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 #define LOG_TAG "Sprites"
18
19 //#define LOG_NDEBUG 0
20
21 #include "SpriteController.h"
22
23 #include <cutils/log.h>
24 #include <utils/String8.h>
25
26 #include <SkBitmap.h>
27 #include <SkCanvas.h>
28 #include <SkColor.h>
29 #include <SkPaint.h>
30 #include <SkXfermode.h>
31
32 namespace android {
33
34 // --- SpriteController ---
35
SpriteController(const sp<Looper> & looper,int32_t overlayLayer)36 SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
37 mLooper(looper), mOverlayLayer(overlayLayer) {
38 mHandler = new WeakMessageHandler(this);
39
40 mLocked.transactionNestingCount = 0;
41 mLocked.deferredSpriteUpdate = false;
42 }
43
~SpriteController()44 SpriteController::~SpriteController() {
45 mLooper->removeMessages(mHandler);
46
47 if (mSurfaceComposerClient != NULL) {
48 mSurfaceComposerClient->dispose();
49 mSurfaceComposerClient.clear();
50 }
51 }
52
createSprite()53 sp<Sprite> SpriteController::createSprite() {
54 return new SpriteImpl(this);
55 }
56
openTransaction()57 void SpriteController::openTransaction() {
58 AutoMutex _l(mLock);
59
60 mLocked.transactionNestingCount += 1;
61 }
62
closeTransaction()63 void SpriteController::closeTransaction() {
64 AutoMutex _l(mLock);
65
66 LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
67 "Sprite closeTransaction() called but there is no open sprite transaction");
68
69 mLocked.transactionNestingCount -= 1;
70 if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
71 mLocked.deferredSpriteUpdate = false;
72 mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
73 }
74 }
75
invalidateSpriteLocked(const sp<SpriteImpl> & sprite)76 void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
77 bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
78 mLocked.invalidatedSprites.push(sprite);
79 if (wasEmpty) {
80 if (mLocked.transactionNestingCount != 0) {
81 mLocked.deferredSpriteUpdate = true;
82 } else {
83 mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
84 }
85 }
86 }
87
disposeSurfaceLocked(const sp<SurfaceControl> & surfaceControl)88 void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
89 bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
90 mLocked.disposedSurfaces.push(surfaceControl);
91 if (wasEmpty) {
92 mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
93 }
94 }
95
handleMessage(const Message & message)96 void SpriteController::handleMessage(const Message& message) {
97 switch (message.what) {
98 case MSG_UPDATE_SPRITES:
99 doUpdateSprites();
100 break;
101 case MSG_DISPOSE_SURFACES:
102 doDisposeSurfaces();
103 break;
104 }
105 }
106
doUpdateSprites()107 void SpriteController::doUpdateSprites() {
108 // Collect information about sprite updates.
109 // Each sprite update record includes a reference to its associated sprite so we can
110 // be certain the sprites will not be deleted while this function runs. Sprites
111 // may invalidate themselves again during this time but we will handle those changes
112 // in the next iteration.
113 Vector<SpriteUpdate> updates;
114 size_t numSprites;
115 { // acquire lock
116 AutoMutex _l(mLock);
117
118 numSprites = mLocked.invalidatedSprites.size();
119 for (size_t i = 0; i < numSprites; i++) {
120 const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
121
122 updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
123 sprite->resetDirtyLocked();
124 }
125 mLocked.invalidatedSprites.clear();
126 } // release lock
127
128 // Create missing surfaces.
129 bool surfaceChanged = false;
130 for (size_t i = 0; i < numSprites; i++) {
131 SpriteUpdate& update = updates.editItemAt(i);
132
133 if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
134 update.state.surfaceWidth = update.state.icon.bitmap.width();
135 update.state.surfaceHeight = update.state.icon.bitmap.height();
136 update.state.surfaceDrawn = false;
137 update.state.surfaceVisible = false;
138 update.state.surfaceControl = obtainSurface(
139 update.state.surfaceWidth, update.state.surfaceHeight);
140 if (update.state.surfaceControl != NULL) {
141 update.surfaceChanged = surfaceChanged = true;
142 }
143 }
144 }
145
146 // Resize sprites if needed, inside a global transaction.
147 bool haveGlobalTransaction = false;
148 for (size_t i = 0; i < numSprites; i++) {
149 SpriteUpdate& update = updates.editItemAt(i);
150
151 if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
152 int32_t desiredWidth = update.state.icon.bitmap.width();
153 int32_t desiredHeight = update.state.icon.bitmap.height();
154 if (update.state.surfaceWidth < desiredWidth
155 || update.state.surfaceHeight < desiredHeight) {
156 if (!haveGlobalTransaction) {
157 SurfaceComposerClient::openGlobalTransaction();
158 haveGlobalTransaction = true;
159 }
160
161 status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
162 if (status) {
163 LOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
164 status, update.state.surfaceWidth, update.state.surfaceHeight,
165 desiredWidth, desiredHeight);
166 } else {
167 update.state.surfaceWidth = desiredWidth;
168 update.state.surfaceHeight = desiredHeight;
169 update.state.surfaceDrawn = false;
170 update.surfaceChanged = surfaceChanged = true;
171
172 if (update.state.surfaceVisible) {
173 status = update.state.surfaceControl->hide();
174 if (status) {
175 LOGE("Error %d hiding sprite surface after resize.", status);
176 } else {
177 update.state.surfaceVisible = false;
178 }
179 }
180 }
181 }
182 }
183 }
184 if (haveGlobalTransaction) {
185 SurfaceComposerClient::closeGlobalTransaction();
186 }
187
188 // Redraw sprites if needed.
189 for (size_t i = 0; i < numSprites; i++) {
190 SpriteUpdate& update = updates.editItemAt(i);
191
192 if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
193 update.state.surfaceDrawn = false;
194 update.surfaceChanged = surfaceChanged = true;
195 }
196
197 if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
198 && update.state.wantSurfaceVisible()) {
199 sp<Surface> surface = update.state.surfaceControl->getSurface();
200 Surface::SurfaceInfo surfaceInfo;
201 status_t status = surface->lock(&surfaceInfo);
202 if (status) {
203 LOGE("Error %d locking sprite surface before drawing.", status);
204 } else {
205 SkBitmap surfaceBitmap;
206 ssize_t bpr = surfaceInfo.s * bytesPerPixel(surfaceInfo.format);
207 surfaceBitmap.setConfig(SkBitmap::kARGB_8888_Config,
208 surfaceInfo.w, surfaceInfo.h, bpr);
209 surfaceBitmap.setPixels(surfaceInfo.bits);
210
211 SkCanvas surfaceCanvas;
212 surfaceCanvas.setBitmapDevice(surfaceBitmap);
213
214 SkPaint paint;
215 paint.setXfermodeMode(SkXfermode::kSrc_Mode);
216 surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
217
218 if (surfaceInfo.w > uint32_t(update.state.icon.bitmap.width())) {
219 paint.setColor(0); // transparent fill color
220 surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
221 surfaceInfo.w, update.state.icon.bitmap.height(), paint);
222 }
223 if (surfaceInfo.h > uint32_t(update.state.icon.bitmap.height())) {
224 paint.setColor(0); // transparent fill color
225 surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
226 surfaceInfo.w, surfaceInfo.h, paint);
227 }
228
229 status = surface->unlockAndPost();
230 if (status) {
231 LOGE("Error %d unlocking and posting sprite surface after drawing.", status);
232 } else {
233 update.state.surfaceDrawn = true;
234 update.surfaceChanged = surfaceChanged = true;
235 }
236 }
237 }
238 }
239
240 // Set sprite surface properties and make them visible.
241 bool haveTransaction = false;
242 for (size_t i = 0; i < numSprites; i++) {
243 SpriteUpdate& update = updates.editItemAt(i);
244
245 bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
246 && update.state.surfaceDrawn;
247 bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
248 bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
249 if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
250 || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
251 | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
252 | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
253 status_t status;
254 if (!haveTransaction) {
255 SurfaceComposerClient::openGlobalTransaction();
256 haveTransaction = true;
257 }
258
259 if (wantSurfaceVisibleAndDrawn
260 && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
261 status = update.state.surfaceControl->setAlpha(update.state.alpha);
262 if (status) {
263 LOGE("Error %d setting sprite surface alpha.", status);
264 }
265 }
266
267 if (wantSurfaceVisibleAndDrawn
268 && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
269 | DIRTY_HOTSPOT)))) {
270 status = update.state.surfaceControl->setPosition(
271 update.state.positionX - update.state.icon.hotSpotX,
272 update.state.positionY - update.state.icon.hotSpotY);
273 if (status) {
274 LOGE("Error %d setting sprite surface position.", status);
275 }
276 }
277
278 if (wantSurfaceVisibleAndDrawn
279 && (becomingVisible
280 || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
281 status = update.state.surfaceControl->setMatrix(
282 update.state.transformationMatrix.dsdx,
283 update.state.transformationMatrix.dtdx,
284 update.state.transformationMatrix.dsdy,
285 update.state.transformationMatrix.dtdy);
286 if (status) {
287 LOGE("Error %d setting sprite surface transformation matrix.", status);
288 }
289 }
290
291 int32_t surfaceLayer = mOverlayLayer + update.state.layer;
292 if (wantSurfaceVisibleAndDrawn
293 && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
294 status = update.state.surfaceControl->setLayer(surfaceLayer);
295 if (status) {
296 LOGE("Error %d setting sprite surface layer.", status);
297 }
298 }
299
300 if (becomingVisible) {
301 status = update.state.surfaceControl->show(surfaceLayer);
302 if (status) {
303 LOGE("Error %d showing sprite surface.", status);
304 } else {
305 update.state.surfaceVisible = true;
306 update.surfaceChanged = surfaceChanged = true;
307 }
308 } else if (becomingHidden) {
309 status = update.state.surfaceControl->hide();
310 if (status) {
311 LOGE("Error %d hiding sprite surface.", status);
312 } else {
313 update.state.surfaceVisible = false;
314 update.surfaceChanged = surfaceChanged = true;
315 }
316 }
317 }
318 }
319
320 if (haveTransaction) {
321 SurfaceComposerClient::closeGlobalTransaction();
322 }
323
324 // If any surfaces were changed, write back the new surface properties to the sprites.
325 if (surfaceChanged) { // acquire lock
326 AutoMutex _l(mLock);
327
328 for (size_t i = 0; i < numSprites; i++) {
329 const SpriteUpdate& update = updates.itemAt(i);
330
331 if (update.surfaceChanged) {
332 update.sprite->setSurfaceLocked(update.state.surfaceControl,
333 update.state.surfaceWidth, update.state.surfaceHeight,
334 update.state.surfaceDrawn, update.state.surfaceVisible);
335 }
336 }
337 } // release lock
338
339 // Clear the sprite update vector outside the lock. It is very important that
340 // we do not clear sprite references inside the lock since we could be releasing
341 // the last remaining reference to the sprite here which would result in the
342 // sprite being deleted and the lock being reacquired by the sprite destructor
343 // while already held.
344 updates.clear();
345 }
346
doDisposeSurfaces()347 void SpriteController::doDisposeSurfaces() {
348 // Collect disposed surfaces.
349 Vector<sp<SurfaceControl> > disposedSurfaces;
350 { // acquire lock
351 AutoMutex _l(mLock);
352
353 disposedSurfaces = mLocked.disposedSurfaces;
354 mLocked.disposedSurfaces.clear();
355 } // release lock
356
357 // Release the last reference to each surface outside of the lock.
358 // We don't want the surfaces to be deleted while we are holding our lock.
359 disposedSurfaces.clear();
360 }
361
ensureSurfaceComposerClient()362 void SpriteController::ensureSurfaceComposerClient() {
363 if (mSurfaceComposerClient == NULL) {
364 mSurfaceComposerClient = new SurfaceComposerClient();
365 }
366 }
367
obtainSurface(int32_t width,int32_t height)368 sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
369 ensureSurfaceComposerClient();
370
371 sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
372 String8("Sprite"), 0, width, height, PIXEL_FORMAT_RGBA_8888);
373 if (surfaceControl == NULL || !surfaceControl->isValid()
374 || !surfaceControl->getSurface()->isValid()) {
375 LOGE("Error creating sprite surface.");
376 return NULL;
377 }
378 return surfaceControl;
379 }
380
381
382 // --- SpriteController::SpriteImpl ---
383
SpriteImpl(const sp<SpriteController> controller)384 SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
385 mController(controller) {
386 }
387
~SpriteImpl()388 SpriteController::SpriteImpl::~SpriteImpl() {
389 AutoMutex _m(mController->mLock);
390
391 // Let the controller take care of deleting the last reference to sprite
392 // surfaces so that we do not block the caller on an IPC here.
393 if (mLocked.state.surfaceControl != NULL) {
394 mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
395 mLocked.state.surfaceControl.clear();
396 }
397 }
398
setIcon(const SpriteIcon & icon)399 void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
400 AutoMutex _l(mController->mLock);
401
402 uint32_t dirty;
403 if (icon.isValid()) {
404 icon.bitmap.copyTo(&mLocked.state.icon.bitmap, SkBitmap::kARGB_8888_Config);
405
406 if (!mLocked.state.icon.isValid()
407 || mLocked.state.icon.hotSpotX != icon.hotSpotX
408 || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
409 mLocked.state.icon.hotSpotX = icon.hotSpotX;
410 mLocked.state.icon.hotSpotY = icon.hotSpotY;
411 dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
412 } else {
413 dirty = DIRTY_BITMAP;
414 }
415 } else if (mLocked.state.icon.isValid()) {
416 mLocked.state.icon.bitmap.reset();
417 dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
418 } else {
419 return; // setting to invalid icon and already invalid so nothing to do
420 }
421
422 invalidateLocked(dirty);
423 }
424
setVisible(bool visible)425 void SpriteController::SpriteImpl::setVisible(bool visible) {
426 AutoMutex _l(mController->mLock);
427
428 if (mLocked.state.visible != visible) {
429 mLocked.state.visible = visible;
430 invalidateLocked(DIRTY_VISIBILITY);
431 }
432 }
433
setPosition(float x,float y)434 void SpriteController::SpriteImpl::setPosition(float x, float y) {
435 AutoMutex _l(mController->mLock);
436
437 if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
438 mLocked.state.positionX = x;
439 mLocked.state.positionY = y;
440 invalidateLocked(DIRTY_POSITION);
441 }
442 }
443
setLayer(int32_t layer)444 void SpriteController::SpriteImpl::setLayer(int32_t layer) {
445 AutoMutex _l(mController->mLock);
446
447 if (mLocked.state.layer != layer) {
448 mLocked.state.layer = layer;
449 invalidateLocked(DIRTY_LAYER);
450 }
451 }
452
setAlpha(float alpha)453 void SpriteController::SpriteImpl::setAlpha(float alpha) {
454 AutoMutex _l(mController->mLock);
455
456 if (mLocked.state.alpha != alpha) {
457 mLocked.state.alpha = alpha;
458 invalidateLocked(DIRTY_ALPHA);
459 }
460 }
461
setTransformationMatrix(const SpriteTransformationMatrix & matrix)462 void SpriteController::SpriteImpl::setTransformationMatrix(
463 const SpriteTransformationMatrix& matrix) {
464 AutoMutex _l(mController->mLock);
465
466 if (mLocked.state.transformationMatrix != matrix) {
467 mLocked.state.transformationMatrix = matrix;
468 invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
469 }
470 }
471
invalidateLocked(uint32_t dirty)472 void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
473 bool wasDirty = mLocked.state.dirty;
474 mLocked.state.dirty |= dirty;
475
476 if (!wasDirty) {
477 mController->invalidateSpriteLocked(this);
478 }
479 }
480
481 } // namespace android
482