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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 
     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 
     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 
     44 SpriteController::~SpriteController() {
     45     mLooper->removeMessages(mHandler);
     46 
     47     if (mSurfaceComposerClient != NULL) {
     48         mSurfaceComposerClient->dispose();
     49         mSurfaceComposerClient.clear();
     50     }
     51 }
     52 
     53 sp<Sprite> SpriteController::createSprite() {
     54     return new SpriteImpl(this);
     55 }
     56 
     57 void SpriteController::openTransaction() {
     58     AutoMutex _l(mLock);
     59 
     60     mLocked.transactionNestingCount += 1;
     61 }
     62 
     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 
     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 
     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 
     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 
    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 
    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 
    362 void SpriteController::ensureSurfaceComposerClient() {
    363     if (mSurfaceComposerClient == NULL) {
    364         mSurfaceComposerClient = new SurfaceComposerClient();
    365     }
    366 }
    367 
    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 
    384 SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
    385         mController(controller) {
    386 }
    387 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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