272 lines
8.7 KiB
C++
272 lines
8.7 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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#ifndef _UI_SPRITES_H
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#define _UI_SPRITES_H
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#include <utils/RefBase.h>
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#include <utils/Looper.h>
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#include <gui/SurfaceComposerClient.h>
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#include "SpriteIcon.h"
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namespace android {
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/*
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* Transformation matrix for a sprite.
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*/
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struct SpriteTransformationMatrix {
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inline SpriteTransformationMatrix() : dsdx(1.0f), dtdx(0.0f), dsdy(0.0f), dtdy(1.0f) { }
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inline SpriteTransformationMatrix(float dsdx, float dtdx, float dsdy, float dtdy) :
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dsdx(dsdx), dtdx(dtdx), dsdy(dsdy), dtdy(dtdy) { }
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float dsdx;
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float dtdx;
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float dsdy;
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float dtdy;
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inline bool operator== (const SpriteTransformationMatrix& other) {
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return dsdx == other.dsdx
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&& dtdx == other.dtdx
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&& dsdy == other.dsdy
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&& dtdy == other.dtdy;
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}
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inline bool operator!= (const SpriteTransformationMatrix& other) {
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return !(*this == other);
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}
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};
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/*
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* A sprite is a simple graphical object that is displayed on-screen above other layers.
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* The basic sprite class is an interface.
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* The implementation is provided by the sprite controller.
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*/
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class Sprite : public RefBase {
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protected:
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Sprite() { }
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virtual ~Sprite() { }
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public:
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enum {
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// The base layer for pointer sprites.
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BASE_LAYER_POINTER = 0, // reserve space for 1 pointer
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// The base layer for spot sprites.
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BASE_LAYER_SPOT = 1, // reserve space for MAX_POINTER_ID spots
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};
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/* Sets the bitmap that is drawn by the sprite.
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* The sprite retains a copy of the bitmap for subsequent rendering. */
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virtual void setIcon(const SpriteIcon& icon) = 0;
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inline void clearIcon() {
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setIcon(SpriteIcon());
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}
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/* Sets whether the sprite is visible. */
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virtual void setVisible(bool visible) = 0;
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/* Sets the sprite position on screen, relative to the sprite's hot spot. */
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virtual void setPosition(float x, float y) = 0;
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/* Sets the layer of the sprite, relative to the system sprite overlay layer.
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* Layer 0 is the overlay layer, > 0 appear above this layer. */
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virtual void setLayer(int32_t layer) = 0;
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/* Sets the sprite alpha blend ratio between 0.0 and 1.0. */
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virtual void setAlpha(float alpha) = 0;
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/* Sets the sprite transformation matrix. */
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virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix) = 0;
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/* Sets the id of the display where the sprite should be shown. */
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virtual void setDisplayId(int32_t displayId) = 0;
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};
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/*
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* Displays sprites on the screen.
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*
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* This interface is used by PointerController and SpotController to draw pointers or
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* spot representations of fingers. It is not intended for general purpose use
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* by other components.
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*
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* All sprite position updates and rendering is performed asynchronously.
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*
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* Clients are responsible for animating sprites by periodically updating their properties.
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*/
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class SpriteController : public MessageHandler {
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protected:
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virtual ~SpriteController();
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public:
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SpriteController(const sp<Looper>& looper, int32_t overlayLayer);
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/* Creates a new sprite, initially invisible. */
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virtual sp<Sprite> createSprite();
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/* Opens or closes a transaction to perform a batch of sprite updates as part of
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* a single operation such as setPosition and setAlpha. It is not necessary to
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* open a transaction when updating a single property.
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* Calls to openTransaction() nest and must be matched by an equal number
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* of calls to closeTransaction(). */
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virtual void openTransaction();
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virtual void closeTransaction();
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private:
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enum {
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MSG_UPDATE_SPRITES,
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MSG_DISPOSE_SURFACES,
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};
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enum {
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DIRTY_BITMAP = 1 << 0,
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DIRTY_ALPHA = 1 << 1,
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DIRTY_POSITION = 1 << 2,
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DIRTY_TRANSFORMATION_MATRIX = 1 << 3,
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DIRTY_LAYER = 1 << 4,
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DIRTY_VISIBILITY = 1 << 5,
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DIRTY_HOTSPOT = 1 << 6,
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DIRTY_DISPLAY_ID = 1 << 7,
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DIRTY_ICON_STYLE = 1 << 8,
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};
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/* Describes the state of a sprite.
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* This structure is designed so that it can be copied during updates so that
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* surfaces can be resized and redrawn without blocking the client by holding a lock
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* on the sprites for a long time.
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* Note that the SpriteIcon holds a reference to a shared (and immutable) bitmap. */
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struct SpriteState {
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inline SpriteState() :
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dirty(0), visible(false),
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positionX(0), positionY(0), layer(0), alpha(1.0f), displayId(ADISPLAY_ID_DEFAULT),
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surfaceWidth(0), surfaceHeight(0), surfaceDrawn(false), surfaceVisible(false) {
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}
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uint32_t dirty;
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SpriteIcon icon;
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bool visible;
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float positionX;
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float positionY;
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int32_t layer;
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float alpha;
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SpriteTransformationMatrix transformationMatrix;
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int32_t displayId;
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sp<SurfaceControl> surfaceControl;
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int32_t surfaceWidth;
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int32_t surfaceHeight;
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bool surfaceDrawn;
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bool surfaceVisible;
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inline bool wantSurfaceVisible() const {
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return visible && alpha > 0.0f && icon.isValid();
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}
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};
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/* Client interface for a sprite.
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* Requests acquire a lock on the controller, update local state and request the
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* controller to invalidate the sprite.
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* The real heavy lifting of creating, resizing and redrawing surfaces happens
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* asynchronously with no locks held except in short critical section to copy
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* the sprite state before the work and update the sprite surface control afterwards.
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*/
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class SpriteImpl : public Sprite {
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protected:
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virtual ~SpriteImpl();
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public:
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explicit SpriteImpl(const sp<SpriteController> controller);
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virtual void setIcon(const SpriteIcon& icon);
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virtual void setVisible(bool visible);
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virtual void setPosition(float x, float y);
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virtual void setLayer(int32_t layer);
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virtual void setAlpha(float alpha);
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virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix);
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virtual void setDisplayId(int32_t displayId);
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inline const SpriteState& getStateLocked() const {
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return mLocked.state;
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}
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inline void resetDirtyLocked() {
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mLocked.state.dirty = 0;
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}
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inline void setSurfaceLocked(const sp<SurfaceControl>& surfaceControl,
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int32_t width, int32_t height, bool drawn, bool visible) {
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mLocked.state.surfaceControl = surfaceControl;
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mLocked.state.surfaceWidth = width;
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mLocked.state.surfaceHeight = height;
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mLocked.state.surfaceDrawn = drawn;
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mLocked.state.surfaceVisible = visible;
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}
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private:
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sp<SpriteController> mController;
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struct Locked {
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SpriteState state;
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} mLocked; // guarded by mController->mLock
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void invalidateLocked(uint32_t dirty);
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};
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/* Stores temporary information collected during the sprite update cycle. */
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struct SpriteUpdate {
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inline SpriteUpdate() : surfaceChanged(false) { }
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inline SpriteUpdate(const sp<SpriteImpl> sprite, const SpriteState& state) :
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sprite(sprite), state(state), surfaceChanged(false) {
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}
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sp<SpriteImpl> sprite;
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SpriteState state;
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bool surfaceChanged;
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};
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mutable Mutex mLock;
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sp<Looper> mLooper;
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const int32_t mOverlayLayer;
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sp<WeakMessageHandler> mHandler;
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sp<SurfaceComposerClient> mSurfaceComposerClient;
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struct Locked {
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Vector<sp<SpriteImpl> > invalidatedSprites;
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Vector<sp<SurfaceControl> > disposedSurfaces;
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uint32_t transactionNestingCount;
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bool deferredSpriteUpdate;
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} mLocked; // guarded by mLock
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void invalidateSpriteLocked(const sp<SpriteImpl>& sprite);
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void disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl);
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void handleMessage(const Message& message);
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void doUpdateSprites();
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void doDisposeSurfaces();
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void ensureSurfaceComposerClient();
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sp<SurfaceControl> obtainSurface(int32_t width, int32_t height);
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};
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} // namespace android
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#endif // _UI_SPRITES_H
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