platform_frameworks_base/cmds/bootanimation/BootAnimation.h

250 lines
8.7 KiB
C++

/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_BOOTANIMATION_H
#define ANDROID_BOOTANIMATION_H
#include <vector>
#include <queue>
#include <climits>
#include <stdint.h>
#include <sys/types.h>
#include <androidfw/AssetManager.h>
#include <gui/DisplayEventReceiver.h>
#include <utils/Looper.h>
#include <utils/Thread.h>
#include <binder/IBinder.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
namespace android {
class Surface;
class SurfaceComposerClient;
class SurfaceControl;
// ---------------------------------------------------------------------------
class BootAnimation : public Thread, public IBinder::DeathRecipient
{
public:
static constexpr int MAX_FADED_FRAMES_COUNT = std::numeric_limits<int>::max();
struct Texture {
GLint w;
GLint h;
GLuint name;
};
struct Font {
FileMap* map = nullptr;
Texture texture;
int char_width;
int char_height;
};
struct Animation {
struct Frame {
String8 name;
FileMap* map = nullptr;
int trimX;
int trimY;
int trimWidth;
int trimHeight;
mutable GLuint tid;
bool operator < (const Frame& rhs) const {
return name < rhs.name;
}
};
struct Part {
int count; // The number of times this part should repeat, 0 for infinite
int pause; // The number of frames to pause for at the end of this part
int clockPosX; // The x position of the clock, in pixels. Positive values offset from
// the left of the screen, negative values offset from the right.
int clockPosY; // The y position of the clock, in pixels. Positive values offset from
// the bottom of the screen, negative values offset from the top.
// If either of the above are INT_MIN the clock is disabled, if INT_MAX
// the clock is centred on that axis.
String8 path;
String8 trimData;
SortedVector<Frame> frames;
bool playUntilComplete;
int framesToFadeCount;
float backgroundColor[3];
uint8_t* audioData;
int audioLength;
Animation* animation;
// Controls if dynamic coloring is enabled for this part.
bool useDynamicColoring = false;
// Defines if this part is played after the dynamic coloring part.
bool postDynamicColoring = false;
bool hasFadingPhase() const {
return !playUntilComplete && framesToFadeCount > 0;
}
};
int fps;
int width;
int height;
bool progressEnabled;
Vector<Part> parts;
String8 audioConf;
String8 fileName;
ZipFileRO* zip;
Font clockFont;
Font progressFont;
// Controls if dynamic coloring is enabled for the whole animation.
bool dynamicColoringEnabled = false;
int colorTransitionStart = 0; // Start frame of dynamic color transition.
int colorTransitionEnd = 0; // End frame of dynamic color transition.
float startColors[4][3]; // Start colors of dynamic color transition.
float endColors[4][3]; // End colors of dynamic color transition.
};
// All callbacks will be called from this class's internal thread.
class Callbacks : public RefBase {
public:
// Will be called during initialization after we have loaded
// the animation and be provided with all parts in animation.
virtual void init(const Vector<Animation::Part>& /*parts*/) {}
// Will be called while animation is playing before each part is
// played. It will be provided with the part and play count for it.
// It will be provided with the partNumber for the part about to be played,
// as well as a reference to the part itself. It will also be provided with
// which play of that part is about to start, some parts are repeated
// multiple times.
virtual void playPart(int /*partNumber*/, const Animation::Part& /*part*/,
int /*playNumber*/) {}
// Will be called when animation is done and thread is shutting down.
virtual void shutdown() {}
};
explicit BootAnimation(sp<Callbacks> callbacks);
virtual ~BootAnimation();
sp<SurfaceComposerClient> session() const;
private:
virtual bool threadLoop();
virtual status_t readyToRun();
virtual void onFirstRef();
virtual void binderDied(const wp<IBinder>& who);
bool updateIsTimeAccurate();
class TimeCheckThread : public Thread {
public:
explicit TimeCheckThread(BootAnimation* bootAnimation);
virtual ~TimeCheckThread();
private:
virtual status_t readyToRun();
virtual bool threadLoop();
bool doThreadLoop();
void addTimeDirWatch();
int mInotifyFd;
int mSystemWd;
int mTimeWd;
BootAnimation* mBootAnimation;
};
// Display event handling
class DisplayEventCallback;
std::unique_ptr<DisplayEventReceiver> mDisplayEventReceiver;
sp<Looper> mLooper;
int displayEventCallback(int fd, int events, void* data);
void processDisplayEvents();
status_t initTexture(Texture* texture, AssetManager& asset, const char* name,
bool premultiplyAlpha = true);
status_t initTexture(FileMap* map, int* width, int* height,
bool premultiplyAlpha = true);
status_t initFont(Font* font, const char* fallback);
void initShaders();
bool android();
bool movie();
void drawText(const char* str, const Font& font, bool bold, int* x, int* y);
void drawClock(const Font& font, const int xPos, const int yPos);
void drawProgress(int percent, const Font& font, const int xPos, const int yPos);
void fadeFrame(int frameLeft, int frameBottom, int frameWidth, int frameHeight,
const Animation::Part& part, int fadedFramesCount);
void drawTexturedQuad(float xStart, float yStart, float width, float height);
bool validClock(const Animation::Part& part);
Animation* loadAnimation(const String8&);
bool playAnimation(const Animation&);
void releaseAnimation(Animation*) const;
bool parseAnimationDesc(Animation&);
bool preloadZip(Animation &animation);
void findBootAnimationFile();
bool findBootAnimationFileInternal(const std::vector<std::string>& files);
bool preloadAnimation();
EGLConfig getEglConfig(const EGLDisplay&);
ui::Size limitSurfaceSize(int width, int height) const;
void resizeSurface(int newWidth, int newHeight);
void projectSceneToWindow();
bool shouldStopPlayingPart(const Animation::Part& part, int fadedFramesCount,
int lastDisplayedProgress);
void checkExit();
void handleViewport(nsecs_t timestep);
void initDynamicColors();
sp<SurfaceComposerClient> mSession;
AssetManager mAssets;
Texture mAndroid[2];
int mWidth;
int mHeight;
int mMaxWidth = 0;
int mMaxHeight = 0;
int mCurrentInset;
int mTargetInset;
bool mUseNpotTextures = false;
EGLDisplay mDisplay;
EGLDisplay mContext;
EGLDisplay mSurface;
sp<IBinder> mDisplayToken;
sp<SurfaceControl> mFlingerSurfaceControl;
sp<Surface> mFlingerSurface;
bool mClockEnabled;
bool mTimeIsAccurate;
bool mTimeFormat12Hour;
bool mShuttingDown;
String8 mZipFileName;
SortedVector<String8> mLoadedFiles;
sp<TimeCheckThread> mTimeCheckThread = nullptr;
sp<Callbacks> mCallbacks;
Animation* mAnimation = nullptr;
GLuint mImageShader;
GLuint mTextShader;
GLuint mImageFadeLocation;
GLuint mImageTextureLocation;
GLuint mTextCropAreaLocation;
GLuint mTextTextureLocation;
GLuint mImageColorProgressLocation;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_BOOTANIMATION_H