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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 #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