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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 //#define LOG_NDEBUG 0
19 
20 #include "SpriteController.h"
21 
22 #include <log/log.h>
23 #include <utils/String8.h>
24 #include <gui/Surface.h>
25 
26 // ToDo: Fix code to be warning free
27 #pragma GCC diagnostic push
28 #pragma GCC diagnostic ignored "-Wunused-parameter"
29 #include <SkBitmap.h>
30 #include <SkCanvas.h>
31 #include <SkColor.h>
32 #include <SkPaint.h>
33 #pragma GCC diagnostic pop
34 
35 #include <android/native_window.h>
36 
37 namespace android {
38 
39 // --- SpriteController ---
40 
SpriteController(const sp<Looper> & looper,int32_t overlayLayer)41 SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
42         mLooper(looper), mOverlayLayer(overlayLayer) {
43     mHandler = new WeakMessageHandler(this);
44 
45     mLocked.transactionNestingCount = 0;
46     mLocked.deferredSpriteUpdate = false;
47 }
48 
~SpriteController()49 SpriteController::~SpriteController() {
50     mLooper->removeMessages(mHandler);
51 
52     if (mSurfaceComposerClient != NULL) {
53         mSurfaceComposerClient->dispose();
54         mSurfaceComposerClient.clear();
55     }
56 }
57 
createSprite()58 sp<Sprite> SpriteController::createSprite() {
59     return new SpriteImpl(this);
60 }
61 
openTransaction()62 void SpriteController::openTransaction() {
63     AutoMutex _l(mLock);
64 
65     mLocked.transactionNestingCount += 1;
66 }
67 
closeTransaction()68 void SpriteController::closeTransaction() {
69     AutoMutex _l(mLock);
70 
71     LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
72             "Sprite closeTransaction() called but there is no open sprite transaction");
73 
74     mLocked.transactionNestingCount -= 1;
75     if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
76         mLocked.deferredSpriteUpdate = false;
77         mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
78     }
79 }
80 
invalidateSpriteLocked(const sp<SpriteImpl> & sprite)81 void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
82     bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
83     mLocked.invalidatedSprites.push(sprite);
84     if (wasEmpty) {
85         if (mLocked.transactionNestingCount != 0) {
86             mLocked.deferredSpriteUpdate = true;
87         } else {
88             mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
89         }
90     }
91 }
92 
disposeSurfaceLocked(const sp<SurfaceControl> & surfaceControl)93 void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
94     bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
95     mLocked.disposedSurfaces.push(surfaceControl);
96     if (wasEmpty) {
97         mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
98     }
99 }
100 
handleMessage(const Message & message)101 void SpriteController::handleMessage(const Message& message) {
102     switch (message.what) {
103     case MSG_UPDATE_SPRITES:
104         doUpdateSprites();
105         break;
106     case MSG_DISPOSE_SURFACES:
107         doDisposeSurfaces();
108         break;
109     }
110 }
111 
doUpdateSprites()112 void SpriteController::doUpdateSprites() {
113     // Collect information about sprite updates.
114     // Each sprite update record includes a reference to its associated sprite so we can
115     // be certain the sprites will not be deleted while this function runs.  Sprites
116     // may invalidate themselves again during this time but we will handle those changes
117     // in the next iteration.
118     Vector<SpriteUpdate> updates;
119     size_t numSprites;
120     { // acquire lock
121         AutoMutex _l(mLock);
122 
123         numSprites = mLocked.invalidatedSprites.size();
124         for (size_t i = 0; i < numSprites; i++) {
125             const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
126 
127             updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
128             sprite->resetDirtyLocked();
129         }
130         mLocked.invalidatedSprites.clear();
131     } // release lock
132 
133     // Create missing surfaces.
134     bool surfaceChanged = false;
135     for (size_t i = 0; i < numSprites; i++) {
136         SpriteUpdate& update = updates.editItemAt(i);
137 
138         if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
139             update.state.surfaceWidth = update.state.icon.bitmap.width();
140             update.state.surfaceHeight = update.state.icon.bitmap.height();
141             update.state.surfaceDrawn = false;
142             update.state.surfaceVisible = false;
143             update.state.surfaceControl = obtainSurface(
144                     update.state.surfaceWidth, update.state.surfaceHeight);
145             if (update.state.surfaceControl != NULL) {
146                 update.surfaceChanged = surfaceChanged = true;
147             }
148         }
149     }
150 
151     // Resize sprites if needed, inside a global transaction.
152     bool haveGlobalTransaction = false;
153     for (size_t i = 0; i < numSprites; i++) {
154         SpriteUpdate& update = updates.editItemAt(i);
155 
156         if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
157             int32_t desiredWidth = update.state.icon.bitmap.width();
158             int32_t desiredHeight = update.state.icon.bitmap.height();
159             if (update.state.surfaceWidth < desiredWidth
160                     || update.state.surfaceHeight < desiredHeight) {
161                 if (!haveGlobalTransaction) {
162                     SurfaceComposerClient::openGlobalTransaction();
163                     haveGlobalTransaction = true;
164                 }
165 
166                 status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
167                 if (status) {
168                     ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
169                             status, update.state.surfaceWidth, update.state.surfaceHeight,
170                             desiredWidth, desiredHeight);
171                 } else {
172                     update.state.surfaceWidth = desiredWidth;
173                     update.state.surfaceHeight = desiredHeight;
174                     update.state.surfaceDrawn = false;
175                     update.surfaceChanged = surfaceChanged = true;
176 
177                     if (update.state.surfaceVisible) {
178                         status = update.state.surfaceControl->hide();
179                         if (status) {
180                             ALOGE("Error %d hiding sprite surface after resize.", status);
181                         } else {
182                             update.state.surfaceVisible = false;
183                         }
184                     }
185                 }
186             }
187         }
188     }
189     if (haveGlobalTransaction) {
190         SurfaceComposerClient::closeGlobalTransaction();
191     }
192 
193     // Redraw sprites if needed.
194     for (size_t i = 0; i < numSprites; i++) {
195         SpriteUpdate& update = updates.editItemAt(i);
196 
197         if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
198             update.state.surfaceDrawn = false;
199             update.surfaceChanged = surfaceChanged = true;
200         }
201 
202         if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
203                 && update.state.wantSurfaceVisible()) {
204             sp<Surface> surface = update.state.surfaceControl->getSurface();
205             ANativeWindow_Buffer outBuffer;
206             status_t status = surface->lock(&outBuffer, NULL);
207             if (status) {
208                 ALOGE("Error %d locking sprite surface before drawing.", status);
209             } else {
210                 SkBitmap surfaceBitmap;
211                 ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
212                 surfaceBitmap.installPixels(SkImageInfo::MakeN32Premul(outBuffer.width, outBuffer.height),
213                                             outBuffer.bits, bpr);
214 
215                 SkCanvas surfaceCanvas(surfaceBitmap);
216 
217                 SkPaint paint;
218                 paint.setBlendMode(SkBlendMode::kSrc);
219                 surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
220 
221                 if (outBuffer.width > update.state.icon.bitmap.width()) {
222                     paint.setColor(0); // transparent fill color
223                     surfaceCanvas.drawRect(SkRect::MakeLTRB(update.state.icon.bitmap.width(), 0,
224                             outBuffer.width, update.state.icon.bitmap.height()), paint);
225                 }
226                 if (outBuffer.height > update.state.icon.bitmap.height()) {
227                     paint.setColor(0); // transparent fill color
228                     surfaceCanvas.drawRect(SkRect::MakeLTRB(0, update.state.icon.bitmap.height(),
229                             outBuffer.width, outBuffer.height), paint);
230                 }
231 
232                 status = surface->unlockAndPost();
233                 if (status) {
234                     ALOGE("Error %d unlocking and posting sprite surface after drawing.", status);
235                 } else {
236                     update.state.surfaceDrawn = true;
237                     update.surfaceChanged = surfaceChanged = true;
238                 }
239             }
240         }
241     }
242 
243     // Set sprite surface properties and make them visible.
244     bool haveTransaction = false;
245     for (size_t i = 0; i < numSprites; i++) {
246         SpriteUpdate& update = updates.editItemAt(i);
247 
248         bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
249                 && update.state.surfaceDrawn;
250         bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
251         bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
252         if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
253                 || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
254                         | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
255                         | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
256             status_t status;
257             if (!haveTransaction) {
258                 SurfaceComposerClient::openGlobalTransaction();
259                 haveTransaction = true;
260             }
261 
262             if (wantSurfaceVisibleAndDrawn
263                     && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
264                 status = update.state.surfaceControl->setAlpha(update.state.alpha);
265                 if (status) {
266                     ALOGE("Error %d setting sprite surface alpha.", status);
267                 }
268             }
269 
270             if (wantSurfaceVisibleAndDrawn
271                     && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
272                             | DIRTY_HOTSPOT)))) {
273                 status = update.state.surfaceControl->setPosition(
274                         update.state.positionX - update.state.icon.hotSpotX,
275                         update.state.positionY - update.state.icon.hotSpotY);
276                 if (status) {
277                     ALOGE("Error %d setting sprite surface position.", status);
278                 }
279             }
280 
281             if (wantSurfaceVisibleAndDrawn
282                     && (becomingVisible
283                             || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
284                 status = update.state.surfaceControl->setMatrix(
285                         update.state.transformationMatrix.dsdx,
286                         update.state.transformationMatrix.dtdx,
287                         update.state.transformationMatrix.dsdy,
288                         update.state.transformationMatrix.dtdy);
289                 if (status) {
290                     ALOGE("Error %d setting sprite surface transformation matrix.", status);
291                 }
292             }
293 
294             int32_t surfaceLayer = mOverlayLayer + update.state.layer;
295             if (wantSurfaceVisibleAndDrawn
296                     && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
297                 status = update.state.surfaceControl->setLayer(surfaceLayer);
298                 if (status) {
299                     ALOGE("Error %d setting sprite surface layer.", status);
300                 }
301             }
302 
303             if (becomingVisible) {
304                 status = update.state.surfaceControl->show();
305                 if (status) {
306                     ALOGE("Error %d showing sprite surface.", status);
307                 } else {
308                     update.state.surfaceVisible = true;
309                     update.surfaceChanged = surfaceChanged = true;
310                 }
311             } else if (becomingHidden) {
312                 status = update.state.surfaceControl->hide();
313                 if (status) {
314                     ALOGE("Error %d hiding sprite surface.", status);
315                 } else {
316                     update.state.surfaceVisible = false;
317                     update.surfaceChanged = surfaceChanged = true;
318                 }
319             }
320         }
321     }
322 
323     if (haveTransaction) {
324         SurfaceComposerClient::closeGlobalTransaction();
325     }
326 
327     // If any surfaces were changed, write back the new surface properties to the sprites.
328     if (surfaceChanged) { // acquire lock
329         AutoMutex _l(mLock);
330 
331         for (size_t i = 0; i < numSprites; i++) {
332             const SpriteUpdate& update = updates.itemAt(i);
333 
334             if (update.surfaceChanged) {
335                 update.sprite->setSurfaceLocked(update.state.surfaceControl,
336                         update.state.surfaceWidth, update.state.surfaceHeight,
337                         update.state.surfaceDrawn, update.state.surfaceVisible);
338             }
339         }
340     } // release lock
341 
342     // Clear the sprite update vector outside the lock.  It is very important that
343     // we do not clear sprite references inside the lock since we could be releasing
344     // the last remaining reference to the sprite here which would result in the
345     // sprite being deleted and the lock being reacquired by the sprite destructor
346     // while already held.
347     updates.clear();
348 }
349 
doDisposeSurfaces()350 void SpriteController::doDisposeSurfaces() {
351     // Collect disposed surfaces.
352     Vector<sp<SurfaceControl> > disposedSurfaces;
353     { // acquire lock
354         AutoMutex _l(mLock);
355 
356         disposedSurfaces = mLocked.disposedSurfaces;
357         mLocked.disposedSurfaces.clear();
358     } // release lock
359 
360     // Release the last reference to each surface outside of the lock.
361     // We don't want the surfaces to be deleted while we are holding our lock.
362     disposedSurfaces.clear();
363 }
364 
ensureSurfaceComposerClient()365 void SpriteController::ensureSurfaceComposerClient() {
366     if (mSurfaceComposerClient == NULL) {
367         mSurfaceComposerClient = new SurfaceComposerClient();
368     }
369 }
370 
obtainSurface(int32_t width,int32_t height)371 sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
372     ensureSurfaceComposerClient();
373 
374     sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
375             String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
376             ISurfaceComposerClient::eHidden |
377             ISurfaceComposerClient::eCursorWindow);
378     if (surfaceControl == NULL || !surfaceControl->isValid()) {
379         ALOGE("Error creating sprite surface.");
380         return NULL;
381     }
382     return surfaceControl;
383 }
384 
385 
386 // --- SpriteController::SpriteImpl ---
387 
SpriteImpl(const sp<SpriteController> controller)388 SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
389         mController(controller) {
390 }
391 
~SpriteImpl()392 SpriteController::SpriteImpl::~SpriteImpl() {
393     AutoMutex _m(mController->mLock);
394 
395     // Let the controller take care of deleting the last reference to sprite
396     // surfaces so that we do not block the caller on an IPC here.
397     if (mLocked.state.surfaceControl != NULL) {
398         mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
399         mLocked.state.surfaceControl.clear();
400     }
401 }
402 
setIcon(const SpriteIcon & icon)403 void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
404     AutoMutex _l(mController->mLock);
405 
406     uint32_t dirty;
407     if (icon.isValid()) {
408         SkBitmap* bitmapCopy = &mLocked.state.icon.bitmap;
409         if (bitmapCopy->tryAllocPixels(icon.bitmap.info().makeColorType(kN32_SkColorType))) {
410             icon.bitmap.readPixels(bitmapCopy->info(), bitmapCopy->getPixels(),
411                     bitmapCopy->rowBytes(), 0, 0);
412         }
413 
414         if (!mLocked.state.icon.isValid()
415                 || mLocked.state.icon.hotSpotX != icon.hotSpotX
416                 || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
417             mLocked.state.icon.hotSpotX = icon.hotSpotX;
418             mLocked.state.icon.hotSpotY = icon.hotSpotY;
419             dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
420         } else {
421             dirty = DIRTY_BITMAP;
422         }
423     } else if (mLocked.state.icon.isValid()) {
424         mLocked.state.icon.bitmap.reset();
425         dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
426     } else {
427         return; // setting to invalid icon and already invalid so nothing to do
428     }
429 
430     invalidateLocked(dirty);
431 }
432 
setVisible(bool visible)433 void SpriteController::SpriteImpl::setVisible(bool visible) {
434     AutoMutex _l(mController->mLock);
435 
436     if (mLocked.state.visible != visible) {
437         mLocked.state.visible = visible;
438         invalidateLocked(DIRTY_VISIBILITY);
439     }
440 }
441 
setPosition(float x,float y)442 void SpriteController::SpriteImpl::setPosition(float x, float y) {
443     AutoMutex _l(mController->mLock);
444 
445     if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
446         mLocked.state.positionX = x;
447         mLocked.state.positionY = y;
448         invalidateLocked(DIRTY_POSITION);
449     }
450 }
451 
setLayer(int32_t layer)452 void SpriteController::SpriteImpl::setLayer(int32_t layer) {
453     AutoMutex _l(mController->mLock);
454 
455     if (mLocked.state.layer != layer) {
456         mLocked.state.layer = layer;
457         invalidateLocked(DIRTY_LAYER);
458     }
459 }
460 
setAlpha(float alpha)461 void SpriteController::SpriteImpl::setAlpha(float alpha) {
462     AutoMutex _l(mController->mLock);
463 
464     if (mLocked.state.alpha != alpha) {
465         mLocked.state.alpha = alpha;
466         invalidateLocked(DIRTY_ALPHA);
467     }
468 }
469 
setTransformationMatrix(const SpriteTransformationMatrix & matrix)470 void SpriteController::SpriteImpl::setTransformationMatrix(
471         const SpriteTransformationMatrix& matrix) {
472     AutoMutex _l(mController->mLock);
473 
474     if (mLocked.state.transformationMatrix != matrix) {
475         mLocked.state.transformationMatrix = matrix;
476         invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
477     }
478 }
479 
invalidateLocked(uint32_t dirty)480 void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
481     bool wasDirty = mLocked.state.dirty;
482     mLocked.state.dirty |= dirty;
483 
484     if (!wasDirty) {
485         mController->invalidateSpriteLocked(this);
486     }
487 }
488 
489 } // namespace android
490