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      1 /*
      2  * Copyright (C) 2007 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 #ifndef ANDROID_BOOTANIMATION_H
     18 #define ANDROID_BOOTANIMATION_H
     19 
     20 #include <stdint.h>
     21 #include <sys/types.h>
     22 
     23 #include <androidfw/AssetManager.h>
     24 #include <utils/Thread.h>
     25 
     26 #include <EGL/egl.h>
     27 #include <GLES/gl.h>
     28 
     29 class SkBitmap;
     30 
     31 namespace android {
     32 
     33 class Surface;
     34 class SurfaceComposerClient;
     35 class SurfaceControl;
     36 
     37 // ---------------------------------------------------------------------------
     38 
     39 class BootAnimation : public Thread, public IBinder::DeathRecipient
     40 {
     41 public:
     42     struct Texture {
     43         GLint   w;
     44         GLint   h;
     45         GLuint  name;
     46     };
     47 
     48     struct Font {
     49         FileMap* map;
     50         Texture texture;
     51         int char_width;
     52         int char_height;
     53     };
     54 
     55     struct Animation {
     56         struct Frame {
     57             String8 name;
     58             FileMap* map;
     59             int trimX;
     60             int trimY;
     61             int trimWidth;
     62             int trimHeight;
     63             mutable GLuint tid;
     64             bool operator < (const Frame& rhs) const {
     65                 return name < rhs.name;
     66             }
     67         };
     68         struct Part {
     69             int count;  // The number of times this part should repeat, 0 for infinite
     70             int pause;  // The number of frames to pause for at the end of this part
     71             int clockPosX;  // The x position of the clock, in pixels. Positive values offset from
     72                             // the left of the screen, negative values offset from the right.
     73             int clockPosY;  // The y position of the clock, in pixels. Positive values offset from
     74                             // the bottom of the screen, negative values offset from the top.
     75                             // If either of the above are INT_MIN the clock is disabled, if INT_MAX
     76                             // the clock is centred on that axis.
     77             String8 path;
     78             String8 trimData;
     79             SortedVector<Frame> frames;
     80             bool playUntilComplete;
     81             float backgroundColor[3];
     82             uint8_t* audioData;
     83             int audioLength;
     84             Animation* animation;
     85         };
     86         int fps;
     87         int width;
     88         int height;
     89         Vector<Part> parts;
     90         String8 audioConf;
     91         String8 fileName;
     92         ZipFileRO* zip;
     93         Font clockFont;
     94     };
     95 
     96     // All callbacks will be called from this class's internal thread.
     97     class Callbacks : public RefBase {
     98     public:
     99         // Will be called during initialization after we have loaded
    100         // the animation and be provided with all parts in animation.
    101         virtual void init(const Vector<Animation::Part>& /*parts*/) {}
    102 
    103         // Will be called while animation is playing before each part is
    104         // played. It will be provided with the part and play count for it.
    105         // It will be provided with the partNumber for the part about to be played,
    106         // as well as a reference to the part itself. It will also be provided with
    107         // which play of that part is about to start, some parts are repeated
    108         // multiple times.
    109         virtual void playPart(int /*partNumber*/, const Animation::Part& /*part*/,
    110                               int /*playNumber*/) {}
    111 
    112         // Will be called when animation is done and thread is shutting down.
    113         virtual void shutdown() {}
    114     };
    115 
    116     BootAnimation(sp<Callbacks> callbacks);
    117 
    118     sp<SurfaceComposerClient> session() const;
    119 
    120 private:
    121     virtual bool        threadLoop();
    122     virtual status_t    readyToRun();
    123     virtual void        onFirstRef();
    124     virtual void        binderDied(const wp<IBinder>& who);
    125 
    126     bool                updateIsTimeAccurate();
    127 
    128     class TimeCheckThread : public Thread {
    129     public:
    130         TimeCheckThread(BootAnimation* bootAnimation);
    131         virtual ~TimeCheckThread();
    132     private:
    133         virtual status_t    readyToRun();
    134         virtual bool        threadLoop();
    135         bool                doThreadLoop();
    136         void                addTimeDirWatch();
    137 
    138         int mInotifyFd;
    139         int mSystemWd;
    140         int mTimeWd;
    141         BootAnimation* mBootAnimation;
    142     };
    143 
    144     status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
    145     status_t initTexture(FileMap* map, int* width, int* height);
    146     status_t initFont(Font* font, const char* fallback);
    147     bool android();
    148     bool movie();
    149     void drawText(const char* str, const Font& font, bool bold, int* x, int* y);
    150     void drawClock(const Font& font, const int xPos, const int yPos);
    151     bool validClock(const Animation::Part& part);
    152     Animation* loadAnimation(const String8&);
    153     bool playAnimation(const Animation&);
    154     void releaseAnimation(Animation*) const;
    155     bool parseAnimationDesc(Animation&);
    156     bool preloadZip(Animation &animation);
    157 
    158     void checkExit();
    159 
    160     sp<SurfaceComposerClient>       mSession;
    161     AssetManager mAssets;
    162     Texture     mAndroid[2];
    163     int         mWidth;
    164     int         mHeight;
    165     bool        mUseNpotTextures = false;
    166     EGLDisplay  mDisplay;
    167     EGLDisplay  mContext;
    168     EGLDisplay  mSurface;
    169     sp<SurfaceControl> mFlingerSurfaceControl;
    170     sp<Surface> mFlingerSurface;
    171     bool        mClockEnabled;
    172     bool        mTimeIsAccurate;
    173     bool        mTimeFormat12Hour;
    174     bool        mShuttingDown;
    175     String8     mZipFileName;
    176     SortedVector<String8> mLoadedFiles;
    177     sp<TimeCheckThread> mTimeCheckThread = nullptr;
    178     sp<Callbacks> mCallbacks;
    179 };
    180 
    181 // ---------------------------------------------------------------------------
    182 
    183 }; // namespace android
    184 
    185 #endif // ANDROID_BOOTANIMATION_H
    186