SpriteController.cpp revision b933055cf3f7f8ea89bfd3bc9c37a3891ff7310a
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#include <gui/Surface.h>
26
27#include <SkBitmap.h>
28#include <SkCanvas.h>
29#include <SkColor.h>
30#include <SkPaint.h>
31#include <SkXfermode.h>
32#include <android/native_window.h>
33
34namespace android {
35
36// --- SpriteController ---
37
38SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
39        mLooper(looper), mOverlayLayer(overlayLayer) {
40    mHandler = new WeakMessageHandler(this);
41
42    mLocked.transactionNestingCount = 0;
43    mLocked.deferredSpriteUpdate = false;
44}
45
46SpriteController::~SpriteController() {
47    mLooper->removeMessages(mHandler);
48
49    if (mSurfaceComposerClient != NULL) {
50        mSurfaceComposerClient->dispose();
51        mSurfaceComposerClient.clear();
52    }
53}
54
55sp<Sprite> SpriteController::createSprite() {
56    return new SpriteImpl(this);
57}
58
59void SpriteController::openTransaction() {
60    AutoMutex _l(mLock);
61
62    mLocked.transactionNestingCount += 1;
63}
64
65void SpriteController::closeTransaction() {
66    AutoMutex _l(mLock);
67
68    LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
69            "Sprite closeTransaction() called but there is no open sprite transaction");
70
71    mLocked.transactionNestingCount -= 1;
72    if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
73        mLocked.deferredSpriteUpdate = false;
74        mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
75    }
76}
77
78void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
79    bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
80    mLocked.invalidatedSprites.push(sprite);
81    if (wasEmpty) {
82        if (mLocked.transactionNestingCount != 0) {
83            mLocked.deferredSpriteUpdate = true;
84        } else {
85            mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
86        }
87    }
88}
89
90void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
91    bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
92    mLocked.disposedSurfaces.push(surfaceControl);
93    if (wasEmpty) {
94        mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
95    }
96}
97
98void SpriteController::handleMessage(const Message& message) {
99    switch (message.what) {
100    case MSG_UPDATE_SPRITES:
101        doUpdateSprites();
102        break;
103    case MSG_DISPOSE_SURFACES:
104        doDisposeSurfaces();
105        break;
106    }
107}
108
109void SpriteController::doUpdateSprites() {
110    // Collect information about sprite updates.
111    // Each sprite update record includes a reference to its associated sprite so we can
112    // be certain the sprites will not be deleted while this function runs.  Sprites
113    // may invalidate themselves again during this time but we will handle those changes
114    // in the next iteration.
115    Vector<SpriteUpdate> updates;
116    size_t numSprites;
117    { // acquire lock
118        AutoMutex _l(mLock);
119
120        numSprites = mLocked.invalidatedSprites.size();
121        for (size_t i = 0; i < numSprites; i++) {
122            const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
123
124            updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
125            sprite->resetDirtyLocked();
126        }
127        mLocked.invalidatedSprites.clear();
128    } // release lock
129
130    // Create missing surfaces.
131    bool surfaceChanged = false;
132    for (size_t i = 0; i < numSprites; i++) {
133        SpriteUpdate& update = updates.editItemAt(i);
134
135        if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
136            update.state.surfaceWidth = update.state.icon.bitmap.width();
137            update.state.surfaceHeight = update.state.icon.bitmap.height();
138            update.state.surfaceDrawn = false;
139            update.state.surfaceVisible = false;
140            update.state.surfaceControl = obtainSurface(
141                    update.state.surfaceWidth, update.state.surfaceHeight);
142            if (update.state.surfaceControl != NULL) {
143                update.surfaceChanged = surfaceChanged = true;
144            }
145        }
146    }
147
148    // Resize sprites if needed, inside a global transaction.
149    bool haveGlobalTransaction = false;
150    for (size_t i = 0; i < numSprites; i++) {
151        SpriteUpdate& update = updates.editItemAt(i);
152
153        if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
154            int32_t desiredWidth = update.state.icon.bitmap.width();
155            int32_t desiredHeight = update.state.icon.bitmap.height();
156            if (update.state.surfaceWidth < desiredWidth
157                    || update.state.surfaceHeight < desiredHeight) {
158                if (!haveGlobalTransaction) {
159                    SurfaceComposerClient::openGlobalTransaction();
160                    haveGlobalTransaction = true;
161                }
162
163                status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
164                if (status) {
165                    ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
166                            status, update.state.surfaceWidth, update.state.surfaceHeight,
167                            desiredWidth, desiredHeight);
168                } else {
169                    update.state.surfaceWidth = desiredWidth;
170                    update.state.surfaceHeight = desiredHeight;
171                    update.state.surfaceDrawn = false;
172                    update.surfaceChanged = surfaceChanged = true;
173
174                    if (update.state.surfaceVisible) {
175                        status = update.state.surfaceControl->hide();
176                        if (status) {
177                            ALOGE("Error %d hiding sprite surface after resize.", status);
178                        } else {
179                            update.state.surfaceVisible = false;
180                        }
181                    }
182                }
183            }
184        }
185    }
186    if (haveGlobalTransaction) {
187        SurfaceComposerClient::closeGlobalTransaction();
188    }
189
190    // Redraw sprites if needed.
191    for (size_t i = 0; i < numSprites; i++) {
192        SpriteUpdate& update = updates.editItemAt(i);
193
194        if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
195            update.state.surfaceDrawn = false;
196            update.surfaceChanged = surfaceChanged = true;
197        }
198
199        if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
200                && update.state.wantSurfaceVisible()) {
201            sp<Surface> surface = update.state.surfaceControl->getSurface();
202            ANativeWindow_Buffer outBuffer;
203            status_t status = surface->lock(&outBuffer, NULL);
204            if (status) {
205                ALOGE("Error %d locking sprite surface before drawing.", status);
206            } else {
207                SkBitmap surfaceBitmap;
208                ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
209                surfaceBitmap.installPixels(SkImageInfo::MakeN32Premul(outBuffer.width, outBuffer.height),
210                                            outBuffer.bits, bpr);
211
212                SkCanvas surfaceCanvas(surfaceBitmap);
213
214                SkPaint paint;
215                paint.setXfermodeMode(SkXfermode::kSrc_Mode);
216                surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
217
218                if (outBuffer.width > update.state.icon.bitmap.width()) {
219                    paint.setColor(0); // transparent fill color
220                    surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
221                            outBuffer.width, update.state.icon.bitmap.height(), paint);
222                }
223                if (outBuffer.height > update.state.icon.bitmap.height()) {
224                    paint.setColor(0); // transparent fill color
225                    surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
226                            outBuffer.width, outBuffer.height, 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        ALOGE("Error creating sprite surface.");
376        return NULL;
377    }
378    return surfaceControl;
379}
380
381
382// --- SpriteController::SpriteImpl ---
383
384SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
385        mController(controller) {
386}
387
388SpriteController::SpriteImpl::~SpriteImpl() {
389    AutoMutex _m(mController->mLock);
390
391    // Let the controller take care of deleting the last reference to sprite
392    // surfaces so that we do not block the caller on an IPC here.
393    if (mLocked.state.surfaceControl != NULL) {
394        mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
395        mLocked.state.surfaceControl.clear();
396    }
397}
398
399void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
400    AutoMutex _l(mController->mLock);
401
402    uint32_t dirty;
403    if (icon.isValid()) {
404        icon.bitmap.copyTo(&mLocked.state.icon.bitmap, kNative_8888_SkColorType);
405
406        if (!mLocked.state.icon.isValid()
407                || mLocked.state.icon.hotSpotX != icon.hotSpotX
408                || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
409            mLocked.state.icon.hotSpotX = icon.hotSpotX;
410            mLocked.state.icon.hotSpotY = icon.hotSpotY;
411            dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
412        } else {
413            dirty = DIRTY_BITMAP;
414        }
415    } else if (mLocked.state.icon.isValid()) {
416        mLocked.state.icon.bitmap.reset();
417        dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
418    } else {
419        return; // setting to invalid icon and already invalid so nothing to do
420    }
421
422    invalidateLocked(dirty);
423}
424
425void SpriteController::SpriteImpl::setVisible(bool visible) {
426    AutoMutex _l(mController->mLock);
427
428    if (mLocked.state.visible != visible) {
429        mLocked.state.visible = visible;
430        invalidateLocked(DIRTY_VISIBILITY);
431    }
432}
433
434void SpriteController::SpriteImpl::setPosition(float x, float y) {
435    AutoMutex _l(mController->mLock);
436
437    if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
438        mLocked.state.positionX = x;
439        mLocked.state.positionY = y;
440        invalidateLocked(DIRTY_POSITION);
441    }
442}
443
444void SpriteController::SpriteImpl::setLayer(int32_t layer) {
445    AutoMutex _l(mController->mLock);
446
447    if (mLocked.state.layer != layer) {
448        mLocked.state.layer = layer;
449        invalidateLocked(DIRTY_LAYER);
450    }
451}
452
453void SpriteController::SpriteImpl::setAlpha(float alpha) {
454    AutoMutex _l(mController->mLock);
455
456    if (mLocked.state.alpha != alpha) {
457        mLocked.state.alpha = alpha;
458        invalidateLocked(DIRTY_ALPHA);
459    }
460}
461
462void SpriteController::SpriteImpl::setTransformationMatrix(
463        const SpriteTransformationMatrix& matrix) {
464    AutoMutex _l(mController->mLock);
465
466    if (mLocked.state.transformationMatrix != matrix) {
467        mLocked.state.transformationMatrix = matrix;
468        invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
469    }
470}
471
472void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
473    bool wasDirty = mLocked.state.dirty;
474    mLocked.state.dirty |= dirty;
475
476    if (!wasDirty) {
477        mController->invalidateSpriteLocked(this);
478    }
479}
480
481} // namespace android
482