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