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1 /*
2  * Copyright (C) 2011 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef _UI_SPRITES_H
18 #define _UI_SPRITES_H
19 
20 #include <utils/RefBase.h>
21 #include <utils/Looper.h>
22 
23 #include <gui/SurfaceComposerClient.h>
24 
25 #include <SkBitmap.h>
26 
27 namespace android {
28 
29 /*
30  * Transformation matrix for a sprite.
31  */
32 struct SpriteTransformationMatrix {
SpriteTransformationMatrixSpriteTransformationMatrix33     inline SpriteTransformationMatrix() : dsdx(1.0f), dtdx(0.0f), dsdy(0.0f), dtdy(1.0f) { }
SpriteTransformationMatrixSpriteTransformationMatrix34     inline SpriteTransformationMatrix(float dsdx, float dtdx, float dsdy, float dtdy) :
35             dsdx(dsdx), dtdx(dtdx), dsdy(dsdy), dtdy(dtdy) { }
36 
37     float dsdx;
38     float dtdx;
39     float dsdy;
40     float dtdy;
41 
42     inline bool operator== (const SpriteTransformationMatrix& other) {
43         return dsdx == other.dsdx
44                 && dtdx == other.dtdx
45                 && dsdy == other.dsdy
46                 && dtdy == other.dtdy;
47     }
48 
49     inline bool operator!= (const SpriteTransformationMatrix& other) {
50         return !(*this == other);
51     }
52 };
53 
54 /*
55  * Icon that a sprite displays, including its hotspot.
56  */
57 struct SpriteIcon {
SpriteIconSpriteIcon58     inline SpriteIcon() : hotSpotX(0), hotSpotY(0) { }
SpriteIconSpriteIcon59     inline SpriteIcon(const SkBitmap& bitmap, float hotSpotX, float hotSpotY) :
60             bitmap(bitmap), hotSpotX(hotSpotX), hotSpotY(hotSpotY) { }
61 
62     SkBitmap bitmap;
63     float hotSpotX;
64     float hotSpotY;
65 
copySpriteIcon66     inline SpriteIcon copy() const {
67         SkBitmap bitmapCopy;
68         if (bitmapCopy.tryAllocPixels(bitmap.info().makeColorType(kN32_SkColorType))) {
69             bitmap.readPixels(bitmapCopy.info(), bitmapCopy.getPixels(), bitmapCopy.rowBytes(),
70                     0, 0);
71         }
72         return SpriteIcon(bitmapCopy, hotSpotX, hotSpotY);
73     }
74 
resetSpriteIcon75     inline void reset() {
76         bitmap.reset();
77         hotSpotX = 0;
78         hotSpotY = 0;
79     }
80 
isValidSpriteIcon81     inline bool isValid() const {
82         return !bitmap.isNull() && !bitmap.empty();
83     }
84 };
85 
86 /*
87  * A sprite is a simple graphical object that is displayed on-screen above other layers.
88  * The basic sprite class is an interface.
89  * The implementation is provided by the sprite controller.
90  */
91 class Sprite : public RefBase {
92 protected:
Sprite()93     Sprite() { }
~Sprite()94     virtual ~Sprite() { }
95 
96 public:
97     enum {
98         // The base layer for pointer sprites.
99         BASE_LAYER_POINTER = 0, // reserve space for 1 pointer
100 
101         // The base layer for spot sprites.
102         BASE_LAYER_SPOT = 1, // reserve space for MAX_POINTER_ID spots
103     };
104 
105     /* Sets the bitmap that is drawn by the sprite.
106      * The sprite retains a copy of the bitmap for subsequent rendering. */
107     virtual void setIcon(const SpriteIcon& icon) = 0;
108 
clearIcon()109     inline void clearIcon() {
110         setIcon(SpriteIcon());
111     }
112 
113     /* Sets whether the sprite is visible. */
114     virtual void setVisible(bool visible) = 0;
115 
116     /* Sets the sprite position on screen, relative to the sprite's hot spot. */
117     virtual void setPosition(float x, float y) = 0;
118 
119     /* Sets the layer of the sprite, relative to the system sprite overlay layer.
120      * Layer 0 is the overlay layer, > 0 appear above this layer. */
121     virtual void setLayer(int32_t layer) = 0;
122 
123     /* Sets the sprite alpha blend ratio between 0.0 and 1.0. */
124     virtual void setAlpha(float alpha) = 0;
125 
126     /* Sets the sprite transformation matrix. */
127     virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix) = 0;
128 
129     /* Sets the id of the display where the sprite should be shown. */
130     virtual void setDisplayId(int32_t displayId) = 0;
131 };
132 
133 /*
134  * Displays sprites on the screen.
135  *
136  * This interface is used by PointerController and SpotController to draw pointers or
137  * spot representations of fingers.  It is not intended for general purpose use
138  * by other components.
139  *
140  * All sprite position updates and rendering is performed asynchronously.
141  *
142  * Clients are responsible for animating sprites by periodically updating their properties.
143  */
144 class SpriteController : public MessageHandler {
145 protected:
146     virtual ~SpriteController();
147 
148 public:
149     SpriteController(const sp<Looper>& looper, int32_t overlayLayer);
150 
151     /* Creates a new sprite, initially invisible. */
152     sp<Sprite> createSprite();
153 
154     /* Opens or closes a transaction to perform a batch of sprite updates as part of
155      * a single operation such as setPosition and setAlpha.  It is not necessary to
156      * open a transaction when updating a single property.
157      * Calls to openTransaction() nest and must be matched by an equal number
158      * of calls to closeTransaction(). */
159     void openTransaction();
160     void closeTransaction();
161 
162 private:
163     enum {
164         MSG_UPDATE_SPRITES,
165         MSG_DISPOSE_SURFACES,
166     };
167 
168     enum {
169         DIRTY_BITMAP = 1 << 0,
170         DIRTY_ALPHA = 1 << 1,
171         DIRTY_POSITION = 1 << 2,
172         DIRTY_TRANSFORMATION_MATRIX = 1 << 3,
173         DIRTY_LAYER = 1 << 4,
174         DIRTY_VISIBILITY = 1 << 5,
175         DIRTY_HOTSPOT = 1 << 6,
176         DIRTY_DISPLAY_ID = 1 << 7,
177     };
178 
179     /* Describes the state of a sprite.
180      * This structure is designed so that it can be copied during updates so that
181      * surfaces can be resized and redrawn without blocking the client by holding a lock
182      * on the sprites for a long time.
183      * Note that the SkBitmap holds a reference to a shared (and immutable) pixel ref. */
184     struct SpriteState {
SpriteStateSpriteState185         inline SpriteState() :
186                 dirty(0), visible(false),
187                 positionX(0), positionY(0), layer(0), alpha(1.0f), displayId(ADISPLAY_ID_DEFAULT),
188                 surfaceWidth(0), surfaceHeight(0), surfaceDrawn(false), surfaceVisible(false) {
189         }
190 
191         uint32_t dirty;
192 
193         SpriteIcon icon;
194         bool visible;
195         float positionX;
196         float positionY;
197         int32_t layer;
198         float alpha;
199         SpriteTransformationMatrix transformationMatrix;
200         int32_t displayId;
201 
202         sp<SurfaceControl> surfaceControl;
203         int32_t surfaceWidth;
204         int32_t surfaceHeight;
205         bool surfaceDrawn;
206         bool surfaceVisible;
207 
wantSurfaceVisibleSpriteState208         inline bool wantSurfaceVisible() const {
209             return visible && alpha > 0.0f && icon.isValid();
210         }
211     };
212 
213     /* Client interface for a sprite.
214      * Requests acquire a lock on the controller, update local state and request the
215      * controller to invalidate the sprite.
216      * The real heavy lifting of creating, resizing and redrawing surfaces happens
217      * asynchronously with no locks held except in short critical section to copy
218      * the sprite state before the work and update the sprite surface control afterwards.
219      */
220     class SpriteImpl : public Sprite {
221     protected:
222         virtual ~SpriteImpl();
223 
224     public:
225         explicit SpriteImpl(const sp<SpriteController> controller);
226 
227         virtual void setIcon(const SpriteIcon& icon);
228         virtual void setVisible(bool visible);
229         virtual void setPosition(float x, float y);
230         virtual void setLayer(int32_t layer);
231         virtual void setAlpha(float alpha);
232         virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix);
233         virtual void setDisplayId(int32_t displayId);
234 
getStateLocked()235         inline const SpriteState& getStateLocked() const {
236             return mLocked.state;
237         }
238 
resetDirtyLocked()239         inline void resetDirtyLocked() {
240             mLocked.state.dirty = 0;
241         }
242 
setSurfaceLocked(const sp<SurfaceControl> & surfaceControl,int32_t width,int32_t height,bool drawn,bool visible)243         inline void setSurfaceLocked(const sp<SurfaceControl>& surfaceControl,
244                 int32_t width, int32_t height, bool drawn, bool visible) {
245             mLocked.state.surfaceControl = surfaceControl;
246             mLocked.state.surfaceWidth = width;
247             mLocked.state.surfaceHeight = height;
248             mLocked.state.surfaceDrawn = drawn;
249             mLocked.state.surfaceVisible = visible;
250         }
251 
252     private:
253         sp<SpriteController> mController;
254 
255         struct Locked {
256             SpriteState state;
257         } mLocked; // guarded by mController->mLock
258 
259         void invalidateLocked(uint32_t dirty);
260     };
261 
262     /* Stores temporary information collected during the sprite update cycle. */
263     struct SpriteUpdate {
SpriteUpdateSpriteUpdate264         inline SpriteUpdate() : surfaceChanged(false) { }
SpriteUpdateSpriteUpdate265         inline SpriteUpdate(const sp<SpriteImpl> sprite, const SpriteState& state) :
266                 sprite(sprite), state(state), surfaceChanged(false) {
267         }
268 
269         sp<SpriteImpl> sprite;
270         SpriteState state;
271         bool surfaceChanged;
272     };
273 
274     mutable Mutex mLock;
275 
276     sp<Looper> mLooper;
277     const int32_t mOverlayLayer;
278     sp<WeakMessageHandler> mHandler;
279 
280     sp<SurfaceComposerClient> mSurfaceComposerClient;
281 
282     struct Locked {
283         Vector<sp<SpriteImpl> > invalidatedSprites;
284         Vector<sp<SurfaceControl> > disposedSurfaces;
285         uint32_t transactionNestingCount;
286         bool deferredSpriteUpdate;
287     } mLocked; // guarded by mLock
288 
289     void invalidateSpriteLocked(const sp<SpriteImpl>& sprite);
290     void disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl);
291 
292     void handleMessage(const Message& message);
293     void doUpdateSprites();
294     void doDisposeSurfaces();
295 
296     void ensureSurfaceComposerClient();
297     sp<SurfaceControl> obtainSurface(int32_t width, int32_t height);
298 };
299 
300 } // namespace android
301 
302 #endif // _UI_SPRITES_H
303