Mykola Kondratenko 0c1eeb3c8a Freeing frame map
FileMap memory is never released until application exit

Release it now as the texture is already loaded and the memory
used for the packed resource can be released.

Change-Id: Id08a1e466337b3a0179684eb6a444e18147ee343
2014-04-30 10:58:20 +00:00

106 lines
2.6 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/threads.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:
BootAnimation();
virtual ~BootAnimation();
sp<SurfaceComposerClient> session() const;
private:
virtual bool threadLoop();
virtual status_t readyToRun();
virtual void onFirstRef();
virtual void binderDied(const wp<IBinder>& who);
struct Texture {
GLint w;
GLint h;
GLuint name;
};
struct Animation {
struct Frame {
String8 name;
FileMap* map;
mutable GLuint tid;
bool operator < (const Frame& rhs) const {
return name < rhs.name;
}
};
struct Part {
int count;
int pause;
String8 path;
SortedVector<Frame> frames;
bool playUntilComplete;
};
int fps;
int width;
int height;
Vector<Part> parts;
};
status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
status_t initTexture(const Animation::Frame& frame);
bool android();
bool movie();
void checkExit();
sp<SurfaceComposerClient> mSession;
AssetManager mAssets;
Texture mAndroid[2];
int mWidth;
int mHeight;
EGLDisplay mDisplay;
EGLDisplay mContext;
EGLDisplay mSurface;
sp<SurfaceControl> mFlingerSurfaceControl;
sp<Surface> mFlingerSurface;
ZipFileRO *mZip;
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_BOOTANIMATION_H