void SpriteController::doUpdateSprites() {
    // Collect information about sprite updates.
    // Each sprite update record includes a reference to its associated sprite so we can
    // be certain the sprites will not be deleted while this function runs.  Sprites
    // may invalidate themselves again during this time but we will handle those changes
    // in the next iteration.
    Vector<SpriteUpdate> updates;
    size_t numSprites;
    { // acquire lock
        AutoMutex _l(mLock);

        numSprites = mLocked.invalidatedSprites.size();
        for (size_t i = 0; i < numSprites; i++) {
            const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);

            updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
            sprite->resetDirtyLocked();
        }
        mLocked.invalidatedSprites.clear();
    } // release lock

    // Create missing surfaces.
    bool surfaceChanged = false;
    for (size_t i = 0; i < numSprites; i++) {
        SpriteUpdate& update = updates.editItemAt(i);

        if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
            update.state.surfaceWidth = update.state.icon.bitmap.width();
            update.state.surfaceHeight = update.state.icon.bitmap.height();
            update.state.surfaceDrawn = false;
            update.state.surfaceVisible = false;
            update.state.surfaceControl = obtainSurface(
                    update.state.surfaceWidth, update.state.surfaceHeight);
            if (update.state.surfaceControl != NULL) {
                update.surfaceChanged = surfaceChanged = true;
            }
        }
    }

    // Resize sprites if needed, inside a global transaction.
    bool haveGlobalTransaction = false;
    for (size_t i = 0; i < numSprites; i++) {
        SpriteUpdate& update = updates.editItemAt(i);

        if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
            int32_t desiredWidth = update.state.icon.bitmap.width();
            int32_t desiredHeight = update.state.icon.bitmap.height();
            if (update.state.surfaceWidth < desiredWidth
                    || update.state.surfaceHeight < desiredHeight) {
                if (!haveGlobalTransaction) {
                    SurfaceComposerClient::openGlobalTransaction();
                    haveGlobalTransaction = true;
                }

                status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
                if (status) {
                    ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
                            status, update.state.surfaceWidth, update.state.surfaceHeight,
                            desiredWidth, desiredHeight);
                } else {
                    update.state.surfaceWidth = desiredWidth;
                    update.state.surfaceHeight = desiredHeight;
                    update.state.surfaceDrawn = false;
                    update.surfaceChanged = surfaceChanged = true;

                    if (update.state.surfaceVisible) {
                        status = update.state.surfaceControl->hide();
                        if (status) {
                            ALOGE("Error %d hiding sprite surface after resize.", status);
                        } else {
                            update.state.surfaceVisible = false;
                        }
                    }
                }
            }
        }
    }
    if (haveGlobalTransaction) {
        SurfaceComposerClient::closeGlobalTransaction();
    }

    // Redraw sprites if needed.
    for (size_t i = 0; i < numSprites; i++) {
        SpriteUpdate& update = updates.editItemAt(i);

        if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
            update.state.surfaceDrawn = false;
            update.surfaceChanged = surfaceChanged = true;
        }

        if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
                && update.state.wantSurfaceVisible()) {
            sp<Surface> surface = update.state.surfaceControl->getSurface();
            ANativeWindow_Buffer outBuffer;
            status_t status = surface->lock(&outBuffer, NULL);
            if (status) {
                ALOGE("Error %d locking sprite surface before drawing.", status);
            } else {
                SkBitmap surfaceBitmap;
                ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
                surfaceBitmap.installPixels(SkImageInfo::MakeN32Premul(outBuffer.width, outBuffer.height),
                                            outBuffer.bits, bpr);

                SkCanvas surfaceCanvas(surfaceBitmap);

                SkPaint paint;
                paint.setXfermodeMode(SkXfermode::kSrc_Mode);
                surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);

                if (outBuffer.width > update.state.icon.bitmap.width()) {
                    paint.setColor(0); // transparent fill color
                    surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
                            outBuffer.width, update.state.icon.bitmap.height(), paint);
                }
                if (outBuffer.height > update.state.icon.bitmap.height()) {
                    paint.setColor(0); // transparent fill color
                    surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
                            outBuffer.width, outBuffer.height, paint);
                }

                status = surface->unlockAndPost();
                if (status) {
                    ALOGE("Error %d unlocking and posting sprite surface after drawing.", status);
                } else {
                    update.state.surfaceDrawn = true;
                    update.surfaceChanged = surfaceChanged = true;
                }
            }
        }
    }

    // Set sprite surface properties and make them visible.
    bool haveTransaction = false;
    for (size_t i = 0; i < numSprites; i++) {
        SpriteUpdate& update = updates.editItemAt(i);

        bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
                && update.state.surfaceDrawn;
        bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
        bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
        if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
                || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
                        | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
                        | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
            status_t status;
            if (!haveTransaction) {
                SurfaceComposerClient::openGlobalTransaction();
                haveTransaction = true;
            }

            if (wantSurfaceVisibleAndDrawn
                    && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
                status = update.state.surfaceControl->setAlpha(update.state.alpha);
                if (status) {
                    ALOGE("Error %d setting sprite surface alpha.", status);
                }
            }

            if (wantSurfaceVisibleAndDrawn
                    && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
                            | DIRTY_HOTSPOT)))) {
                status = update.state.surfaceControl->setPosition(
                        update.state.positionX - update.state.icon.hotSpotX,
                        update.state.positionY - update.state.icon.hotSpotY);
                if (status) {
                    ALOGE("Error %d setting sprite surface position.", status);
                }
            }

            if (wantSurfaceVisibleAndDrawn
                    && (becomingVisible
                            || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
                status = update.state.surfaceControl->setMatrix(
                        update.state.transformationMatrix.dsdx,
                        update.state.transformationMatrix.dtdx,
                        update.state.transformationMatrix.dsdy,
                        update.state.transformationMatrix.dtdy);
                if (status) {
                    ALOGE("Error %d setting sprite surface transformation matrix.", status);
                }
            }

            int32_t surfaceLayer = mOverlayLayer + update.state.layer;
            if (wantSurfaceVisibleAndDrawn
                    && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
                status = update.state.surfaceControl->setLayer(surfaceLayer);
                if (status) {
                    ALOGE("Error %d setting sprite surface layer.", status);
                }
            }

            if (becomingVisible) {
                status = update.state.surfaceControl->show();
                if (status) {
                    ALOGE("Error %d showing sprite surface.", status);
                } else {
                    update.state.surfaceVisible = true;
                    update.surfaceChanged = surfaceChanged = true;
                }
            } else if (becomingHidden) {
                status = update.state.surfaceControl->hide();
                if (status) {
                    ALOGE("Error %d hiding sprite surface.", status);
                } else {
                    update.state.surfaceVisible = false;
                    update.surfaceChanged = surfaceChanged = true;
                }
            }
        }
    }

    if (haveTransaction) {
        SurfaceComposerClient::closeGlobalTransaction();
    }

    // If any surfaces were changed, write back the new surface properties to the sprites.
    if (surfaceChanged) { // acquire lock
        AutoMutex _l(mLock);

        for (size_t i = 0; i < numSprites; i++) {
            const SpriteUpdate& update = updates.itemAt(i);

            if (update.surfaceChanged) {
                update.sprite->setSurfaceLocked(update.state.surfaceControl,
                        update.state.surfaceWidth, update.state.surfaceHeight,
                        update.state.surfaceDrawn, update.state.surfaceVisible);
            }
        }
    } // release lock

    // Clear the sprite update vector outside the lock.  It is very important that
    // we do not clear sprite references inside the lock since we could be releasing
    // the last remaining reference to the sprite here which would result in the
    // sprite being deleted and the lock being reacquired by the sprite destructor
    // while already held.
    updates.clear();
}
Esempio n. 2
0
int Mouse::DrawCursor(CursorBounds desireBounds)
{
    status_t status;

    if (mWantChange && mSurfaceVisible) {
        SurfaceComposerClient::openGlobalTransaction();
        status = mSurfaceControl->show();
        if (status) {
            printf("Error %d setting sprite surface show.\n", status);
        }
        SurfaceComposerClient::closeGlobalTransaction();
        mWantChange = false;
    }
    if (mWantChange && !mSurfaceVisible) {
        SurfaceComposerClient::openGlobalTransaction();
        status = mSurfaceControl->hide();
        if (status) {
            printf("Error %d setting sprite surface hide.\n", status);
        }
        SurfaceComposerClient::closeGlobalTransaction();
        mWantChange = false;
    }
        
    if (mUpdateCursor && mSurfaceVisible) {
        SurfaceComposerClient::openGlobalTransaction();

        status = mSurfaceControl->setLayer(INT_MAX - 1);
        if (status) {
            printf("Error %d setting sprite surface setlayer.\n", status);
        }
        
        SurfaceComposerClient::closeGlobalTransaction();

        SurfaceComposerClient::openGlobalTransaction();

        if (desireBounds.width != mWidth || desireBounds.height != mHeight) {
            //SurfaceComposerClient::openGlobalTransaction();
            status = mSurfaceControl->setSize(mWidth, mHeight);
            if (status) {
                printf("Error %d setting sprite surface show.\n", status);
            }

            mWidth = desireBounds.width;
            mHeight = desireBounds.height;
        }

        SurfaceComposerClient::closeGlobalTransaction();

        sp<Surface> surface = mSurfaceControl->getSurface();
        ANativeWindow_Buffer outBuffer;
        status = surface->lock(&outBuffer, NULL);
        SkBitmap surfaceBitmap;
        ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
        surfaceBitmap.setConfig(SkBitmap::kARGB_8888_Config,
                outBuffer.width, outBuffer.height, bpr);
        
        printf("surface bpr size %d stride %d width %d height %d\n", bpr, outBuffer.stride, outBuffer.width, outBuffer.height);

        SkBitmap srcBitmap;
        bpr = desireBounds.width * bytesPerPixel(outBuffer.format);
        srcBitmap.setConfig(SkBitmap::kARGB_8888_Config, desireBounds.width,
                desireBounds.height, bpr);

        printf("srcbitmap bpr size %d width %d height %d\n", bpr, desireBounds.width, desireBounds.height);

        surfaceBitmap.setPixels(outBuffer.bits);
        srcBitmap.setPixels(mDrawBitmaps);

        SkCanvas surfaceCanvas(surfaceBitmap);

        SkPaint paint;
        paint.setXfermodeMode(SkXfermode::kSrc_Mode);

        surfaceCanvas.drawBitmap(srcBitmap, 0, 0, &paint);

        if (outBuffer.width > uint32_t(srcBitmap.width())) {
            paint.setColor(0); // transparent fill color
            surfaceCanvas.drawRectCoords(srcBitmap.width(), 0, outBuffer.width, srcBitmap.height(), paint);
        }
        if (outBuffer.height > uint32_t(srcBitmap.height())) {
            paint.setColor(0); // transparent fill color
            surfaceCanvas.drawRectCoords(0, srcBitmap.height(), outBuffer.width, outBuffer.height, paint);
        }

        status = surface->unlockAndPost();
        if (status) {
            printf("Error %d unlocking and posting sprite surface after drawing.\n", status);
        }

        mUpdateCursor = false;
    }

    if (mMove && mSurfaceVisible) {
        if (desireBounds.spotX != mSpotX) {
            mSpotX = desireBounds.spotX;
        }
        
        if (desireBounds.spotY != mSpotY) {
            mSpotY = desireBounds.spotY;
        }

        SurfaceComposerClient::openGlobalTransaction();

        status = mSurfaceControl->setPosition(mPos.x - mSpotX, mPos.y - mSpotY);
        if (status) {
            printf("Error %d setting sprite surface position.\n", status);
        }

        SurfaceComposerClient::closeGlobalTransaction();
        
        mMove = false;
    }

    return 0;
}