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 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 49 SpriteController::~SpriteController() { 50 mLooper->removeMessages(mHandler); 51 52 if (mSurfaceComposerClient != NULL) { 53 mSurfaceComposerClient->dispose(); 54 mSurfaceComposerClient.clear(); 55 } 56 } 57 58 sp<Sprite> SpriteController::createSprite() { 59 return new SpriteImpl(this); 60 } 61 62 void SpriteController::openTransaction() { 63 AutoMutex _l(mLock); 64 65 mLocked.transactionNestingCount += 1; 66 } 67 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 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 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 } 100 101 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 } 111 112 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. 152 SurfaceComposerClient::Transaction t; 153 bool needApplyTransaction = 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 needApplyTransaction = true; 163 164 t.setSize(update.state.surfaceControl, 165 desiredWidth, desiredHeight); 166 update.state.surfaceWidth = desiredWidth; 167 update.state.surfaceHeight = desiredHeight; 168 update.state.surfaceDrawn = false; 169 update.surfaceChanged = surfaceChanged = true; 170 171 if (update.state.surfaceVisible) { 172 t.hide(update.state.surfaceControl); 173 update.state.surfaceVisible = false; 174 } 175 } 176 } 177 } 178 if (needApplyTransaction) { 179 t.apply(); 180 } 181 182 // Redraw sprites if needed. 183 for (size_t i = 0; i < numSprites; i++) { 184 SpriteUpdate& update = updates.editItemAt(i); 185 186 if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) { 187 update.state.surfaceDrawn = false; 188 update.surfaceChanged = surfaceChanged = true; 189 } 190 191 if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn 192 && update.state.wantSurfaceVisible()) { 193 sp<Surface> surface = update.state.surfaceControl->getSurface(); 194 ANativeWindow_Buffer outBuffer; 195 status_t status = surface->lock(&outBuffer, NULL); 196 if (status) { 197 ALOGE("Error %d locking sprite surface before drawing.", status); 198 } else { 199 SkBitmap surfaceBitmap; 200 ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format); 201 surfaceBitmap.installPixels(SkImageInfo::MakeN32Premul(outBuffer.width, outBuffer.height), 202 outBuffer.bits, bpr); 203 204 SkCanvas surfaceCanvas(surfaceBitmap); 205 206 SkPaint paint; 207 paint.setBlendMode(SkBlendMode::kSrc); 208 surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint); 209 210 if (outBuffer.width > update.state.icon.bitmap.width()) { 211 paint.setColor(0); // transparent fill color 212 surfaceCanvas.drawRect(SkRect::MakeLTRB(update.state.icon.bitmap.width(), 0, 213 outBuffer.width, update.state.icon.bitmap.height()), paint); 214 } 215 if (outBuffer.height > update.state.icon.bitmap.height()) { 216 paint.setColor(0); // transparent fill color 217 surfaceCanvas.drawRect(SkRect::MakeLTRB(0, update.state.icon.bitmap.height(), 218 outBuffer.width, outBuffer.height), paint); 219 } 220 221 status = surface->unlockAndPost(); 222 if (status) { 223 ALOGE("Error %d unlocking and posting sprite surface after drawing.", status); 224 } else { 225 update.state.surfaceDrawn = true; 226 update.surfaceChanged = surfaceChanged = true; 227 } 228 } 229 } 230 } 231 232 needApplyTransaction = false; 233 for (size_t i = 0; i < numSprites; i++) { 234 SpriteUpdate& update = updates.editItemAt(i); 235 236 bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible() 237 && update.state.surfaceDrawn; 238 bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible; 239 bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible; 240 if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden 241 || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA 242 | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER 243 | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) { 244 needApplyTransaction = true; 245 246 if (wantSurfaceVisibleAndDrawn 247 && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) { 248 t.setAlpha(update.state.surfaceControl, 249 update.state.alpha); 250 } 251 252 if (wantSurfaceVisibleAndDrawn 253 && (becomingVisible || (update.state.dirty & (DIRTY_POSITION 254 | DIRTY_HOTSPOT)))) { 255 t.setPosition( 256 update.state.surfaceControl, 257 update.state.positionX - update.state.icon.hotSpotX, 258 update.state.positionY - update.state.icon.hotSpotY); 259 } 260 261 if (wantSurfaceVisibleAndDrawn 262 && (becomingVisible 263 || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) { 264 t.setMatrix( 265 update.state.surfaceControl, 266 update.state.transformationMatrix.dsdx, 267 update.state.transformationMatrix.dtdx, 268 update.state.transformationMatrix.dsdy, 269 update.state.transformationMatrix.dtdy); 270 } 271 272 int32_t surfaceLayer = mOverlayLayer + update.state.layer; 273 if (wantSurfaceVisibleAndDrawn 274 && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) { 275 t.setLayer(update.state.surfaceControl, surfaceLayer); 276 } 277 278 if (becomingVisible) { 279 t.show(update.state.surfaceControl); 280 281 update.state.surfaceVisible = true; 282 update.surfaceChanged = surfaceChanged = true; 283 } else if (becomingHidden) { 284 t.hide(update.state.surfaceControl); 285 286 update.state.surfaceVisible = false; 287 update.surfaceChanged = surfaceChanged = true; 288 } 289 } 290 } 291 292 if (needApplyTransaction) { 293 status_t status = t.apply(); 294 if (status) { 295 ALOGE("Error applying Surface transaction"); 296 } 297 } 298 299 // If any surfaces were changed, write back the new surface properties to the sprites. 300 if (surfaceChanged) { // acquire lock 301 AutoMutex _l(mLock); 302 303 for (size_t i = 0; i < numSprites; i++) { 304 const SpriteUpdate& update = updates.itemAt(i); 305 306 if (update.surfaceChanged) { 307 update.sprite->setSurfaceLocked(update.state.surfaceControl, 308 update.state.surfaceWidth, update.state.surfaceHeight, 309 update.state.surfaceDrawn, update.state.surfaceVisible); 310 } 311 } 312 } // release lock 313 314 // Clear the sprite update vector outside the lock. It is very important that 315 // we do not clear sprite references inside the lock since we could be releasing 316 // the last remaining reference to the sprite here which would result in the 317 // sprite being deleted and the lock being reacquired by the sprite destructor 318 // while already held. 319 updates.clear(); 320 } 321 322 void SpriteController::doDisposeSurfaces() { 323 // Collect disposed surfaces. 324 Vector<sp<SurfaceControl> > disposedSurfaces; 325 { // acquire lock 326 AutoMutex _l(mLock); 327 328 disposedSurfaces = mLocked.disposedSurfaces; 329 mLocked.disposedSurfaces.clear(); 330 } // release lock 331 332 // Release the last reference to each surface outside of the lock. 333 // We don't want the surfaces to be deleted while we are holding our lock. 334 disposedSurfaces.clear(); 335 } 336 337 void SpriteController::ensureSurfaceComposerClient() { 338 if (mSurfaceComposerClient == NULL) { 339 mSurfaceComposerClient = new SurfaceComposerClient(); 340 } 341 } 342 343 sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) { 344 ensureSurfaceComposerClient(); 345 346 sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface( 347 String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888, 348 ISurfaceComposerClient::eHidden | 349 ISurfaceComposerClient::eCursorWindow); 350 if (surfaceControl == NULL || !surfaceControl->isValid()) { 351 ALOGE("Error creating sprite surface."); 352 return NULL; 353 } 354 return surfaceControl; 355 } 356 357 358 // --- SpriteController::SpriteImpl --- 359 360 SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) : 361 mController(controller) { 362 } 363 364 SpriteController::SpriteImpl::~SpriteImpl() { 365 AutoMutex _m(mController->mLock); 366 367 // Let the controller take care of deleting the last reference to sprite 368 // surfaces so that we do not block the caller on an IPC here. 369 if (mLocked.state.surfaceControl != NULL) { 370 mController->disposeSurfaceLocked(mLocked.state.surfaceControl); 371 mLocked.state.surfaceControl.clear(); 372 } 373 } 374 375 void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) { 376 AutoMutex _l(mController->mLock); 377 378 uint32_t dirty; 379 if (icon.isValid()) { 380 SkBitmap* bitmapCopy = &mLocked.state.icon.bitmap; 381 if (bitmapCopy->tryAllocPixels(icon.bitmap.info().makeColorType(kN32_SkColorType))) { 382 icon.bitmap.readPixels(bitmapCopy->info(), bitmapCopy->getPixels(), 383 bitmapCopy->rowBytes(), 0, 0); 384 } 385 386 if (!mLocked.state.icon.isValid() 387 || mLocked.state.icon.hotSpotX != icon.hotSpotX 388 || mLocked.state.icon.hotSpotY != icon.hotSpotY) { 389 mLocked.state.icon.hotSpotX = icon.hotSpotX; 390 mLocked.state.icon.hotSpotY = icon.hotSpotY; 391 dirty = DIRTY_BITMAP | DIRTY_HOTSPOT; 392 } else { 393 dirty = DIRTY_BITMAP; 394 } 395 } else if (mLocked.state.icon.isValid()) { 396 mLocked.state.icon.bitmap.reset(); 397 dirty = DIRTY_BITMAP | DIRTY_HOTSPOT; 398 } else { 399 return; // setting to invalid icon and already invalid so nothing to do 400 } 401 402 invalidateLocked(dirty); 403 } 404 405 void SpriteController::SpriteImpl::setVisible(bool visible) { 406 AutoMutex _l(mController->mLock); 407 408 if (mLocked.state.visible != visible) { 409 mLocked.state.visible = visible; 410 invalidateLocked(DIRTY_VISIBILITY); 411 } 412 } 413 414 void SpriteController::SpriteImpl::setPosition(float x, float y) { 415 AutoMutex _l(mController->mLock); 416 417 if (mLocked.state.positionX != x || mLocked.state.positionY != y) { 418 mLocked.state.positionX = x; 419 mLocked.state.positionY = y; 420 invalidateLocked(DIRTY_POSITION); 421 } 422 } 423 424 void SpriteController::SpriteImpl::setLayer(int32_t layer) { 425 AutoMutex _l(mController->mLock); 426 427 if (mLocked.state.layer != layer) { 428 mLocked.state.layer = layer; 429 invalidateLocked(DIRTY_LAYER); 430 } 431 } 432 433 void SpriteController::SpriteImpl::setAlpha(float alpha) { 434 AutoMutex _l(mController->mLock); 435 436 if (mLocked.state.alpha != alpha) { 437 mLocked.state.alpha = alpha; 438 invalidateLocked(DIRTY_ALPHA); 439 } 440 } 441 442 void SpriteController::SpriteImpl::setTransformationMatrix( 443 const SpriteTransformationMatrix& matrix) { 444 AutoMutex _l(mController->mLock); 445 446 if (mLocked.state.transformationMatrix != matrix) { 447 mLocked.state.transformationMatrix = matrix; 448 invalidateLocked(DIRTY_TRANSFORMATION_MATRIX); 449 } 450 } 451 452 void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) { 453 bool wasDirty = mLocked.state.dirty; 454 mLocked.state.dirty |= dirty; 455 456 if (!wasDirty) { 457 mController->invalidateSpriteLocked(this); 458 } 459 } 460 461 } // namespace android 462