SpriteController.cpp revision 6b83b76dd18e2a727936839b397e6ed2ed4f5a46
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#pragma GCC diagnostic push
28#pragma GCC diagnostic ignored "-Wunused-parameter"
29#include <SkBitmap.h>
30#include <SkCanvas.h>
31#include <SkColor.h>
32#include <SkPaint.h>
33#include <SkXfermode.h>
34#pragma GCC diagnostic pop
35
36#include <android/native_window.h>
37
38namespace android {
39
40// --- SpriteController ---
41
42SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
43        mLooper(looper), mOverlayLayer(overlayLayer) {
44    mHandler = new WeakMessageHandler(this);
45
46    mLocked.transactionNestingCount = 0;
47    mLocked.deferredSpriteUpdate = false;
48}
49
50SpriteController::~SpriteController() {
51    mLooper->removeMessages(mHandler);
52
53    if (mSurfaceComposerClient != NULL) {
54        mSurfaceComposerClient->dispose();
55        mSurfaceComposerClient.clear();
56    }
57}
58
59sp<Sprite> SpriteController::createSprite() {
60    return new SpriteImpl(this);
61}
62
63void SpriteController::openTransaction() {
64    AutoMutex _l(mLock);
65
66    mLocked.transactionNestingCount += 1;
67}
68
69void SpriteController::closeTransaction() {
70    AutoMutex _l(mLock);
71
72    LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
73            "Sprite closeTransaction() called but there is no open sprite transaction");
74
75    mLocked.transactionNestingCount -= 1;
76    if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
77        mLocked.deferredSpriteUpdate = false;
78        mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
79    }
80}
81
82void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
83    bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
84    mLocked.invalidatedSprites.push(sprite);
85    if (wasEmpty) {
86        if (mLocked.transactionNestingCount != 0) {
87            mLocked.deferredSpriteUpdate = true;
88        } else {
89            mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
90        }
91    }
92}
93
94void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
95    bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
96    mLocked.disposedSurfaces.push(surfaceControl);
97    if (wasEmpty) {
98        mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
99    }
100}
101
102void SpriteController::handleMessage(const Message& message) {
103    switch (message.what) {
104    case MSG_UPDATE_SPRITES:
105        doUpdateSprites();
106        break;
107    case MSG_DISPOSE_SURFACES:
108        doDisposeSurfaces();
109        break;
110    }
111}
112
113void SpriteController::doUpdateSprites() {
114    // Collect information about sprite updates.
115    // Each sprite update record includes a reference to its associated sprite so we can
116    // be certain the sprites will not be deleted while this function runs.  Sprites
117    // may invalidate themselves again during this time but we will handle those changes
118    // in the next iteration.
119    Vector<SpriteUpdate> updates;
120    size_t numSprites;
121    { // acquire lock
122        AutoMutex _l(mLock);
123
124        numSprites = mLocked.invalidatedSprites.size();
125        for (size_t i = 0; i < numSprites; i++) {
126            const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
127
128            updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
129            sprite->resetDirtyLocked();
130        }
131        mLocked.invalidatedSprites.clear();
132    } // release lock
133
134    // Create missing surfaces.
135    bool surfaceChanged = false;
136    for (size_t i = 0; i < numSprites; i++) {
137        SpriteUpdate& update = updates.editItemAt(i);
138
139        if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
140            update.state.surfaceWidth = update.state.icon.bitmap.width();
141            update.state.surfaceHeight = update.state.icon.bitmap.height();
142            update.state.surfaceDrawn = false;
143            update.state.surfaceVisible = false;
144            update.state.surfaceControl = obtainSurface(
145                    update.state.surfaceWidth, update.state.surfaceHeight);
146            if (update.state.surfaceControl != NULL) {
147                update.surfaceChanged = surfaceChanged = true;
148            }
149        }
150    }
151
152    // Resize sprites if needed, inside a global transaction.
153    bool haveGlobalTransaction = false;
154    for (size_t i = 0; i < numSprites; i++) {
155        SpriteUpdate& update = updates.editItemAt(i);
156
157        if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
158            int32_t desiredWidth = update.state.icon.bitmap.width();
159            int32_t desiredHeight = update.state.icon.bitmap.height();
160            if (update.state.surfaceWidth < desiredWidth
161                    || update.state.surfaceHeight < desiredHeight) {
162                if (!haveGlobalTransaction) {
163                    SurfaceComposerClient::openGlobalTransaction();
164                    haveGlobalTransaction = true;
165                }
166
167                status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
168                if (status) {
169                    ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
170                            status, update.state.surfaceWidth, update.state.surfaceHeight,
171                            desiredWidth, desiredHeight);
172                } else {
173                    update.state.surfaceWidth = desiredWidth;
174                    update.state.surfaceHeight = desiredHeight;
175                    update.state.surfaceDrawn = false;
176                    update.surfaceChanged = surfaceChanged = true;
177
178                    if (update.state.surfaceVisible) {
179                        status = update.state.surfaceControl->hide();
180                        if (status) {
181                            ALOGE("Error %d hiding sprite surface after resize.", status);
182                        } else {
183                            update.state.surfaceVisible = false;
184                        }
185                    }
186                }
187            }
188        }
189    }
190    if (haveGlobalTransaction) {
191        SurfaceComposerClient::closeGlobalTransaction();
192    }
193
194    // Redraw sprites if needed.
195    for (size_t i = 0; i < numSprites; i++) {
196        SpriteUpdate& update = updates.editItemAt(i);
197
198        if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
199            update.state.surfaceDrawn = false;
200            update.surfaceChanged = surfaceChanged = true;
201        }
202
203        if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
204                && update.state.wantSurfaceVisible()) {
205            sp<Surface> surface = update.state.surfaceControl->getSurface();
206            ANativeWindow_Buffer outBuffer;
207            status_t status = surface->lock(&outBuffer, NULL);
208            if (status) {
209                ALOGE("Error %d locking sprite surface before drawing.", status);
210            } else {
211                SkBitmap surfaceBitmap;
212                ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
213                surfaceBitmap.installPixels(SkImageInfo::MakeN32Premul(outBuffer.width, outBuffer.height),
214                                            outBuffer.bits, bpr);
215
216                SkCanvas surfaceCanvas(surfaceBitmap);
217
218                SkPaint paint;
219                paint.setXfermodeMode(SkXfermode::kSrc_Mode);
220                surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
221
222                if (outBuffer.width > update.state.icon.bitmap.width()) {
223                    paint.setColor(0); // transparent fill color
224                    surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
225                            outBuffer.width, update.state.icon.bitmap.height(), paint);
226                }
227                if (outBuffer.height > update.state.icon.bitmap.height()) {
228                    paint.setColor(0); // transparent fill color
229                    surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
230                            outBuffer.width, outBuffer.height, paint);
231                }
232
233                status = surface->unlockAndPost();
234                if (status) {
235                    ALOGE("Error %d unlocking and posting sprite surface after drawing.", status);
236                } else {
237                    update.state.surfaceDrawn = true;
238                    update.surfaceChanged = surfaceChanged = true;
239                }
240            }
241        }
242    }
243
244    // Set sprite surface properties and make them visible.
245    bool haveTransaction = false;
246    for (size_t i = 0; i < numSprites; i++) {
247        SpriteUpdate& update = updates.editItemAt(i);
248
249        bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
250                && update.state.surfaceDrawn;
251        bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
252        bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
253        if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
254                || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
255                        | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
256                        | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
257            status_t status;
258            if (!haveTransaction) {
259                SurfaceComposerClient::openGlobalTransaction();
260                haveTransaction = true;
261            }
262
263            if (wantSurfaceVisibleAndDrawn
264                    && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
265                status = update.state.surfaceControl->setAlpha(update.state.alpha);
266                if (status) {
267                    ALOGE("Error %d setting sprite surface alpha.", status);
268                }
269            }
270
271            if (wantSurfaceVisibleAndDrawn
272                    && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
273                            | DIRTY_HOTSPOT)))) {
274                status = update.state.surfaceControl->setPosition(
275                        update.state.positionX - update.state.icon.hotSpotX,
276                        update.state.positionY - update.state.icon.hotSpotY);
277                if (status) {
278                    ALOGE("Error %d setting sprite surface position.", status);
279                }
280            }
281
282            if (wantSurfaceVisibleAndDrawn
283                    && (becomingVisible
284                            || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
285                status = update.state.surfaceControl->setMatrix(
286                        update.state.transformationMatrix.dsdx,
287                        update.state.transformationMatrix.dtdx,
288                        update.state.transformationMatrix.dsdy,
289                        update.state.transformationMatrix.dtdy);
290                if (status) {
291                    ALOGE("Error %d setting sprite surface transformation matrix.", status);
292                }
293            }
294
295            int32_t surfaceLayer = mOverlayLayer + update.state.layer;
296            if (wantSurfaceVisibleAndDrawn
297                    && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
298                status = update.state.surfaceControl->setLayer(surfaceLayer);
299                if (status) {
300                    ALOGE("Error %d setting sprite surface layer.", status);
301                }
302            }
303
304            if (becomingVisible) {
305                status = update.state.surfaceControl->show();
306                if (status) {
307                    ALOGE("Error %d showing sprite surface.", status);
308                } else {
309                    update.state.surfaceVisible = true;
310                    update.surfaceChanged = surfaceChanged = true;
311                }
312            } else if (becomingHidden) {
313                status = update.state.surfaceControl->hide();
314                if (status) {
315                    ALOGE("Error %d hiding sprite surface.", status);
316                } else {
317                    update.state.surfaceVisible = false;
318                    update.surfaceChanged = surfaceChanged = true;
319                }
320            }
321        }
322    }
323
324    if (haveTransaction) {
325        SurfaceComposerClient::closeGlobalTransaction();
326    }
327
328    // If any surfaces were changed, write back the new surface properties to the sprites.
329    if (surfaceChanged) { // acquire lock
330        AutoMutex _l(mLock);
331
332        for (size_t i = 0; i < numSprites; i++) {
333            const SpriteUpdate& update = updates.itemAt(i);
334
335            if (update.surfaceChanged) {
336                update.sprite->setSurfaceLocked(update.state.surfaceControl,
337                        update.state.surfaceWidth, update.state.surfaceHeight,
338                        update.state.surfaceDrawn, update.state.surfaceVisible);
339            }
340        }
341    } // release lock
342
343    // Clear the sprite update vector outside the lock.  It is very important that
344    // we do not clear sprite references inside the lock since we could be releasing
345    // the last remaining reference to the sprite here which would result in the
346    // sprite being deleted and the lock being reacquired by the sprite destructor
347    // while already held.
348    updates.clear();
349}
350
351void SpriteController::doDisposeSurfaces() {
352    // Collect disposed surfaces.
353    Vector<sp<SurfaceControl> > disposedSurfaces;
354    { // acquire lock
355        AutoMutex _l(mLock);
356
357        disposedSurfaces = mLocked.disposedSurfaces;
358        mLocked.disposedSurfaces.clear();
359    } // release lock
360
361    // Release the last reference to each surface outside of the lock.
362    // We don't want the surfaces to be deleted while we are holding our lock.
363    disposedSurfaces.clear();
364}
365
366void SpriteController::ensureSurfaceComposerClient() {
367    if (mSurfaceComposerClient == NULL) {
368        mSurfaceComposerClient = new SurfaceComposerClient();
369    }
370}
371
372sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
373    ensureSurfaceComposerClient();
374
375    sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
376            String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
377            ISurfaceComposerClient::eHidden |
378            ISurfaceComposerClient::eCursorWindow);
379    if (surfaceControl == NULL || !surfaceControl->isValid()) {
380        ALOGE("Error creating sprite surface.");
381        return NULL;
382    }
383    return surfaceControl;
384}
385
386
387// --- SpriteController::SpriteImpl ---
388
389SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
390        mController(controller) {
391}
392
393SpriteController::SpriteImpl::~SpriteImpl() {
394    AutoMutex _m(mController->mLock);
395
396    // Let the controller take care of deleting the last reference to sprite
397    // surfaces so that we do not block the caller on an IPC here.
398    if (mLocked.state.surfaceControl != NULL) {
399        mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
400        mLocked.state.surfaceControl.clear();
401    }
402}
403
404void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
405    AutoMutex _l(mController->mLock);
406
407    uint32_t dirty;
408    if (icon.isValid()) {
409        icon.bitmap.copyTo(&mLocked.state.icon.bitmap, kN32_SkColorType);
410
411        if (!mLocked.state.icon.isValid()
412                || mLocked.state.icon.hotSpotX != icon.hotSpotX
413                || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
414            mLocked.state.icon.hotSpotX = icon.hotSpotX;
415            mLocked.state.icon.hotSpotY = icon.hotSpotY;
416            dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
417        } else {
418            dirty = DIRTY_BITMAP;
419        }
420    } else if (mLocked.state.icon.isValid()) {
421        mLocked.state.icon.bitmap.reset();
422        dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
423    } else {
424        return; // setting to invalid icon and already invalid so nothing to do
425    }
426
427    invalidateLocked(dirty);
428}
429
430void SpriteController::SpriteImpl::setVisible(bool visible) {
431    AutoMutex _l(mController->mLock);
432
433    if (mLocked.state.visible != visible) {
434        mLocked.state.visible = visible;
435        invalidateLocked(DIRTY_VISIBILITY);
436    }
437}
438
439void SpriteController::SpriteImpl::setPosition(float x, float y) {
440    AutoMutex _l(mController->mLock);
441
442    if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
443        mLocked.state.positionX = x;
444        mLocked.state.positionY = y;
445        invalidateLocked(DIRTY_POSITION);
446    }
447}
448
449void SpriteController::SpriteImpl::setLayer(int32_t layer) {
450    AutoMutex _l(mController->mLock);
451
452    if (mLocked.state.layer != layer) {
453        mLocked.state.layer = layer;
454        invalidateLocked(DIRTY_LAYER);
455    }
456}
457
458void SpriteController::SpriteImpl::setAlpha(float alpha) {
459    AutoMutex _l(mController->mLock);
460
461    if (mLocked.state.alpha != alpha) {
462        mLocked.state.alpha = alpha;
463        invalidateLocked(DIRTY_ALPHA);
464    }
465}
466
467void SpriteController::SpriteImpl::setTransformationMatrix(
468        const SpriteTransformationMatrix& matrix) {
469    AutoMutex _l(mController->mLock);
470
471    if (mLocked.state.transformationMatrix != matrix) {
472        mLocked.state.transformationMatrix = matrix;
473        invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
474    }
475}
476
477void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
478    bool wasDirty = mLocked.state.dirty;
479    mLocked.state.dirty |= dirty;
480
481    if (!wasDirty) {
482        mController->invalidateSpriteLocked(this);
483    }
484}
485
486} // namespace android
487