/* * 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 #include #include #include #include #include #include "BlurFilter.h" #include "LayerBase.h" #include "LayerOrientationAnim.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" #include "OrientationAnimation.h" namespace android { // --------------------------------------------------------------------------- const uint32_t LayerOrientationAnim::typeInfo = LayerBase::typeInfo | 0x80; const char* const LayerOrientationAnim::typeID = "LayerOrientationAnim"; // --------------------------------------------------------------------------- // Animation... const float DURATION = ms2ns(200); const float BOUNCES_PER_SECOND = 0.5f; //const float BOUNCES_AMPLITUDE = 1.0f/16.0f; const float BOUNCES_AMPLITUDE = 0; const float DIM_TARGET = 0.40f; //#define INTERPOLATED_TIME(_t) ((_t)*(_t)) #define INTERPOLATED_TIME(_t) (_t) // --------------------------------------------------------------------------- LayerOrientationAnim::LayerOrientationAnim( SurfaceFlinger* flinger, DisplayID display, OrientationAnimation* anim, const sp& bitmapIn, const sp& bitmapOut) : LayerOrientationAnimBase(flinger, display), mAnim(anim), mBitmapIn(bitmapIn), mBitmapOut(bitmapOut), mTextureName(-1), mTextureNameIn(-1) { // blur that texture. mStartTime = systemTime(); mFinishTime = 0; mOrientationCompleted = false; mFirstRedraw = false; mLastNormalizedTime = 0; mNeedsBlending = false; mAlphaInLerp.set(1.0f, DIM_TARGET); mAlphaOutLerp.set(0.5f, 1.0f); } LayerOrientationAnim::~LayerOrientationAnim() { if (mTextureName != -1U) { LayerBase::deletedTextures.add(mTextureName); } if (mTextureNameIn != -1U) { LayerBase::deletedTextures.add(mTextureNameIn); } } bool LayerOrientationAnim::needsBlending() const { return mNeedsBlending; } Point LayerOrientationAnim::getPhysicalSize() const { const GraphicPlane& plane(graphicPlane(0)); const DisplayHardware& hw(plane.displayHardware()); return Point(hw.getWidth(), hw.getHeight()); } void LayerOrientationAnim::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 LayerOrientationAnim::onOrientationCompleted() { mFinishTime = systemTime(); mOrientationCompleted = true; mFirstRedraw = true; mNeedsBlending = true; mFlinger->invalidateLayerVisibility(this); } void LayerOrientationAnim::onDraw(const Region& clip) const { const nsecs_t now = systemTime(); float alphaIn, alphaOut; if (mOrientationCompleted) { if (mFirstRedraw) { mFirstRedraw = false; // make a copy of what's on screen copybit_image_t image; mBitmapOut->getBitmapSurface(&image); const DisplayHardware& hw(graphicPlane(0).displayHardware()); hw.copyBackToImage(image); // and erase the screen for this round glDisable(GL_BLEND); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT); // FIXME: code below is gross mNeedsBlending = false; LayerOrientationAnim* self(const_cast(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 interpolatedTime = INTERPOLATED_TIME(normalizedTime); alphaIn = mAlphaInLerp.getOut(); alphaOut = mAlphaOutLerp(interpolatedTime); } else { mAnim->onAnimationFinished(); alphaIn = mAlphaInLerp.getOut(); alphaOut = mAlphaOutLerp.getOut(); } } else { const float normalizedTime = float(now - mStartTime) / DURATION; if (normalizedTime <= 1.0f) { mLastNormalizedTime = normalizedTime; const float interpolatedTime = INTERPOLATED_TIME(normalizedTime); alphaIn = mAlphaInLerp(interpolatedTime); alphaOut = 0.0f; } else { mLastNormalizedTime = 1.0f; const float to_seconds = DURATION / seconds(1); alphaIn = mAlphaInLerp.getOut(); if (BOUNCES_AMPLITUDE > 0.0f) { const float phi = BOUNCES_PER_SECOND * (((normalizedTime - 1.0f) * to_seconds)*M_PI*2); if (alphaIn > 1.0f) alphaIn = 1.0f; else if (alphaIn < 0.0f) alphaIn = 0.0f; alphaIn += BOUNCES_AMPLITUDE * (1.0f - cosf(phi)); } alphaOut = 0.0f; } mAlphaOutLerp.setIn(alphaIn); } drawScaled(1.0f, alphaIn, alphaOut); } void LayerOrientationAnim::drawScaled(float scale, float alphaIn, float alphaOut) 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 if (!mOrientationCompleted) { if (scale==1.0f && (alphaIn>=1.0f || alphaOut>=1.0f)) { // we don't need to erase the screen in that case } else { glDisable(GL_BLEND); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT); } } copybit_image_t src; mBitmapIn->getBitmapSurface(&src); copybit_image_t srcOut; mBitmapOut->getBitmapSurface(&srcOut); const int w = dst.w*scale; const int h = dst.h*scale; const int xc = uint32_t(dst.w-w)/2; const int yc = uint32_t(dst.h-h)/2; const copybit_rect_t drect = { xc, yc, xc+w, yc+h }; const copybit_rect_t srect = { 0, 0, src.w, src.h }; const Region reg(Rect( drect.l, drect.t, drect.r, drect.b )); 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); Transform tr; tr.set(scale,0,0,scale); tr.set(xc, yc); // 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. LayerOrientationAnim& self(const_cast(*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 (alphaIn > 0.0f) { 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(alphaIn*255); drawWithOpenGL(reg, mTextureNameIn, t); } if (alphaOut > 0.0f) { t.data = (GGLubyte*)(intptr_t(srcOut.base) + srcOut.offset); 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 = int(alphaOut*255); drawWithOpenGL(reg, mTextureName, t); } } // --------------------------------------------------------------------------- }; // namespace android