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 }; 129 130 /* 131 * Displays sprites on the screen. 132 * 133 * This interface is used by PointerController and SpotController to draw pointers or 134 * spot representations of fingers. It is not intended for general purpose use 135 * by other components. 136 * 137 * All sprite position updates and rendering is performed asynchronously. 138 * 139 * Clients are responsible for animating sprites by periodically updating their properties. 140 */ 141 class SpriteController : public MessageHandler { 142 protected: 143 virtual ~SpriteController(); 144 145 public: 146 SpriteController(const sp<Looper>& looper, int32_t overlayLayer); 147 148 /* Creates a new sprite, initially invisible. */ 149 sp<Sprite> createSprite(); 150 151 /* Opens or closes a transaction to perform a batch of sprite updates as part of 152 * a single operation such as setPosition and setAlpha. It is not necessary to 153 * open a transaction when updating a single property. 154 * Calls to openTransaction() nest and must be matched by an equal number 155 * of calls to closeTransaction(). */ 156 void openTransaction(); 157 void closeTransaction(); 158 159 private: 160 enum { 161 MSG_UPDATE_SPRITES, 162 MSG_DISPOSE_SURFACES, 163 }; 164 165 enum { 166 DIRTY_BITMAP = 1 << 0, 167 DIRTY_ALPHA = 1 << 1, 168 DIRTY_POSITION = 1 << 2, 169 DIRTY_TRANSFORMATION_MATRIX = 1 << 3, 170 DIRTY_LAYER = 1 << 4, 171 DIRTY_VISIBILITY = 1 << 5, 172 DIRTY_HOTSPOT = 1 << 6, 173 }; 174 175 /* Describes the state of a sprite. 176 * This structure is designed so that it can be copied during updates so that 177 * surfaces can be resized and redrawn without blocking the client by holding a lock 178 * on the sprites for a long time. 179 * Note that the SkBitmap holds a reference to a shared (and immutable) pixel ref. */ 180 struct SpriteState { SpriteStateSpriteState181 inline SpriteState() : 182 dirty(0), visible(false), 183 positionX(0), positionY(0), layer(0), alpha(1.0f), 184 surfaceWidth(0), surfaceHeight(0), surfaceDrawn(false), surfaceVisible(false) { 185 } 186 187 uint32_t dirty; 188 189 SpriteIcon icon; 190 bool visible; 191 float positionX; 192 float positionY; 193 int32_t layer; 194 float alpha; 195 SpriteTransformationMatrix transformationMatrix; 196 197 sp<SurfaceControl> surfaceControl; 198 int32_t surfaceWidth; 199 int32_t surfaceHeight; 200 bool surfaceDrawn; 201 bool surfaceVisible; 202 wantSurfaceVisibleSpriteState203 inline bool wantSurfaceVisible() const { 204 return visible && alpha > 0.0f && icon.isValid(); 205 } 206 }; 207 208 /* Client interface for a sprite. 209 * Requests acquire a lock on the controller, update local state and request the 210 * controller to invalidate the sprite. 211 * The real heavy lifting of creating, resizing and redrawing surfaces happens 212 * asynchronously with no locks held except in short critical section to copy 213 * the sprite state before the work and update the sprite surface control afterwards. 214 */ 215 class SpriteImpl : public Sprite { 216 protected: 217 virtual ~SpriteImpl(); 218 219 public: 220 explicit SpriteImpl(const sp<SpriteController> controller); 221 222 virtual void setIcon(const SpriteIcon& icon); 223 virtual void setVisible(bool visible); 224 virtual void setPosition(float x, float y); 225 virtual void setLayer(int32_t layer); 226 virtual void setAlpha(float alpha); 227 virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix); 228 getStateLocked()229 inline const SpriteState& getStateLocked() const { 230 return mLocked.state; 231 } 232 resetDirtyLocked()233 inline void resetDirtyLocked() { 234 mLocked.state.dirty = 0; 235 } 236 setSurfaceLocked(const sp<SurfaceControl> & surfaceControl,int32_t width,int32_t height,bool drawn,bool visible)237 inline void setSurfaceLocked(const sp<SurfaceControl>& surfaceControl, 238 int32_t width, int32_t height, bool drawn, bool visible) { 239 mLocked.state.surfaceControl = surfaceControl; 240 mLocked.state.surfaceWidth = width; 241 mLocked.state.surfaceHeight = height; 242 mLocked.state.surfaceDrawn = drawn; 243 mLocked.state.surfaceVisible = visible; 244 } 245 246 private: 247 sp<SpriteController> mController; 248 249 struct Locked { 250 SpriteState state; 251 } mLocked; // guarded by mController->mLock 252 253 void invalidateLocked(uint32_t dirty); 254 }; 255 256 /* Stores temporary information collected during the sprite update cycle. */ 257 struct SpriteUpdate { SpriteUpdateSpriteUpdate258 inline SpriteUpdate() : surfaceChanged(false) { } SpriteUpdateSpriteUpdate259 inline SpriteUpdate(const sp<SpriteImpl> sprite, const SpriteState& state) : 260 sprite(sprite), state(state), surfaceChanged(false) { 261 } 262 263 sp<SpriteImpl> sprite; 264 SpriteState state; 265 bool surfaceChanged; 266 }; 267 268 mutable Mutex mLock; 269 270 sp<Looper> mLooper; 271 const int32_t mOverlayLayer; 272 sp<WeakMessageHandler> mHandler; 273 274 sp<SurfaceComposerClient> mSurfaceComposerClient; 275 276 struct Locked { 277 Vector<sp<SpriteImpl> > invalidatedSprites; 278 Vector<sp<SurfaceControl> > disposedSurfaces; 279 uint32_t transactionNestingCount; 280 bool deferredSpriteUpdate; 281 } mLocked; // guarded by mLock 282 283 void invalidateSpriteLocked(const sp<SpriteImpl>& sprite); 284 void disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl); 285 286 void handleMessage(const Message& message); 287 void doUpdateSprites(); 288 void doDisposeSurfaces(); 289 290 void ensureSurfaceComposerClient(); 291 sp<SurfaceControl> obtainSurface(int32_t width, int32_t height); 292 }; 293 294 } // namespace android 295 296 #endif // _UI_SPRITES_H 297