential(isCredential: Boolean)
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open fun setIsHandwritingDelegate(isHandwritingDelegate: Boolean)
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open fun setLayerPaint(paint: Paint?)
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open fun setLayerType(layerType: Int, paint: Paint?)
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fun setLeftTopRightBottom(left: Int, top: Int, right: Int, bottom: Int)
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open fun setOnReceiveContentListener(mimeTypes: Array<out String?>??, listener: OnReceiveContentListener?)
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open fun setPadding(left: Int, top: Int, right: Int, bottom: Int)
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open fun setPaddingRelative(start: Int, top: Int, end: Int, bottom: Int)
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open fun setRenderEffect(renderEffect: RenderEffect?)
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Sets the renderer associated with this view. Also starts the thread that will call the renderer, which in turn causes the rendering to start.

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open fun setSurfaceTexture(surfaceTexture: SurfaceTexture)
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open fun setTransform(transform: Matrix?)
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open fun setTransitionVisibility(visibility: Int)
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open fun setWillNotCacheDrawing(willNotCacheDrawing: Boolean)
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open fun setWillNotDraw(willNotDraw: Boolean)
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open fun startAnimation(animation: Animation?)
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fun startDrag(data: ClipData?, shadowBuilder: View.DragShadowBuilder?, myLocalState: Any?, flags: Int): Boolean
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fun startDragAndDrop(data: ClipData?, shadowBuilder: View.DragShadowBuilder?, myLocalState: Any?, flags: Int): Boolean
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open fun startNestedScroll(axes: Int): Boolean
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open fun stopNestedScroll()
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open fun transformMatrixToLocal(matrix: Matrix)
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open fun unlockCanvasAndPost(canvas: Canvas)
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open fun unscheduleDrawable(who: Drawable, what: Runnable)
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open fun willNotDraw(): Boolean