| /* |
| * Copyright (C) 2007 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. |
| */ |
| |
| #ifndef ANDROID_BOOTANIMATION_H |
| #define ANDROID_BOOTANIMATION_H |
| |
| #include <vector> |
| #include <queue> |
| #include <climits> |
| |
| #include <stdint.h> |
| #include <sys/types.h> |
| |
| #include <androidfw/AssetManager.h> |
| #include <gui/DisplayEventReceiver.h> |
| #include <utils/Looper.h> |
| #include <utils/Thread.h> |
| #include <binder/IBinder.h> |
| |
| #include <ui/Rotation.h> |
| |
| #include <EGL/egl.h> |
| #include <GLES2/gl2.h> |
| |
| namespace android { |
| |
| class Surface; |
| class SurfaceComposerClient; |
| class SurfaceControl; |
| |
| // --------------------------------------------------------------------------- |
| |
| class BootAnimation : public Thread, public IBinder::DeathRecipient |
| { |
| public: |
| static constexpr int MAX_FADED_FRAMES_COUNT = std::numeric_limits<int>::max(); |
| |
| struct Texture { |
| GLint w; |
| GLint h; |
| GLuint name; |
| }; |
| |
| struct Font { |
| FileMap* map = nullptr; |
| Texture texture; |
| int char_width; |
| int char_height; |
| }; |
| |
| struct Animation { |
| struct Frame { |
| String8 name; |
| FileMap* map = nullptr; |
| int trimX; |
| int trimY; |
| int trimWidth; |
| int trimHeight; |
| mutable GLuint tid; |
| bool operator < (const Frame& rhs) const { |
| return name < rhs.name; |
| } |
| }; |
| struct Part { |
| int count; // The number of times this part should repeat, 0 for infinite |
| int pause; // The number of frames to pause for at the end of this part |
| int clockPosX; // The x position of the clock, in pixels. Positive values offset from |
| // the left of the screen, negative values offset from the right. |
| int clockPosY; // The y position of the clock, in pixels. Positive values offset from |
| // the bottom of the screen, negative values offset from the top. |
| // If either of the above are INT_MIN the clock is disabled, if INT_MAX |
| // the clock is centred on that axis. |
| String8 path; |
| String8 trimData; |
| SortedVector<Frame> frames; |
| bool playUntilComplete; |
| int framesToFadeCount; |
| float backgroundColor[3]; |
| uint8_t* audioData; |
| int audioLength; |
| Animation* animation; |
| // Controls if dynamic coloring is enabled for this part. |
| bool useDynamicColoring = false; |
| // Defines if this part is played after the dynamic coloring part. |
| bool postDynamicColoring = false; |
| |
| bool hasFadingPhase() const { |
| return !playUntilComplete && framesToFadeCount > 0; |
| } |
| }; |
| int fps; |
| int width; |
| int height; |
| bool progressEnabled; |
| Vector<Part> parts; |
| String8 audioConf; |
| String8 fileName; |
| ZipFileRO* zip; |
| Font clockFont; |
| Font progressFont; |
| // Controls if dynamic coloring is enabled for the whole animation. |
| bool dynamicColoringEnabled = false; |
| int colorTransitionStart = 0; // Start frame of dynamic color transition. |
| int colorTransitionEnd = 0; // End frame of dynamic color transition. |
| float startColors[4][3]; // Start colors of dynamic color transition. |
| float endColors[4][3]; // End colors of dynamic color transition. |
| }; |
| |
| // All callbacks will be called from this class's internal thread. |
| class Callbacks : public RefBase { |
| public: |
| // Will be called during initialization after we have loaded |
| // the animation and be provided with all parts in animation. |
| virtual void init(const Vector<Animation::Part>& /*parts*/) {} |
| |
| // Will be called while animation is playing before each part is |
| // played. It will be provided with the part and play count for it. |
| // It will be provided with the partNumber for the part about to be played, |
| // as well as a reference to the part itself. It will also be provided with |
| // which play of that part is about to start, some parts are repeated |
| // multiple times. |
| virtual void playPart(int /*partNumber*/, const Animation::Part& /*part*/, |
| int /*playNumber*/) {} |
| |
| // Will be called when animation is done and thread is shutting down. |
| virtual void shutdown() {} |
| }; |
| |
| explicit BootAnimation(sp<Callbacks> callbacks); |
| virtual ~BootAnimation(); |
| |
| sp<SurfaceComposerClient> session() const; |
| |
| private: |
| virtual bool threadLoop(); |
| virtual status_t readyToRun(); |
| virtual void onFirstRef(); |
| virtual void binderDied(const wp<IBinder>& who); |
| |
| bool updateIsTimeAccurate(); |
| |
| class TimeCheckThread : public Thread { |
| public: |
| explicit TimeCheckThread(BootAnimation* bootAnimation); |
| virtual ~TimeCheckThread(); |
| private: |
| virtual status_t readyToRun(); |
| virtual bool threadLoop(); |
| bool doThreadLoop(); |
| void addTimeDirWatch(); |
| |
| int mInotifyFd; |
| int mBootAnimWd; |
| int mTimeWd; |
| BootAnimation* mBootAnimation; |
| }; |
| |
| // Display event handling |
| class DisplayEventCallback; |
| std::unique_ptr<DisplayEventReceiver> mDisplayEventReceiver; |
| sp<Looper> mLooper; |
| int displayEventCallback(int fd, int events, void* data); |
| void processDisplayEvents(); |
| |
| status_t initTexture(Texture* texture, AssetManager& asset, const char* name, |
| bool premultiplyAlpha = true); |
| status_t initTexture(FileMap* map, int* width, int* height, |
| bool premultiplyAlpha = true); |
| status_t initFont(Font* font, const char* fallback); |
| void initShaders(); |
| bool android(); |
| bool movie(); |
| void drawText(const char* str, const Font& font, bool bold, int* x, int* y); |
| void drawClock(const Font& font, const int xPos, const int yPos); |
| void drawProgress(int percent, const Font& font, const int xPos, const int yPos); |
| void fadeFrame(int frameLeft, int frameBottom, int frameWidth, int frameHeight, |
| const Animation::Part& part, int fadedFramesCount); |
| void drawTexturedQuad(float xStart, float yStart, float width, float height); |
| bool validClock(const Animation::Part& part); |
| Animation* loadAnimation(const String8&); |
| bool playAnimation(const Animation&); |
| void releaseAnimation(Animation*) const; |
| bool parseAnimationDesc(Animation&); |
| bool preloadZip(Animation &animation); |
| void findBootAnimationFile(); |
| bool findBootAnimationFileInternal(const std::vector<std::string>& files); |
| bool preloadAnimation(); |
| EGLConfig getEglConfig(const EGLDisplay&); |
| ui::Size limitSurfaceSize(int width, int height) const; |
| void resizeSurface(int newWidth, int newHeight); |
| void projectSceneToWindow(); |
| void rotateAwayFromNaturalOrientationIfNeeded(); |
| ui::Rotation parseOrientationProperty(); |
| |
| bool shouldStopPlayingPart(const Animation::Part& part, int fadedFramesCount, |
| int lastDisplayedProgress); |
| void checkExit(); |
| |
| void handleViewport(nsecs_t timestep); |
| void initDynamicColors(); |
| |
| sp<SurfaceComposerClient> mSession; |
| AssetManager mAssets; |
| Texture mAndroid[2]; |
| int mWidth; |
| int mHeight; |
| int mInitWidth; |
| int mInitHeight; |
| int mMaxWidth = 0; |
| int mMaxHeight = 0; |
| int mCurrentInset; |
| int mTargetInset; |
| bool mUseNpotTextures = false; |
| EGLDisplay mDisplay; |
| EGLDisplay mContext; |
| EGLDisplay mSurface; |
| sp<IBinder> mDisplayToken; |
| sp<SurfaceControl> mFlingerSurfaceControl; |
| sp<Surface> mFlingerSurface; |
| bool mClockEnabled; |
| bool mTimeIsAccurate; |
| bool mTimeFormat12Hour; |
| bool mShuttingDown; |
| bool mDynamicColorsApplied = false; |
| String8 mZipFileName; |
| SortedVector<String8> mLoadedFiles; |
| sp<TimeCheckThread> mTimeCheckThread = nullptr; |
| sp<Callbacks> mCallbacks; |
| Animation* mAnimation = nullptr; |
| GLuint mImageShader; |
| GLuint mTextShader; |
| GLuint mImageFadeLocation; |
| GLuint mImageTextureLocation; |
| GLuint mTextCropAreaLocation; |
| GLuint mTextTextureLocation; |
| GLuint mImageColorProgressLocation; |
| }; |
| |
| // --------------------------------------------------------------------------- |
| |
| }; // namespace android |
| |
| #endif // ANDROID_BOOTANIMATION_H |