replicant-frameworks_native/libs/surfaceflinger/LayerOrientationAnimRotate.cpp

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/*
* 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.
*/
#define LOG_TAG "SurfaceFlinger"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include "LayerBase.h"
#include "LayerOrientationAnim.h"
#include "LayerOrientationAnimRotate.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
#include "OrientationAnimation.h"
namespace android {
// ---------------------------------------------------------------------------
const uint32_t LayerOrientationAnimRotate::typeInfo = LayerBase::typeInfo | 0x100;
const char* const LayerOrientationAnimRotate::typeID = "LayerOrientationAnimRotate";
// ---------------------------------------------------------------------------
const float ROTATION = M_PI * 0.5f;
const float ROTATION_FACTOR = 1.0f; // 1.0 or 2.0
const float DURATION = ms2ns(200);
const float BOUNCES_PER_SECOND = 0.8;
const float BOUNCES_AMPLITUDE = (5.0f/180.f) * M_PI;
LayerOrientationAnimRotate::LayerOrientationAnimRotate(
SurfaceFlinger* flinger, DisplayID display,
OrientationAnimation* anim,
const sp<Buffer>& bitmapIn,
const sp<Buffer>& bitmapOut)
: LayerOrientationAnimBase(flinger, display), mAnim(anim),
mBitmapIn(bitmapIn), mBitmapOut(bitmapOut),
mTextureName(-1), mTextureNameIn(-1)
{
mStartTime = systemTime();
mFinishTime = 0;
mOrientationCompleted = false;
mFirstRedraw = false;
mLastNormalizedTime = 0;
mLastAngle = 0;
mLastScale = 0;
mNeedsBlending = false;
const GraphicPlane& plane(graphicPlane(0));
mOriginalTargetOrientation = plane.getOrientation();
}
LayerOrientationAnimRotate::~LayerOrientationAnimRotate()
{
if (mTextureName != -1U) {
glDeleteTextures(1, &mTextureName);
}
if (mTextureNameIn != -1U) {
glDeleteTextures(1, &mTextureNameIn);
}
}
bool LayerOrientationAnimRotate::needsBlending() const
{
return mNeedsBlending;
}
Point LayerOrientationAnimRotate::getPhysicalSize() const
{
const GraphicPlane& plane(graphicPlane(0));
const DisplayHardware& hw(plane.displayHardware());
return Point(hw.getWidth(), hw.getHeight());
}
void LayerOrientationAnimRotate::validateVisibility(const Transform&)
{
const Layer::State& s(drawingState());
const Transform tr(s.transform);
const Point size(getPhysicalSize());
uint32_t w = size.x;
uint32_t h = size.y;
mTransformedBounds = tr.makeBounds(w, h);
mLeft = tr.tx();
mTop = tr.ty();
transparentRegionScreen.clear();
mTransformed = true;
}
void LayerOrientationAnimRotate::onOrientationCompleted()
{
mFinishTime = systemTime();
mOrientationCompleted = true;
mFirstRedraw = true;
mNeedsBlending = true;
mFlinger->invalidateLayerVisibility(this);
}
void LayerOrientationAnimRotate::onDraw(const Region& clip) const
{
// Animation...
const nsecs_t now = systemTime();
float angle, scale, alpha;
if (mOrientationCompleted) {
if (mFirstRedraw) {
// make a copy of what's on screen
copybit_image_t image;
mBitmapIn->getBitmapSurface(&image);
const DisplayHardware& hw(graphicPlane(0).displayHardware());
hw.copyBackToImage(image);
// FIXME: code below is gross
mFirstRedraw = false;
mNeedsBlending = false;
LayerOrientationAnimRotate* self(const_cast<LayerOrientationAnimRotate*>(this));
mFlinger->invalidateLayerVisibility(self);
}
// make sure pick-up where we left off
const float duration = DURATION * mLastNormalizedTime;
const float normalizedTime = (float(now - mFinishTime) / duration);
if (normalizedTime <= 1.0f) {
const float squaredTime = normalizedTime*normalizedTime;
angle = (ROTATION*ROTATION_FACTOR - mLastAngle)*squaredTime + mLastAngle;
scale = (1.0f - mLastScale)*squaredTime + mLastScale;
alpha = normalizedTime;
} else {
mAnim->onAnimationFinished();
angle = ROTATION;
alpha = 1.0f;
scale = 1.0f;
}
} else {
// FIXME: works only for portrait framebuffers
const Point size(getPhysicalSize());
const float TARGET_SCALE = size.x * (1.0f / size.y);
const float normalizedTime = float(now - mStartTime) / DURATION;
if (normalizedTime <= 1.0f) {
mLastNormalizedTime = normalizedTime;
const float squaredTime = normalizedTime*normalizedTime;
angle = ROTATION * squaredTime;
scale = (TARGET_SCALE - 1.0f)*squaredTime + 1.0f;
alpha = 0;
} else {
mLastNormalizedTime = 1.0f;
angle = ROTATION;
if (BOUNCES_AMPLITUDE) {
const float to_seconds = DURATION / seconds(1);
const float phi = BOUNCES_PER_SECOND *
(((normalizedTime - 1.0f) * to_seconds)*M_PI*2);
angle += BOUNCES_AMPLITUDE * sinf(phi);
}
scale = TARGET_SCALE;
alpha = 0;
}
mLastAngle = angle;
mLastScale = scale;
}
drawScaled(angle, scale, alpha);
}
void LayerOrientationAnimRotate::drawScaled(float f, float s, float alpha) const
{
copybit_image_t dst;
const GraphicPlane& plane(graphicPlane(0));
const DisplayHardware& hw(plane.displayHardware());
//hw.getDisplaySurface(&dst);
// clear screen
// TODO: with update on demand, we may be able
// to not erase the screen at all during the animation
glDisable(GL_BLEND);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
const int w = dst.w;
const int h = dst.h;
copybit_image_t src;
mBitmapIn->getBitmapSurface(&src);
const copybit_rect_t srect = { 0, 0, src.w, src.h };
GGLSurface t;
t.version = sizeof(GGLSurface);
t.width = src.w;
t.height = src.h;
t.stride = src.w;
t.vstride= src.h;
t.format = src.format;
t.data = (GGLubyte*)(intptr_t(src.base) + src.offset);
if (!mOriginalTargetOrientation) {
f = -f;
}
Transform tr;
tr.set(f, w*0.5f, h*0.5f);
tr.scale(s, w*0.5f, h*0.5f);
// FIXME: we should not access mVertices and mDrawingState like that,
// but since we control the animation, we know it's going to work okay.
// eventually we'd need a more formal way of doing things like this.
LayerOrientationAnimRotate& self(const_cast<LayerOrientationAnimRotate&>(*this));
tr.transform(self.mVertices[0], 0, 0);
tr.transform(self.mVertices[1], 0, src.h);
tr.transform(self.mVertices[2], src.w, src.h);
tr.transform(self.mVertices[3], src.w, 0);
if (!(mFlags & DisplayHardware::SLOW_CONFIG)) {
// Too slow to do this in software
self.mDrawingState.flags |= ISurfaceComposer::eLayerFilter;
}
if (UNLIKELY(mTextureName == -1LU)) {
mTextureName = createTexture();
GLuint w=0, h=0;
const Region dirty(Rect(t.width, t.height));
loadTexture(dirty, mTextureName, t, w, h);
}
self.mDrawingState.alpha = 255; //-int(alpha*255);
const Region clip(Rect( srect.l, srect.t, srect.r, srect.b ));
drawWithOpenGL(clip, mTextureName, t);
if (alpha > 0) {
const float sign = (!mOriginalTargetOrientation) ? 1.0f : -1.0f;
tr.set(f + sign*(M_PI * 0.5f * ROTATION_FACTOR), w*0.5f, h*0.5f);
tr.scale(s, w*0.5f, h*0.5f);
tr.transform(self.mVertices[0], 0, 0);
tr.transform(self.mVertices[1], 0, src.h);
tr.transform(self.mVertices[2], src.w, src.h);
tr.transform(self.mVertices[3], src.w, 0);
copybit_image_t src;
mBitmapIn->getBitmapSurface(&src);
t.data = (GGLubyte*)(intptr_t(src.base) + src.offset);
if (UNLIKELY(mTextureNameIn == -1LU)) {
mTextureNameIn = createTexture();
GLuint w=0, h=0;
const Region dirty(Rect(t.width, t.height));
loadTexture(dirty, mTextureNameIn, t, w, h);
}
self.mDrawingState.alpha = int(alpha*255);
const Region clip(Rect( srect.l, srect.t, srect.r, srect.b ));
drawWithOpenGL(clip, mTextureNameIn, t);
}
}
// ---------------------------------------------------------------------------
}; // namespace android