/* * 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 #include #include #include #include #include #include #include #include #include #include #include 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::max(); struct Texture { GLint w; GLint h; GLuint name; }; struct Font { FileMap* map; Texture texture; int char_width; int char_height; }; struct Animation { struct Frame { String8 name; FileMap* map; 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 frames; bool playUntilComplete; int framesToFadeCount; float backgroundColor[3]; uint8_t* audioData; int audioLength; Animation* animation; bool hasFadingPhase() const { return !playUntilComplete && framesToFadeCount > 0; } }; int fps; int width; int height; bool progressEnabled; Vector parts; String8 audioConf; String8 fileName; ZipFileRO* zip; Font clockFont; Font progressFont; }; // 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& /*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); virtual ~BootAnimation(); sp session() const; private: virtual bool threadLoop(); virtual status_t readyToRun(); virtual void onFirstRef(); virtual void binderDied(const wp& 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 mSystemWd; int mTimeWd; BootAnimation* mBootAnimation; }; // Display event handling class DisplayEventCallback; std::unique_ptr mDisplayEventReceiver; sp mLooper; int displayEventCallback(int fd, int events, void* data); void processDisplayEvents(); status_t initTexture(Texture* texture, AssetManager& asset, const char* name); status_t initTexture(FileMap* map, int* width, int* height); status_t initFont(Font* font, const char* fallback); 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); 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& files); bool preloadAnimation(); EGLConfig getEglConfig(const EGLDisplay&); ui::Size limitSurfaceSize(int width, int height) const; void resizeSurface(int newWidth, int newHeight); void projectSceneToWindow(); bool shouldStopPlayingPart(const Animation::Part& part, int fadedFramesCount, int lastDisplayedProgress); void checkExit(); void handleViewport(nsecs_t timestep); sp mSession; AssetManager mAssets; Texture mAndroid[2]; int mWidth; int mHeight; int mMaxWidth = 0; int mMaxHeight = 0; int mCurrentInset; int mTargetInset; bool mUseNpotTextures = false; EGLDisplay mDisplay; EGLDisplay mContext; EGLDisplay mSurface; sp mDisplayToken; sp mFlingerSurfaceControl; sp mFlingerSurface; bool mClockEnabled; bool mTimeIsAccurate; bool mTimeFormat12Hour; bool mShuttingDown; String8 mZipFileName; SortedVector mLoadedFiles; sp mTimeCheckThread = nullptr; sp mCallbacks; Animation* mAnimation = nullptr; }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_BOOTANIMATION_H