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 bitmap.copyTo(&bitmapCopy, SkBitmap::kARGB_8888_Config); 69 return SpriteIcon(bitmapCopy, hotSpotX, hotSpotY); 70 } 71 resetSpriteIcon72 inline void reset() { 73 bitmap.reset(); 74 hotSpotX = 0; 75 hotSpotY = 0; 76 } 77 isValidSpriteIcon78 inline bool isValid() const { 79 return !bitmap.isNull() && !bitmap.empty(); 80 } 81 }; 82 83 /* 84 * A sprite is a simple graphical object that is displayed on-screen above other layers. 85 * The basic sprite class is an interface. 86 * The implementation is provided by the sprite controller. 87 */ 88 class Sprite : public RefBase { 89 protected: Sprite()90 Sprite() { } ~Sprite()91 virtual ~Sprite() { } 92 93 public: 94 enum { 95 // The base layer for pointer sprites. 96 BASE_LAYER_POINTER = 0, // reserve space for 1 pointer 97 98 // The base layer for spot sprites. 99 BASE_LAYER_SPOT = 1, // reserve space for MAX_POINTER_ID spots 100 }; 101 102 /* Sets the bitmap that is drawn by the sprite. 103 * The sprite retains a copy of the bitmap for subsequent rendering. */ 104 virtual void setIcon(const SpriteIcon& icon) = 0; 105 clearIcon()106 inline void clearIcon() { 107 setIcon(SpriteIcon()); 108 } 109 110 /* Sets whether the sprite is visible. */ 111 virtual void setVisible(bool visible) = 0; 112 113 /* Sets the sprite position on screen, relative to the sprite's hot spot. */ 114 virtual void setPosition(float x, float y) = 0; 115 116 /* Sets the layer of the sprite, relative to the system sprite overlay layer. 117 * Layer 0 is the overlay layer, > 0 appear above this layer. */ 118 virtual void setLayer(int32_t layer) = 0; 119 120 /* Sets the sprite alpha blend ratio between 0.0 and 1.0. */ 121 virtual void setAlpha(float alpha) = 0; 122 123 /* Sets the sprite transformation matrix. */ 124 virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix) = 0; 125 }; 126 127 /* 128 * Displays sprites on the screen. 129 * 130 * This interface is used by PointerController and SpotController to draw pointers or 131 * spot representations of fingers. It is not intended for general purpose use 132 * by other components. 133 * 134 * All sprite position updates and rendering is performed asynchronously. 135 * 136 * Clients are responsible for animating sprites by periodically updating their properties. 137 */ 138 class SpriteController : public MessageHandler { 139 protected: 140 virtual ~SpriteController(); 141 142 public: 143 SpriteController(const sp<Looper>& looper, int32_t overlayLayer); 144 145 /* Creates a new sprite, initially invisible. */ 146 sp<Sprite> createSprite(); 147 148 /* Opens or closes a transaction to perform a batch of sprite updates as part of 149 * a single operation such as setPosition and setAlpha. It is not necessary to 150 * open a transaction when updating a single property. 151 * Calls to openTransaction() nest and must be matched by an equal number 152 * of calls to closeTransaction(). */ 153 void openTransaction(); 154 void closeTransaction(); 155 156 private: 157 enum { 158 MSG_UPDATE_SPRITES, 159 MSG_DISPOSE_SURFACES, 160 }; 161 162 enum { 163 DIRTY_BITMAP = 1 << 0, 164 DIRTY_ALPHA = 1 << 1, 165 DIRTY_POSITION = 1 << 2, 166 DIRTY_TRANSFORMATION_MATRIX = 1 << 3, 167 DIRTY_LAYER = 1 << 4, 168 DIRTY_VISIBILITY = 1 << 5, 169 DIRTY_HOTSPOT = 1 << 6, 170 }; 171 172 /* Describes the state of a sprite. 173 * This structure is designed so that it can be copied during updates so that 174 * surfaces can be resized and redrawn without blocking the client by holding a lock 175 * on the sprites for a long time. 176 * Note that the SkBitmap holds a reference to a shared (and immutable) pixel ref. */ 177 struct SpriteState { SpriteStateSpriteState178 inline SpriteState() : 179 dirty(0), visible(false), 180 positionX(0), positionY(0), layer(0), alpha(1.0f), 181 surfaceWidth(0), surfaceHeight(0), surfaceDrawn(false), surfaceVisible(false) { 182 } 183 184 uint32_t dirty; 185 186 SpriteIcon icon; 187 bool visible; 188 float positionX; 189 float positionY; 190 int32_t layer; 191 float alpha; 192 SpriteTransformationMatrix transformationMatrix; 193 194 sp<SurfaceControl> surfaceControl; 195 int32_t surfaceWidth; 196 int32_t surfaceHeight; 197 bool surfaceDrawn; 198 bool surfaceVisible; 199 wantSurfaceVisibleSpriteState200 inline bool wantSurfaceVisible() const { 201 return visible && alpha > 0.0f && icon.isValid(); 202 } 203 }; 204 205 /* Client interface for a sprite. 206 * Requests acquire a lock on the controller, update local state and request the 207 * controller to invalidate the sprite. 208 * The real heavy lifting of creating, resizing and redrawing surfaces happens 209 * asynchronously with no locks held except in short critical section to copy 210 * the sprite state before the work and update the sprite surface control afterwards. 211 */ 212 class SpriteImpl : public Sprite { 213 protected: 214 virtual ~SpriteImpl(); 215 216 public: 217 SpriteImpl(const sp<SpriteController> controller); 218 219 virtual void setIcon(const SpriteIcon& icon); 220 virtual void setVisible(bool visible); 221 virtual void setPosition(float x, float y); 222 virtual void setLayer(int32_t layer); 223 virtual void setAlpha(float alpha); 224 virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix); 225 getStateLocked()226 inline const SpriteState& getStateLocked() const { 227 return mLocked.state; 228 } 229 resetDirtyLocked()230 inline void resetDirtyLocked() { 231 mLocked.state.dirty = 0; 232 } 233 setSurfaceLocked(const sp<SurfaceControl> & surfaceControl,int32_t width,int32_t height,bool drawn,bool visible)234 inline void setSurfaceLocked(const sp<SurfaceControl>& surfaceControl, 235 int32_t width, int32_t height, bool drawn, bool visible) { 236 mLocked.state.surfaceControl = surfaceControl; 237 mLocked.state.surfaceWidth = width; 238 mLocked.state.surfaceHeight = height; 239 mLocked.state.surfaceDrawn = drawn; 240 mLocked.state.surfaceVisible = visible; 241 } 242 243 private: 244 sp<SpriteController> mController; 245 246 struct Locked { 247 SpriteState state; 248 } mLocked; // guarded by mController->mLock 249 250 void invalidateLocked(uint32_t dirty); 251 }; 252 253 /* Stores temporary information collected during the sprite update cycle. */ 254 struct SpriteUpdate { SpriteUpdateSpriteUpdate255 inline SpriteUpdate() : surfaceChanged(false) { } SpriteUpdateSpriteUpdate256 inline SpriteUpdate(const sp<SpriteImpl> sprite, const SpriteState& state) : 257 sprite(sprite), state(state), surfaceChanged(false) { 258 } 259 260 sp<SpriteImpl> sprite; 261 SpriteState state; 262 bool surfaceChanged; 263 }; 264 265 mutable Mutex mLock; 266 267 sp<Looper> mLooper; 268 const int32_t mOverlayLayer; 269 sp<WeakMessageHandler> mHandler; 270 271 sp<SurfaceComposerClient> mSurfaceComposerClient; 272 273 struct Locked { 274 Vector<sp<SpriteImpl> > invalidatedSprites; 275 Vector<sp<SurfaceControl> > disposedSurfaces; 276 uint32_t transactionNestingCount; 277 bool deferredSpriteUpdate; 278 } mLocked; // guarded by mLock 279 280 void invalidateSpriteLocked(const sp<SpriteImpl>& sprite); 281 void disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl); 282 283 void handleMessage(const Message& message); 284 void doUpdateSprites(); 285 void doDisposeSurfaces(); 286 287 void ensureSurfaceComposerClient(); 288 sp<SurfaceControl> obtainSurface(int32_t width, int32_t height); 289 }; 290 291 } // namespace android 292 293 #endif // _UI_SPRITES_H 294