453 lines
16 KiB
C++
453 lines
16 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "Sprites"
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//#define LOG_NDEBUG 0
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#include "SpriteController.h"
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#include <log/log.h>
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#include <utils/String8.h>
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#include <gui/Surface.h>
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namespace android {
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// --- SpriteController ---
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SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
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mLooper(looper), mOverlayLayer(overlayLayer) {
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mHandler = new WeakMessageHandler(this);
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mLocked.transactionNestingCount = 0;
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mLocked.deferredSpriteUpdate = false;
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}
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SpriteController::~SpriteController() {
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mLooper->removeMessages(mHandler);
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if (mSurfaceComposerClient != NULL) {
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mSurfaceComposerClient->dispose();
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mSurfaceComposerClient.clear();
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}
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}
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sp<Sprite> SpriteController::createSprite() {
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return new SpriteImpl(this);
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}
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void SpriteController::openTransaction() {
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AutoMutex _l(mLock);
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mLocked.transactionNestingCount += 1;
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}
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void SpriteController::closeTransaction() {
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AutoMutex _l(mLock);
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LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
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"Sprite closeTransaction() called but there is no open sprite transaction");
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mLocked.transactionNestingCount -= 1;
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if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
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mLocked.deferredSpriteUpdate = false;
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mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
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}
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}
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void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
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bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
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mLocked.invalidatedSprites.push(sprite);
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if (wasEmpty) {
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if (mLocked.transactionNestingCount != 0) {
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mLocked.deferredSpriteUpdate = true;
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} else {
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mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
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}
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}
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}
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void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
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bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
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mLocked.disposedSurfaces.push(surfaceControl);
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if (wasEmpty) {
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mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
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}
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}
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void SpriteController::handleMessage(const Message& message) {
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switch (message.what) {
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case MSG_UPDATE_SPRITES:
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doUpdateSprites();
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break;
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case MSG_DISPOSE_SURFACES:
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doDisposeSurfaces();
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break;
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}
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}
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void SpriteController::doUpdateSprites() {
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// Collect information about sprite updates.
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// Each sprite update record includes a reference to its associated sprite so we can
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// be certain the sprites will not be deleted while this function runs. Sprites
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// may invalidate themselves again during this time but we will handle those changes
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// in the next iteration.
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Vector<SpriteUpdate> updates;
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size_t numSprites;
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{ // acquire lock
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AutoMutex _l(mLock);
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numSprites = mLocked.invalidatedSprites.size();
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for (size_t i = 0; i < numSprites; i++) {
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const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
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updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
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sprite->resetDirtyLocked();
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}
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mLocked.invalidatedSprites.clear();
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} // release lock
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// Create missing surfaces.
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bool surfaceChanged = false;
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for (size_t i = 0; i < numSprites; i++) {
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SpriteUpdate& update = updates.editItemAt(i);
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if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
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update.state.surfaceWidth = update.state.icon.width();
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update.state.surfaceHeight = update.state.icon.height();
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update.state.surfaceDrawn = false;
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update.state.surfaceVisible = false;
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update.state.surfaceControl = obtainSurface(
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update.state.surfaceWidth, update.state.surfaceHeight);
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if (update.state.surfaceControl != NULL) {
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update.surfaceChanged = surfaceChanged = true;
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}
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}
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}
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// Resize and/or reparent sprites if needed.
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SurfaceComposerClient::Transaction t;
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bool needApplyTransaction = false;
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for (size_t i = 0; i < numSprites; i++) {
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SpriteUpdate& update = updates.editItemAt(i);
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if (update.state.surfaceControl == nullptr) {
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continue;
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}
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if (update.state.wantSurfaceVisible()) {
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int32_t desiredWidth = update.state.icon.width();
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int32_t desiredHeight = update.state.icon.height();
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if (update.state.surfaceWidth < desiredWidth
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|| update.state.surfaceHeight < desiredHeight) {
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needApplyTransaction = true;
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update.state.surfaceControl->updateDefaultBufferSize(desiredWidth, desiredHeight);
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update.state.surfaceWidth = desiredWidth;
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update.state.surfaceHeight = desiredHeight;
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update.state.surfaceDrawn = false;
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update.surfaceChanged = surfaceChanged = true;
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if (update.state.surfaceVisible) {
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t.hide(update.state.surfaceControl);
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update.state.surfaceVisible = false;
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}
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}
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}
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// If surface is a new one, we have to set right layer stack.
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if (update.surfaceChanged || update.state.dirty & DIRTY_DISPLAY_ID) {
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t.setLayerStack(update.state.surfaceControl, update.state.displayId);
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needApplyTransaction = true;
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}
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}
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if (needApplyTransaction) {
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t.apply();
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}
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// Redraw sprites if needed.
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for (size_t i = 0; i < numSprites; i++) {
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SpriteUpdate& update = updates.editItemAt(i);
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if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
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update.state.surfaceDrawn = false;
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update.surfaceChanged = surfaceChanged = true;
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}
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if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
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&& update.state.wantSurfaceVisible()) {
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sp<Surface> surface = update.state.surfaceControl->getSurface();
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if (update.state.icon.draw(surface)) {
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update.state.surfaceDrawn = true;
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update.surfaceChanged = surfaceChanged = true;
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}
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}
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}
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needApplyTransaction = false;
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for (size_t i = 0; i < numSprites; i++) {
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SpriteUpdate& update = updates.editItemAt(i);
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bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
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&& update.state.surfaceDrawn;
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bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
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bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
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if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
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|| (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
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| DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
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| DIRTY_VISIBILITY | DIRTY_HOTSPOT | DIRTY_DISPLAY_ID
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| DIRTY_ICON_STYLE))))) {
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needApplyTransaction = true;
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if (wantSurfaceVisibleAndDrawn
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&& (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
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t.setAlpha(update.state.surfaceControl,
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update.state.alpha);
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}
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if (wantSurfaceVisibleAndDrawn
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&& (becomingVisible || (update.state.dirty & (DIRTY_POSITION
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| DIRTY_HOTSPOT)))) {
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t.setPosition(
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update.state.surfaceControl,
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update.state.positionX - update.state.icon.hotSpotX,
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update.state.positionY - update.state.icon.hotSpotY);
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}
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if (wantSurfaceVisibleAndDrawn
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&& (becomingVisible
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|| (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
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t.setMatrix(
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update.state.surfaceControl,
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update.state.transformationMatrix.dsdx,
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update.state.transformationMatrix.dtdx,
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update.state.transformationMatrix.dsdy,
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update.state.transformationMatrix.dtdy);
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}
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if (wantSurfaceVisibleAndDrawn
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&& (becomingVisible
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|| (update.state.dirty & (DIRTY_HOTSPOT | DIRTY_ICON_STYLE)))) {
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Parcel p;
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p.writeInt32(update.state.icon.style);
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p.writeFloat(update.state.icon.hotSpotX);
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p.writeFloat(update.state.icon.hotSpotY);
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// Pass cursor metadata in the sprite surface so that when Android is running as a
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// client OS (e.g. ARC++) the host OS can get the requested cursor metadata and
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// update mouse cursor in the host OS.
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t.setMetadata(
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update.state.surfaceControl, METADATA_MOUSE_CURSOR, p);
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}
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int32_t surfaceLayer = mOverlayLayer + update.state.layer;
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if (wantSurfaceVisibleAndDrawn
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&& (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
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t.setLayer(update.state.surfaceControl, surfaceLayer);
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}
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if (becomingVisible) {
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t.show(update.state.surfaceControl);
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update.state.surfaceVisible = true;
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update.surfaceChanged = surfaceChanged = true;
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} else if (becomingHidden) {
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t.hide(update.state.surfaceControl);
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update.state.surfaceVisible = false;
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update.surfaceChanged = surfaceChanged = true;
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}
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}
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}
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if (needApplyTransaction) {
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status_t status = t.apply();
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if (status) {
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ALOGE("Error applying Surface transaction");
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}
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}
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// If any surfaces were changed, write back the new surface properties to the sprites.
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if (surfaceChanged) { // acquire lock
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AutoMutex _l(mLock);
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for (size_t i = 0; i < numSprites; i++) {
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const SpriteUpdate& update = updates.itemAt(i);
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if (update.surfaceChanged) {
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update.sprite->setSurfaceLocked(update.state.surfaceControl,
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update.state.surfaceWidth, update.state.surfaceHeight,
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update.state.surfaceDrawn, update.state.surfaceVisible);
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}
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}
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} // release lock
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// Clear the sprite update vector outside the lock. It is very important that
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// we do not clear sprite references inside the lock since we could be releasing
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// the last remaining reference to the sprite here which would result in the
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// sprite being deleted and the lock being reacquired by the sprite destructor
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// while already held.
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updates.clear();
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}
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void SpriteController::doDisposeSurfaces() {
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// Collect disposed surfaces.
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Vector<sp<SurfaceControl> > disposedSurfaces;
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{ // acquire lock
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AutoMutex _l(mLock);
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disposedSurfaces = mLocked.disposedSurfaces;
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mLocked.disposedSurfaces.clear();
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} // release lock
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// Release the last reference to each surface outside of the lock.
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// We don't want the surfaces to be deleted while we are holding our lock.
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disposedSurfaces.clear();
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}
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void SpriteController::ensureSurfaceComposerClient() {
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if (mSurfaceComposerClient == NULL) {
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mSurfaceComposerClient = new SurfaceComposerClient();
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}
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}
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sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
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ensureSurfaceComposerClient();
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sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
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String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
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ISurfaceComposerClient::eHidden |
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ISurfaceComposerClient::eCursorWindow);
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if (surfaceControl == NULL || !surfaceControl->isValid()) {
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ALOGE("Error creating sprite surface.");
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return NULL;
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}
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return surfaceControl;
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}
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// --- SpriteController::SpriteImpl ---
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SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
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mController(controller) {
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}
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SpriteController::SpriteImpl::~SpriteImpl() {
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AutoMutex _m(mController->mLock);
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// Let the controller take care of deleting the last reference to sprite
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// surfaces so that we do not block the caller on an IPC here.
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if (mLocked.state.surfaceControl != NULL) {
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mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
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mLocked.state.surfaceControl.clear();
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}
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}
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void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
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AutoMutex _l(mController->mLock);
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uint32_t dirty;
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if (icon.isValid()) {
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mLocked.state.icon.bitmap = icon.bitmap.copy(ANDROID_BITMAP_FORMAT_RGBA_8888);
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if (!mLocked.state.icon.isValid()
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|| mLocked.state.icon.hotSpotX != icon.hotSpotX
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|| mLocked.state.icon.hotSpotY != icon.hotSpotY) {
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mLocked.state.icon.hotSpotX = icon.hotSpotX;
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mLocked.state.icon.hotSpotY = icon.hotSpotY;
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dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
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} else {
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dirty = DIRTY_BITMAP;
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}
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if (mLocked.state.icon.style != icon.style) {
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mLocked.state.icon.style = icon.style;
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dirty |= DIRTY_ICON_STYLE;
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}
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} else if (mLocked.state.icon.isValid()) {
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mLocked.state.icon.bitmap.reset();
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dirty = DIRTY_BITMAP | DIRTY_HOTSPOT | DIRTY_ICON_STYLE;
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} else {
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return; // setting to invalid icon and already invalid so nothing to do
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}
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invalidateLocked(dirty);
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}
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void SpriteController::SpriteImpl::setVisible(bool visible) {
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AutoMutex _l(mController->mLock);
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if (mLocked.state.visible != visible) {
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mLocked.state.visible = visible;
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invalidateLocked(DIRTY_VISIBILITY);
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}
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}
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void SpriteController::SpriteImpl::setPosition(float x, float y) {
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AutoMutex _l(mController->mLock);
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if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
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mLocked.state.positionX = x;
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mLocked.state.positionY = y;
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invalidateLocked(DIRTY_POSITION);
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}
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}
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void SpriteController::SpriteImpl::setLayer(int32_t layer) {
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AutoMutex _l(mController->mLock);
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if (mLocked.state.layer != layer) {
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mLocked.state.layer = layer;
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invalidateLocked(DIRTY_LAYER);
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}
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}
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void SpriteController::SpriteImpl::setAlpha(float alpha) {
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AutoMutex _l(mController->mLock);
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if (mLocked.state.alpha != alpha) {
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mLocked.state.alpha = alpha;
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invalidateLocked(DIRTY_ALPHA);
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}
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}
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void SpriteController::SpriteImpl::setTransformationMatrix(
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const SpriteTransformationMatrix& matrix) {
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AutoMutex _l(mController->mLock);
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if (mLocked.state.transformationMatrix != matrix) {
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mLocked.state.transformationMatrix = matrix;
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invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
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}
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}
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void SpriteController::SpriteImpl::setDisplayId(int32_t displayId) {
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AutoMutex _l(mController->mLock);
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if (mLocked.state.displayId != displayId) {
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mLocked.state.displayId = displayId;
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invalidateLocked(DIRTY_DISPLAY_ID);
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}
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}
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void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
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bool wasDirty = mLocked.state.dirty;
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mLocked.state.dirty |= dirty;
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if (!wasDirty) {
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mController->invalidateSpriteLocked(this);
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}
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}
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} // namespace android
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