Adrian Roos 9ee5dff83c BootAnimation: Fix boot animation with hidden cutout
We do this by storing the masking inset in a persistent property.
The boot animation then animates itself to where it would be if that
masking inset were applied, then changes the viewport.

For this to work, we also need to make sure the DisplayManagerService
has the right overlay right at the start.

Bug: 112876936
Test: Hide cutout, then reboot. Verify boot animation is smooth.
Change-Id: I3e988b2340b2e0d2be3939bdc6878704c234ccc8
2018-08-22 21:37:39 +01:00

190 lines
6.1 KiB
C++

/*
* 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 <stdint.h>
#include <sys/types.h>
#include <androidfw/AssetManager.h>
#include <utils/Thread.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
class SkBitmap;
namespace android {
class Surface;
class SurfaceComposerClient;
class SurfaceControl;
// ---------------------------------------------------------------------------
class BootAnimation : public Thread, public IBinder::DeathRecipient
{
public:
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<Frame> frames;
bool playUntilComplete;
float backgroundColor[3];
uint8_t* audioData;
int audioLength;
Animation* animation;
};
int fps;
int width;
int height;
Vector<Part> parts;
String8 audioConf;
String8 fileName;
ZipFileRO* zip;
Font clockFont;
};
// 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() {}
};
BootAnimation(sp<Callbacks> callbacks);
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:
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;
};
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);
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 checkExit();
void handleViewport(nsecs_t timestep);
sp<SurfaceComposerClient> mSession;
AssetManager mAssets;
Texture mAndroid[2];
int mWidth;
int mHeight;
int mCurrentInset;
int mTargetInset;
bool mUseNpotTextures = false;
EGLDisplay mDisplay;
EGLDisplay mContext;
EGLDisplay mSurface;
sp<SurfaceControl> mFlingerSurfaceControl;
sp<Surface> mFlingerSurface;
bool mClockEnabled;
bool mTimeIsAccurate;
bool mTimeFormat12Hour;
bool mShuttingDown;
String8 mZipFileName;
SortedVector<String8> mLoadedFiles;
sp<TimeCheckThread> mTimeCheckThread = nullptr;
sp<Callbacks> mCallbacks;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_BOOTANIMATION_H