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
19//#define LOG_NDEBUG 0
20
21#include "SpriteController.h"
22
23#include <cutils/log.h>
24#include <utils/String8.h>
25
26#include <SkBitmap.h>
27#include <SkCanvas.h>
28#include <SkColor.h>
29#include <SkPaint.h>
30#include <SkXfermode.h>
31
32namespace android {
33
34// --- SpriteController ---
35
36SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
37        mLooper(looper), mOverlayLayer(overlayLayer) {
38    mHandler = new WeakMessageHandler(this);
39
40    mLocked.transactionNestingCount = 0;
41    mLocked.deferredSpriteUpdate = false;
42}
43
44SpriteController::~SpriteController() {
45    mLooper->removeMessages(mHandler);
46
47    if (mSurfaceComposerClient != NULL) {
48        mSurfaceComposerClient->dispose();
49        mSurfaceComposerClient.clear();
50    }
51}
52
53sp<Sprite> SpriteController::createSprite() {
54    return new SpriteImpl(this);
55}
56
57void SpriteController::openTransaction() {
58    AutoMutex _l(mLock);
59
60    mLocked.transactionNestingCount += 1;
61}
62
63void SpriteController::closeTransaction() {
64    AutoMutex _l(mLock);
65
66    LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
67            "Sprite closeTransaction() called but there is no open sprite transaction");
68
69    mLocked.transactionNestingCount -= 1;
70    if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
71        mLocked.deferredSpriteUpdate = false;
72        mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
73    }
74}
75
76void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
77    bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
78    mLocked.invalidatedSprites.push(sprite);
79    if (wasEmpty) {
80        if (mLocked.transactionNestingCount != 0) {
81            mLocked.deferredSpriteUpdate = true;
82        } else {
83            mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
84        }
85    }
86}
87
88void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
89    bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
90    mLocked.disposedSurfaces.push(surfaceControl);
91    if (wasEmpty) {
92        mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
93    }
94}
95
96void SpriteController::handleMessage(const Message& message) {
97    switch (message.what) {
98    case MSG_UPDATE_SPRITES:
99        doUpdateSprites();
100        break;
101    case MSG_DISPOSE_SURFACES:
102        doDisposeSurfaces();
103        break;
104    }
105}
106
107void SpriteController::doUpdateSprites() {
108    // Collect information about sprite updates.
109    // Each sprite update record includes a reference to its associated sprite so we can
110    // be certain the sprites will not be deleted while this function runs.  Sprites
111    // may invalidate themselves again during this time but we will handle those changes
112    // in the next iteration.
113    Vector<SpriteUpdate> updates;
114    size_t numSprites;
115    { // acquire lock
116        AutoMutex _l(mLock);
117
118        numSprites = mLocked.invalidatedSprites.size();
119        for (size_t i = 0; i < numSprites; i++) {
120            const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
121
122            updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
123            sprite->resetDirtyLocked();
124        }
125        mLocked.invalidatedSprites.clear();
126    } // release lock
127
128    // Create missing surfaces.
129    bool surfaceChanged = false;
130    for (size_t i = 0; i < numSprites; i++) {
131        SpriteUpdate& update = updates.editItemAt(i);
132
133        if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
134            update.state.surfaceWidth = update.state.icon.bitmap.width();
135            update.state.surfaceHeight = update.state.icon.bitmap.height();
136            update.state.surfaceDrawn = false;
137            update.state.surfaceVisible = false;
138            update.state.surfaceControl = obtainSurface(
139                    update.state.surfaceWidth, update.state.surfaceHeight);
140            if (update.state.surfaceControl != NULL) {
141                update.surfaceChanged = surfaceChanged = true;
142            }
143        }
144    }
145
146    // Resize sprites if needed, inside a global transaction.
147    bool haveGlobalTransaction = false;
148    for (size_t i = 0; i < numSprites; i++) {
149        SpriteUpdate& update = updates.editItemAt(i);
150
151        if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
152            int32_t desiredWidth = update.state.icon.bitmap.width();
153            int32_t desiredHeight = update.state.icon.bitmap.height();
154            if (update.state.surfaceWidth < desiredWidth
155                    || update.state.surfaceHeight < desiredHeight) {
156                if (!haveGlobalTransaction) {
157                    SurfaceComposerClient::openGlobalTransaction();
158                    haveGlobalTransaction = true;
159                }
160
161                status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
162                if (status) {
163                    ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
164                            status, update.state.surfaceWidth, update.state.surfaceHeight,
165                            desiredWidth, desiredHeight);
166                } else {
167                    update.state.surfaceWidth = desiredWidth;
168                    update.state.surfaceHeight = desiredHeight;
169                    update.state.surfaceDrawn = false;
170                    update.surfaceChanged = surfaceChanged = true;
171
172                    if (update.state.surfaceVisible) {
173                        status = update.state.surfaceControl->hide();
174                        if (status) {
175                            ALOGE("Error %d hiding sprite surface after resize.", status);
176                        } else {
177                            update.state.surfaceVisible = false;
178                        }
179                    }
180                }
181            }
182        }
183    }
184    if (haveGlobalTransaction) {
185        SurfaceComposerClient::closeGlobalTransaction();
186    }
187
188    // Redraw sprites if needed.
189    for (size_t i = 0; i < numSprites; i++) {
190        SpriteUpdate& update = updates.editItemAt(i);
191
192        if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
193            update.state.surfaceDrawn = false;
194            update.surfaceChanged = surfaceChanged = true;
195        }
196
197        if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
198                && update.state.wantSurfaceVisible()) {
199            sp<Surface> surface = update.state.surfaceControl->getSurface();
200            Surface::SurfaceInfo surfaceInfo;
201            status_t status = surface->lock(&surfaceInfo);
202            if (status) {
203                ALOGE("Error %d locking sprite surface before drawing.", status);
204            } else {
205                SkBitmap surfaceBitmap;
206                ssize_t bpr = surfaceInfo.s * bytesPerPixel(surfaceInfo.format);
207                surfaceBitmap.setConfig(SkBitmap::kARGB_8888_Config,
208                        surfaceInfo.w, surfaceInfo.h, bpr);
209                surfaceBitmap.setPixels(surfaceInfo.bits);
210
211                SkCanvas surfaceCanvas;
212                surfaceCanvas.setBitmapDevice(surfaceBitmap);
213
214                SkPaint paint;
215                paint.setXfermodeMode(SkXfermode::kSrc_Mode);
216                surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
217
218                if (surfaceInfo.w > uint32_t(update.state.icon.bitmap.width())) {
219                    paint.setColor(0); // transparent fill color
220                    surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
221                            surfaceInfo.w, update.state.icon.bitmap.height(), paint);
222                }
223                if (surfaceInfo.h > uint32_t(update.state.icon.bitmap.height())) {
224                    paint.setColor(0); // transparent fill color
225                    surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
226                            surfaceInfo.w, surfaceInfo.h, paint);
227                }
228
229                status = surface->unlockAndPost();
230                if (status) {
231                    ALOGE("Error %d unlocking and posting sprite surface after drawing.", status);
232                } else {
233                    update.state.surfaceDrawn = true;
234                    update.surfaceChanged = surfaceChanged = true;
235                }
236            }
237        }
238    }
239
240    // Set sprite surface properties and make them visible.
241    bool haveTransaction = false;
242    for (size_t i = 0; i < numSprites; i++) {
243        SpriteUpdate& update = updates.editItemAt(i);
244
245        bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
246                && update.state.surfaceDrawn;
247        bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
248        bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
249        if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
250                || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
251                        | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
252                        | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
253            status_t status;
254            if (!haveTransaction) {
255                SurfaceComposerClient::openGlobalTransaction();
256                haveTransaction = true;
257            }
258
259            if (wantSurfaceVisibleAndDrawn
260                    && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
261                status = update.state.surfaceControl->setAlpha(update.state.alpha);
262                if (status) {
263                    ALOGE("Error %d setting sprite surface alpha.", status);
264                }
265            }
266
267            if (wantSurfaceVisibleAndDrawn
268                    && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
269                            | DIRTY_HOTSPOT)))) {
270                status = update.state.surfaceControl->setPosition(
271                        update.state.positionX - update.state.icon.hotSpotX,
272                        update.state.positionY - update.state.icon.hotSpotY);
273                if (status) {
274                    ALOGE("Error %d setting sprite surface position.", status);
275                }
276            }
277
278            if (wantSurfaceVisibleAndDrawn
279                    && (becomingVisible
280                            || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
281                status = update.state.surfaceControl->setMatrix(
282                        update.state.transformationMatrix.dsdx,
283                        update.state.transformationMatrix.dtdx,
284                        update.state.transformationMatrix.dsdy,
285                        update.state.transformationMatrix.dtdy);
286                if (status) {
287                    ALOGE("Error %d setting sprite surface transformation matrix.", status);
288                }
289            }
290
291            int32_t surfaceLayer = mOverlayLayer + update.state.layer;
292            if (wantSurfaceVisibleAndDrawn
293                    && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
294                status = update.state.surfaceControl->setLayer(surfaceLayer);
295                if (status) {
296                    ALOGE("Error %d setting sprite surface layer.", status);
297                }
298            }
299
300            if (becomingVisible) {
301                status = update.state.surfaceControl->show();
302                if (status) {
303                    ALOGE("Error %d showing sprite surface.", status);
304                } else {
305                    update.state.surfaceVisible = true;
306                    update.surfaceChanged = surfaceChanged = true;
307                }
308            } else if (becomingHidden) {
309                status = update.state.surfaceControl->hide();
310                if (status) {
311                    ALOGE("Error %d hiding sprite surface.", status);
312                } else {
313                    update.state.surfaceVisible = false;
314                    update.surfaceChanged = surfaceChanged = true;
315                }
316            }
317        }
318    }
319
320    if (haveTransaction) {
321        SurfaceComposerClient::closeGlobalTransaction();
322    }
323
324    // If any surfaces were changed, write back the new surface properties to the sprites.
325    if (surfaceChanged) { // acquire lock
326        AutoMutex _l(mLock);
327
328        for (size_t i = 0; i < numSprites; i++) {
329            const SpriteUpdate& update = updates.itemAt(i);
330
331            if (update.surfaceChanged) {
332                update.sprite->setSurfaceLocked(update.state.surfaceControl,
333                        update.state.surfaceWidth, update.state.surfaceHeight,
334                        update.state.surfaceDrawn, update.state.surfaceVisible);
335            }
336        }
337    } // release lock
338
339    // Clear the sprite update vector outside the lock.  It is very important that
340    // we do not clear sprite references inside the lock since we could be releasing
341    // the last remaining reference to the sprite here which would result in the
342    // sprite being deleted and the lock being reacquired by the sprite destructor
343    // while already held.
344    updates.clear();
345}
346
347void SpriteController::doDisposeSurfaces() {
348    // Collect disposed surfaces.
349    Vector<sp<SurfaceControl> > disposedSurfaces;
350    { // acquire lock
351        AutoMutex _l(mLock);
352
353        disposedSurfaces = mLocked.disposedSurfaces;
354        mLocked.disposedSurfaces.clear();
355    } // release lock
356
357    // Release the last reference to each surface outside of the lock.
358    // We don't want the surfaces to be deleted while we are holding our lock.
359    disposedSurfaces.clear();
360}
361
362void SpriteController::ensureSurfaceComposerClient() {
363    if (mSurfaceComposerClient == NULL) {
364        mSurfaceComposerClient = new SurfaceComposerClient();
365    }
366}
367
368sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
369    ensureSurfaceComposerClient();
370
371    sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
372            String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
373            ISurfaceComposerClient::eHidden);
374    if (surfaceControl == NULL || !surfaceControl->isValid()
375            || !surfaceControl->getSurface()->isValid()) {
376        ALOGE("Error creating sprite surface.");
377        return NULL;
378    }
379    return surfaceControl;
380}
381
382
383// --- SpriteController::SpriteImpl ---
384
385SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
386        mController(controller) {
387}
388
389SpriteController::SpriteImpl::~SpriteImpl() {
390    AutoMutex _m(mController->mLock);
391
392    // Let the controller take care of deleting the last reference to sprite
393    // surfaces so that we do not block the caller on an IPC here.
394    if (mLocked.state.surfaceControl != NULL) {
395        mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
396        mLocked.state.surfaceControl.clear();
397    }
398}
399
400void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
401    AutoMutex _l(mController->mLock);
402
403    uint32_t dirty;
404    if (icon.isValid()) {
405        icon.bitmap.copyTo(&mLocked.state.icon.bitmap, SkBitmap::kARGB_8888_Config);
406
407        if (!mLocked.state.icon.isValid()
408                || mLocked.state.icon.hotSpotX != icon.hotSpotX
409                || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
410            mLocked.state.icon.hotSpotX = icon.hotSpotX;
411            mLocked.state.icon.hotSpotY = icon.hotSpotY;
412            dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
413        } else {
414            dirty = DIRTY_BITMAP;
415        }
416    } else if (mLocked.state.icon.isValid()) {
417        mLocked.state.icon.bitmap.reset();
418        dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
419    } else {
420        return; // setting to invalid icon and already invalid so nothing to do
421    }
422
423    invalidateLocked(dirty);
424}
425
426void SpriteController::SpriteImpl::setVisible(bool visible) {
427    AutoMutex _l(mController->mLock);
428
429    if (mLocked.state.visible != visible) {
430        mLocked.state.visible = visible;
431        invalidateLocked(DIRTY_VISIBILITY);
432    }
433}
434
435void SpriteController::SpriteImpl::setPosition(float x, float y) {
436    AutoMutex _l(mController->mLock);
437
438    if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
439        mLocked.state.positionX = x;
440        mLocked.state.positionY = y;
441        invalidateLocked(DIRTY_POSITION);
442    }
443}
444
445void SpriteController::SpriteImpl::setLayer(int32_t layer) {
446    AutoMutex _l(mController->mLock);
447
448    if (mLocked.state.layer != layer) {
449        mLocked.state.layer = layer;
450        invalidateLocked(DIRTY_LAYER);
451    }
452}
453
454void SpriteController::SpriteImpl::setAlpha(float alpha) {
455    AutoMutex _l(mController->mLock);
456
457    if (mLocked.state.alpha != alpha) {
458        mLocked.state.alpha = alpha;
459        invalidateLocked(DIRTY_ALPHA);
460    }
461}
462
463void SpriteController::SpriteImpl::setTransformationMatrix(
464        const SpriteTransformationMatrix& matrix) {
465    AutoMutex _l(mController->mLock);
466
467    if (mLocked.state.transformationMatrix != matrix) {
468        mLocked.state.transformationMatrix = matrix;
469        invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
470    }
471}
472
473void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
474    bool wasDirty = mLocked.state.dirty;
475    mLocked.state.dirty |= dirty;
476
477    if (!wasDirty) {
478        mController->invalidateSpriteLocked(this);
479    }
480}
481
482} // namespace android
483