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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 //#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