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