/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #define LOG_TAG "Sprites" //#define LOG_NDEBUG 0 #include "SpriteController.h" #include <log/log.h> #include <utils/String8.h> #include <gui/Surface.h> #include <SkBitmap.h> #include <SkCanvas.h> #include <SkColor.h> #include <SkPaint.h> #include <android/native_window.h> namespace android { // --- SpriteController --- SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) : mLooper(looper), mOverlayLayer(overlayLayer) { mHandler = new WeakMessageHandler(this); mLocked.transactionNestingCount = 0; mLocked.deferredSpriteUpdate = false; } SpriteController::~SpriteController() { mLooper->removeMessages(mHandler); if (mSurfaceComposerClient != NULL) { mSurfaceComposerClient->dispose(); mSurfaceComposerClient.clear(); } } sp<Sprite> SpriteController::createSprite() { return new SpriteImpl(this); } void SpriteController::openTransaction() { AutoMutex _l(mLock); mLocked.transactionNestingCount += 1; } void SpriteController::closeTransaction() { AutoMutex _l(mLock); LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0, "Sprite closeTransaction() called but there is no open sprite transaction"); mLocked.transactionNestingCount -= 1; if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) { mLocked.deferredSpriteUpdate = false; mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES)); } } void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) { bool wasEmpty = mLocked.invalidatedSprites.isEmpty(); mLocked.invalidatedSprites.push(sprite); if (wasEmpty) { if (mLocked.transactionNestingCount != 0) { mLocked.deferredSpriteUpdate = true; } else { mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES)); } } } void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) { bool wasEmpty = mLocked.disposedSurfaces.isEmpty(); mLocked.disposedSurfaces.push(surfaceControl); if (wasEmpty) { mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES)); } } void SpriteController::handleMessage(const Message& message) { switch (message.what) { case MSG_UPDATE_SPRITES: doUpdateSprites(); break; case MSG_DISPOSE_SURFACES: doDisposeSurfaces(); break; } } void SpriteController::doUpdateSprites() { // Collect information about sprite updates. // Each sprite update record includes a reference to its associated sprite so we can // be certain the sprites will not be deleted while this function runs. Sprites // may invalidate themselves again during this time but we will handle those changes // in the next iteration. Vector<SpriteUpdate> updates; size_t numSprites; { // acquire lock AutoMutex _l(mLock); numSprites = mLocked.invalidatedSprites.size(); for (size_t i = 0; i < numSprites; i++) { const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i); updates.push(SpriteUpdate(sprite, sprite->getStateLocked())); sprite->resetDirtyLocked(); } mLocked.invalidatedSprites.clear(); } // release lock // Create missing surfaces. bool surfaceChanged = false; for (size_t i = 0; i < numSprites; i++) { SpriteUpdate& update = updates.editItemAt(i); if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) { update.state.surfaceWidth = update.state.icon.bitmap.width(); update.state.surfaceHeight = update.state.icon.bitmap.height(); update.state.surfaceDrawn = false; update.state.surfaceVisible = false; update.state.surfaceControl = obtainSurface( update.state.surfaceWidth, update.state.surfaceHeight); if (update.state.surfaceControl != NULL) { update.surfaceChanged = surfaceChanged = true; } } } // Resize and/or reparent sprites if needed. SurfaceComposerClient::Transaction t; bool needApplyTransaction = false; for (size_t i = 0; i < numSprites; i++) { SpriteUpdate& update = updates.editItemAt(i); if (update.state.surfaceControl == nullptr) { continue; } if (update.state.wantSurfaceVisible()) { int32_t desiredWidth = update.state.icon.bitmap.width(); int32_t desiredHeight = update.state.icon.bitmap.height(); if (update.state.surfaceWidth < desiredWidth || update.state.surfaceHeight < desiredHeight) { needApplyTransaction = true; t.setSize(update.state.surfaceControl, desiredWidth, desiredHeight); update.state.surfaceWidth = desiredWidth; update.state.surfaceHeight = desiredHeight; update.state.surfaceDrawn = false; update.surfaceChanged = surfaceChanged = true; if (update.state.surfaceVisible) { t.hide(update.state.surfaceControl); update.state.surfaceVisible = false; } } } // If surface is a new one, we have to set right layer stack. if (update.surfaceChanged || update.state.dirty & DIRTY_DISPLAY_ID) { t.setLayerStack(update.state.surfaceControl, update.state.displayId); needApplyTransaction = true; } } if (needApplyTransaction) { t.apply(); } // Redraw sprites if needed. for (size_t i = 0; i < numSprites; i++) { SpriteUpdate& update = updates.editItemAt(i); if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) { update.state.surfaceDrawn = false; update.surfaceChanged = surfaceChanged = true; } if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn && update.state.wantSurfaceVisible()) { sp<Surface> surface = update.state.surfaceControl->getSurface(); ANativeWindow_Buffer outBuffer; status_t status = surface->lock(&outBuffer, NULL); if (status) { ALOGE("Error %d locking sprite surface before drawing.", status); } else { SkBitmap surfaceBitmap; ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format); surfaceBitmap.installPixels(SkImageInfo::MakeN32Premul(outBuffer.width, outBuffer.height), outBuffer.bits, bpr); SkCanvas surfaceCanvas(surfaceBitmap); SkPaint paint; paint.setBlendMode(SkBlendMode::kSrc); surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint); if (outBuffer.width > update.state.icon.bitmap.width()) { paint.setColor(0); // transparent fill color surfaceCanvas.drawRect(SkRect::MakeLTRB(update.state.icon.bitmap.width(), 0, outBuffer.width, update.state.icon.bitmap.height()), paint); } if (outBuffer.height > update.state.icon.bitmap.height()) { paint.setColor(0); // transparent fill color surfaceCanvas.drawRect(SkRect::MakeLTRB(0, update.state.icon.bitmap.height(), outBuffer.width, outBuffer.height), paint); } status = surface->unlockAndPost(); if (status) { ALOGE("Error %d unlocking and posting sprite surface after drawing.", status); } else { update.state.surfaceDrawn = true; update.surfaceChanged = surfaceChanged = true; } } } } needApplyTransaction = false; for (size_t i = 0; i < numSprites; i++) { SpriteUpdate& update = updates.editItemAt(i); bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible() && update.state.surfaceDrawn; bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible; bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible; if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER | DIRTY_VISIBILITY | DIRTY_HOTSPOT | DIRTY_DISPLAY_ID))))) { needApplyTransaction = true; if (wantSurfaceVisibleAndDrawn && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) { t.setAlpha(update.state.surfaceControl, update.state.alpha); } if (wantSurfaceVisibleAndDrawn && (becomingVisible || (update.state.dirty & (DIRTY_POSITION | DIRTY_HOTSPOT)))) { t.setPosition( update.state.surfaceControl, update.state.positionX - update.state.icon.hotSpotX, update.state.positionY - update.state.icon.hotSpotY); } if (wantSurfaceVisibleAndDrawn && (becomingVisible || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) { t.setMatrix( update.state.surfaceControl, update.state.transformationMatrix.dsdx, update.state.transformationMatrix.dtdx, update.state.transformationMatrix.dsdy, update.state.transformationMatrix.dtdy); } int32_t surfaceLayer = mOverlayLayer + update.state.layer; if (wantSurfaceVisibleAndDrawn && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) { t.setLayer(update.state.surfaceControl, surfaceLayer); } if (becomingVisible) { t.show(update.state.surfaceControl); update.state.surfaceVisible = true; update.surfaceChanged = surfaceChanged = true; } else if (becomingHidden) { t.hide(update.state.surfaceControl); update.state.surfaceVisible = false; update.surfaceChanged = surfaceChanged = true; } } } if (needApplyTransaction) { status_t status = t.apply(); if (status) { ALOGE("Error applying Surface transaction"); } } // If any surfaces were changed, write back the new surface properties to the sprites. if (surfaceChanged) { // acquire lock AutoMutex _l(mLock); for (size_t i = 0; i < numSprites; i++) { const SpriteUpdate& update = updates.itemAt(i); if (update.surfaceChanged) { update.sprite->setSurfaceLocked(update.state.surfaceControl, update.state.surfaceWidth, update.state.surfaceHeight, update.state.surfaceDrawn, update.state.surfaceVisible); } } } // release lock // Clear the sprite update vector outside the lock. It is very important that // we do not clear sprite references inside the lock since we could be releasing // the last remaining reference to the sprite here which would result in the // sprite being deleted and the lock being reacquired by the sprite destructor // while already held. updates.clear(); } void SpriteController::doDisposeSurfaces() { // Collect disposed surfaces. Vector<sp<SurfaceControl> > disposedSurfaces; { // acquire lock AutoMutex _l(mLock); disposedSurfaces = mLocked.disposedSurfaces; mLocked.disposedSurfaces.clear(); } // release lock // Release the last reference to each surface outside of the lock. // We don't want the surfaces to be deleted while we are holding our lock. disposedSurfaces.clear(); } void SpriteController::ensureSurfaceComposerClient() { if (mSurfaceComposerClient == NULL) { mSurfaceComposerClient = new SurfaceComposerClient(); } } sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) { ensureSurfaceComposerClient(); sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface( String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888, ISurfaceComposerClient::eHidden | ISurfaceComposerClient::eCursorWindow); if (surfaceControl == NULL || !surfaceControl->isValid()) { ALOGE("Error creating sprite surface."); return NULL; } return surfaceControl; } // --- SpriteController::SpriteImpl --- SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) : mController(controller) { } SpriteController::SpriteImpl::~SpriteImpl() { AutoMutex _m(mController->mLock); // Let the controller take care of deleting the last reference to sprite // surfaces so that we do not block the caller on an IPC here. if (mLocked.state.surfaceControl != NULL) { mController->disposeSurfaceLocked(mLocked.state.surfaceControl); mLocked.state.surfaceControl.clear(); } } void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) { AutoMutex _l(mController->mLock); uint32_t dirty; if (icon.isValid()) { SkBitmap* bitmapCopy = &mLocked.state.icon.bitmap; if (bitmapCopy->tryAllocPixels(icon.bitmap.info().makeColorType(kN32_SkColorType))) { icon.bitmap.readPixels(bitmapCopy->info(), bitmapCopy->getPixels(), bitmapCopy->rowBytes(), 0, 0); } if (!mLocked.state.icon.isValid() || mLocked.state.icon.hotSpotX != icon.hotSpotX || mLocked.state.icon.hotSpotY != icon.hotSpotY) { mLocked.state.icon.hotSpotX = icon.hotSpotX; mLocked.state.icon.hotSpotY = icon.hotSpotY; dirty = DIRTY_BITMAP | DIRTY_HOTSPOT; } else { dirty = DIRTY_BITMAP; } } else if (mLocked.state.icon.isValid()) { mLocked.state.icon.bitmap.reset(); dirty = DIRTY_BITMAP | DIRTY_HOTSPOT; } else { return; // setting to invalid icon and already invalid so nothing to do } invalidateLocked(dirty); } void SpriteController::SpriteImpl::setVisible(bool visible) { AutoMutex _l(mController->mLock); if (mLocked.state.visible != visible) { mLocked.state.visible = visible; invalidateLocked(DIRTY_VISIBILITY); } } void SpriteController::SpriteImpl::setPosition(float x, float y) { AutoMutex _l(mController->mLock); if (mLocked.state.positionX != x || mLocked.state.positionY != y) { mLocked.state.positionX = x; mLocked.state.positionY = y; invalidateLocked(DIRTY_POSITION); } } void SpriteController::SpriteImpl::setLayer(int32_t layer) { AutoMutex _l(mController->mLock); if (mLocked.state.layer != layer) { mLocked.state.layer = layer; invalidateLocked(DIRTY_LAYER); } } void SpriteController::SpriteImpl::setAlpha(float alpha) { AutoMutex _l(mController->mLock); if (mLocked.state.alpha != alpha) { mLocked.state.alpha = alpha; invalidateLocked(DIRTY_ALPHA); } } void SpriteController::SpriteImpl::setTransformationMatrix( const SpriteTransformationMatrix& matrix) { AutoMutex _l(mController->mLock); if (mLocked.state.transformationMatrix != matrix) { mLocked.state.transformationMatrix = matrix; invalidateLocked(DIRTY_TRANSFORMATION_MATRIX); } } void SpriteController::SpriteImpl::setDisplayId(int32_t displayId) { AutoMutex _l(mController->mLock); if (mLocked.state.displayId != displayId) { mLocked.state.displayId = displayId; invalidateLocked(DIRTY_DISPLAY_ID); } } void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) { bool wasDirty = mLocked.state.dirty; mLocked.state.dirty |= dirty; if (!wasDirty) { mController->invalidateSpriteLocked(this); } } } // namespace android