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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 #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 #include <gui/Surface.h>
26 
27 #include <SkBitmap.h>
28 #include <SkCanvas.h>
29 #include <SkColor.h>
30 #include <SkPaint.h>
31 #include <SkXfermode.h>
32 #include <android/native_window.h>
33 
34 namespace android {
35 
36 // --- SpriteController ---
37 
SpriteController(const sp<Looper> & looper,int32_t overlayLayer)38 SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
39         mLooper(looper), mOverlayLayer(overlayLayer) {
40     mHandler = new WeakMessageHandler(this);
41 
42     mLocked.transactionNestingCount = 0;
43     mLocked.deferredSpriteUpdate = false;
44 }
45 
~SpriteController()46 SpriteController::~SpriteController() {
47     mLooper->removeMessages(mHandler);
48 
49     if (mSurfaceComposerClient != NULL) {
50         mSurfaceComposerClient->dispose();
51         mSurfaceComposerClient.clear();
52     }
53 }
54 
createSprite()55 sp<Sprite> SpriteController::createSprite() {
56     return new SpriteImpl(this);
57 }
58 
openTransaction()59 void SpriteController::openTransaction() {
60     AutoMutex _l(mLock);
61 
62     mLocked.transactionNestingCount += 1;
63 }
64 
closeTransaction()65 void SpriteController::closeTransaction() {
66     AutoMutex _l(mLock);
67 
68     LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
69             "Sprite closeTransaction() called but there is no open sprite transaction");
70 
71     mLocked.transactionNestingCount -= 1;
72     if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
73         mLocked.deferredSpriteUpdate = false;
74         mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
75     }
76 }
77 
invalidateSpriteLocked(const sp<SpriteImpl> & sprite)78 void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
79     bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
80     mLocked.invalidatedSprites.push(sprite);
81     if (wasEmpty) {
82         if (mLocked.transactionNestingCount != 0) {
83             mLocked.deferredSpriteUpdate = true;
84         } else {
85             mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
86         }
87     }
88 }
89 
disposeSurfaceLocked(const sp<SurfaceControl> & surfaceControl)90 void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
91     bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
92     mLocked.disposedSurfaces.push(surfaceControl);
93     if (wasEmpty) {
94         mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
95     }
96 }
97 
handleMessage(const Message & message)98 void SpriteController::handleMessage(const Message& message) {
99     switch (message.what) {
100     case MSG_UPDATE_SPRITES:
101         doUpdateSprites();
102         break;
103     case MSG_DISPOSE_SURFACES:
104         doDisposeSurfaces();
105         break;
106     }
107 }
108 
doUpdateSprites()109 void SpriteController::doUpdateSprites() {
110     // Collect information about sprite updates.
111     // Each sprite update record includes a reference to its associated sprite so we can
112     // be certain the sprites will not be deleted while this function runs.  Sprites
113     // may invalidate themselves again during this time but we will handle those changes
114     // in the next iteration.
115     Vector<SpriteUpdate> updates;
116     size_t numSprites;
117     { // acquire lock
118         AutoMutex _l(mLock);
119 
120         numSprites = mLocked.invalidatedSprites.size();
121         for (size_t i = 0; i < numSprites; i++) {
122             const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
123 
124             updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
125             sprite->resetDirtyLocked();
126         }
127         mLocked.invalidatedSprites.clear();
128     } // release lock
129 
130     // Create missing surfaces.
131     bool surfaceChanged = false;
132     for (size_t i = 0; i < numSprites; i++) {
133         SpriteUpdate& update = updates.editItemAt(i);
134 
135         if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
136             update.state.surfaceWidth = update.state.icon.bitmap.width();
137             update.state.surfaceHeight = update.state.icon.bitmap.height();
138             update.state.surfaceDrawn = false;
139             update.state.surfaceVisible = false;
140             update.state.surfaceControl = obtainSurface(
141                     update.state.surfaceWidth, update.state.surfaceHeight);
142             if (update.state.surfaceControl != NULL) {
143                 update.surfaceChanged = surfaceChanged = true;
144             }
145         }
146     }
147 
148     // Resize sprites if needed, inside a global transaction.
149     bool haveGlobalTransaction = false;
150     for (size_t i = 0; i < numSprites; i++) {
151         SpriteUpdate& update = updates.editItemAt(i);
152 
153         if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
154             int32_t desiredWidth = update.state.icon.bitmap.width();
155             int32_t desiredHeight = update.state.icon.bitmap.height();
156             if (update.state.surfaceWidth < desiredWidth
157                     || update.state.surfaceHeight < desiredHeight) {
158                 if (!haveGlobalTransaction) {
159                     SurfaceComposerClient::openGlobalTransaction();
160                     haveGlobalTransaction = true;
161                 }
162 
163                 status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
164                 if (status) {
165                     ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
166                             status, update.state.surfaceWidth, update.state.surfaceHeight,
167                             desiredWidth, desiredHeight);
168                 } else {
169                     update.state.surfaceWidth = desiredWidth;
170                     update.state.surfaceHeight = desiredHeight;
171                     update.state.surfaceDrawn = false;
172                     update.surfaceChanged = surfaceChanged = true;
173 
174                     if (update.state.surfaceVisible) {
175                         status = update.state.surfaceControl->hide();
176                         if (status) {
177                             ALOGE("Error %d hiding sprite surface after resize.", status);
178                         } else {
179                             update.state.surfaceVisible = false;
180                         }
181                     }
182                 }
183             }
184         }
185     }
186     if (haveGlobalTransaction) {
187         SurfaceComposerClient::closeGlobalTransaction();
188     }
189 
190     // Redraw sprites if needed.
191     for (size_t i = 0; i < numSprites; i++) {
192         SpriteUpdate& update = updates.editItemAt(i);
193 
194         if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
195             update.state.surfaceDrawn = false;
196             update.surfaceChanged = surfaceChanged = true;
197         }
198 
199         if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
200                 && update.state.wantSurfaceVisible()) {
201             sp<Surface> surface = update.state.surfaceControl->getSurface();
202             ANativeWindow_Buffer outBuffer;
203             status_t status = surface->lock(&outBuffer, NULL);
204             if (status) {
205                 ALOGE("Error %d locking sprite surface before drawing.", status);
206             } else {
207                 SkBitmap surfaceBitmap;
208                 ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
209                 surfaceBitmap.setConfig(SkBitmap::kARGB_8888_Config,
210                         outBuffer.width, outBuffer.height, bpr);
211                 surfaceBitmap.setPixels(outBuffer.bits);
212 
213                 SkCanvas surfaceCanvas(surfaceBitmap);
214 
215                 SkPaint paint;
216                 paint.setXfermodeMode(SkXfermode::kSrc_Mode);
217                 surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
218 
219                 if (outBuffer.width > uint32_t(update.state.icon.bitmap.width())) {
220                     paint.setColor(0); // transparent fill color
221                     surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
222                             outBuffer.width, update.state.icon.bitmap.height(), paint);
223                 }
224                 if (outBuffer.height > uint32_t(update.state.icon.bitmap.height())) {
225                     paint.setColor(0); // transparent fill color
226                     surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
227                             outBuffer.width, outBuffer.height, paint);
228                 }
229 
230                 status = surface->unlockAndPost();
231                 if (status) {
232                     ALOGE("Error %d unlocking and posting sprite surface after drawing.", status);
233                 } else {
234                     update.state.surfaceDrawn = true;
235                     update.surfaceChanged = surfaceChanged = true;
236                 }
237             }
238         }
239     }
240 
241     // Set sprite surface properties and make them visible.
242     bool haveTransaction = false;
243     for (size_t i = 0; i < numSprites; i++) {
244         SpriteUpdate& update = updates.editItemAt(i);
245 
246         bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
247                 && update.state.surfaceDrawn;
248         bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
249         bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
250         if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
251                 || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
252                         | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
253                         | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
254             status_t status;
255             if (!haveTransaction) {
256                 SurfaceComposerClient::openGlobalTransaction();
257                 haveTransaction = true;
258             }
259 
260             if (wantSurfaceVisibleAndDrawn
261                     && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
262                 status = update.state.surfaceControl->setAlpha(update.state.alpha);
263                 if (status) {
264                     ALOGE("Error %d setting sprite surface alpha.", status);
265                 }
266             }
267 
268             if (wantSurfaceVisibleAndDrawn
269                     && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
270                             | DIRTY_HOTSPOT)))) {
271                 status = update.state.surfaceControl->setPosition(
272                         update.state.positionX - update.state.icon.hotSpotX,
273                         update.state.positionY - update.state.icon.hotSpotY);
274                 if (status) {
275                     ALOGE("Error %d setting sprite surface position.", status);
276                 }
277             }
278 
279             if (wantSurfaceVisibleAndDrawn
280                     && (becomingVisible
281                             || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
282                 status = update.state.surfaceControl->setMatrix(
283                         update.state.transformationMatrix.dsdx,
284                         update.state.transformationMatrix.dtdx,
285                         update.state.transformationMatrix.dsdy,
286                         update.state.transformationMatrix.dtdy);
287                 if (status) {
288                     ALOGE("Error %d setting sprite surface transformation matrix.", status);
289                 }
290             }
291 
292             int32_t surfaceLayer = mOverlayLayer + update.state.layer;
293             if (wantSurfaceVisibleAndDrawn
294                     && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
295                 status = update.state.surfaceControl->setLayer(surfaceLayer);
296                 if (status) {
297                     ALOGE("Error %d setting sprite surface layer.", status);
298                 }
299             }
300 
301             if (becomingVisible) {
302                 status = update.state.surfaceControl->show();
303                 if (status) {
304                     ALOGE("Error %d showing sprite surface.", status);
305                 } else {
306                     update.state.surfaceVisible = true;
307                     update.surfaceChanged = surfaceChanged = true;
308                 }
309             } else if (becomingHidden) {
310                 status = update.state.surfaceControl->hide();
311                 if (status) {
312                     ALOGE("Error %d hiding sprite surface.", status);
313                 } else {
314                     update.state.surfaceVisible = false;
315                     update.surfaceChanged = surfaceChanged = true;
316                 }
317             }
318         }
319     }
320 
321     if (haveTransaction) {
322         SurfaceComposerClient::closeGlobalTransaction();
323     }
324 
325     // If any surfaces were changed, write back the new surface properties to the sprites.
326     if (surfaceChanged) { // acquire lock
327         AutoMutex _l(mLock);
328 
329         for (size_t i = 0; i < numSprites; i++) {
330             const SpriteUpdate& update = updates.itemAt(i);
331 
332             if (update.surfaceChanged) {
333                 update.sprite->setSurfaceLocked(update.state.surfaceControl,
334                         update.state.surfaceWidth, update.state.surfaceHeight,
335                         update.state.surfaceDrawn, update.state.surfaceVisible);
336             }
337         }
338     } // release lock
339 
340     // Clear the sprite update vector outside the lock.  It is very important that
341     // we do not clear sprite references inside the lock since we could be releasing
342     // the last remaining reference to the sprite here which would result in the
343     // sprite being deleted and the lock being reacquired by the sprite destructor
344     // while already held.
345     updates.clear();
346 }
347 
doDisposeSurfaces()348 void SpriteController::doDisposeSurfaces() {
349     // Collect disposed surfaces.
350     Vector<sp<SurfaceControl> > disposedSurfaces;
351     { // acquire lock
352         AutoMutex _l(mLock);
353 
354         disposedSurfaces = mLocked.disposedSurfaces;
355         mLocked.disposedSurfaces.clear();
356     } // release lock
357 
358     // Release the last reference to each surface outside of the lock.
359     // We don't want the surfaces to be deleted while we are holding our lock.
360     disposedSurfaces.clear();
361 }
362 
ensureSurfaceComposerClient()363 void SpriteController::ensureSurfaceComposerClient() {
364     if (mSurfaceComposerClient == NULL) {
365         mSurfaceComposerClient = new SurfaceComposerClient();
366     }
367 }
368 
obtainSurface(int32_t width,int32_t height)369 sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
370     ensureSurfaceComposerClient();
371 
372     sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
373             String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
374             ISurfaceComposerClient::eHidden);
375     if (surfaceControl == NULL || !surfaceControl->isValid()) {
376         ALOGE("Error creating sprite surface.");
377         return NULL;
378     }
379     return surfaceControl;
380 }
381 
382 
383 // --- SpriteController::SpriteImpl ---
384 
SpriteImpl(const sp<SpriteController> controller)385 SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
386         mController(controller) {
387 }
388 
~SpriteImpl()389 SpriteController::SpriteImpl::~SpriteImpl() {
390     AutoMutex _m(mController->mLock);
391 
392     // Let the controller take care of deleting the last reference to sprite
393     // surfaces so that we do not block the caller on an IPC here.
394     if (mLocked.state.surfaceControl != NULL) {
395         mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
396         mLocked.state.surfaceControl.clear();
397     }
398 }
399 
setIcon(const SpriteIcon & icon)400 void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
401     AutoMutex _l(mController->mLock);
402 
403     uint32_t dirty;
404     if (icon.isValid()) {
405         icon.bitmap.copyTo(&mLocked.state.icon.bitmap, SkBitmap::kARGB_8888_Config);
406 
407         if (!mLocked.state.icon.isValid()
408                 || mLocked.state.icon.hotSpotX != icon.hotSpotX
409                 || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
410             mLocked.state.icon.hotSpotX = icon.hotSpotX;
411             mLocked.state.icon.hotSpotY = icon.hotSpotY;
412             dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
413         } else {
414             dirty = DIRTY_BITMAP;
415         }
416     } else if (mLocked.state.icon.isValid()) {
417         mLocked.state.icon.bitmap.reset();
418         dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
419     } else {
420         return; // setting to invalid icon and already invalid so nothing to do
421     }
422 
423     invalidateLocked(dirty);
424 }
425 
setVisible(bool visible)426 void SpriteController::SpriteImpl::setVisible(bool visible) {
427     AutoMutex _l(mController->mLock);
428 
429     if (mLocked.state.visible != visible) {
430         mLocked.state.visible = visible;
431         invalidateLocked(DIRTY_VISIBILITY);
432     }
433 }
434 
setPosition(float x,float y)435 void SpriteController::SpriteImpl::setPosition(float x, float y) {
436     AutoMutex _l(mController->mLock);
437 
438     if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
439         mLocked.state.positionX = x;
440         mLocked.state.positionY = y;
441         invalidateLocked(DIRTY_POSITION);
442     }
443 }
444 
setLayer(int32_t layer)445 void SpriteController::SpriteImpl::setLayer(int32_t layer) {
446     AutoMutex _l(mController->mLock);
447 
448     if (mLocked.state.layer != layer) {
449         mLocked.state.layer = layer;
450         invalidateLocked(DIRTY_LAYER);
451     }
452 }
453 
setAlpha(float alpha)454 void SpriteController::SpriteImpl::setAlpha(float alpha) {
455     AutoMutex _l(mController->mLock);
456 
457     if (mLocked.state.alpha != alpha) {
458         mLocked.state.alpha = alpha;
459         invalidateLocked(DIRTY_ALPHA);
460     }
461 }
462 
setTransformationMatrix(const SpriteTransformationMatrix & matrix)463 void SpriteController::SpriteImpl::setTransformationMatrix(
464         const SpriteTransformationMatrix& matrix) {
465     AutoMutex _l(mController->mLock);
466 
467     if (mLocked.state.transformationMatrix != matrix) {
468         mLocked.state.transformationMatrix = matrix;
469         invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
470     }
471 }
472 
invalidateLocked(uint32_t dirty)473 void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
474     bool wasDirty = mLocked.state.dirty;
475     mLocked.state.dirty |= dirty;
476 
477     if (!wasDirty) {
478         mController->invalidateSpriteLocked(this);
479     }
480 }
481 
482 } // namespace android
483