0926f50664
- Currently the lock/unlock path is naive and is done for each drawing operation (glDrawElements and glDrawArrays). this should be improved eventually. - factor all the lock/unlock code in SurfaceBuffer. - fixed "showupdate" so it works even when we don't have preserving eglSwapBuffers(). - improved the situation with the dirty-region and fixed a problem that caused GL apps to not update. - make use of LightRefBase() where needed, instead of duplicating its implementation - add LightRefBase::getStrongCount() - renamed EGLNativeWindowSurface.cpp to FramebufferNativeWindow.cpp - disabled copybits test, since it clashes with the new gralloc api - Camera/Video will be fixed later when we rework the overlay apis
78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_LAYER_ORIENTATION_ANIM_ROTATE_H
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#define ANDROID_LAYER_ORIENTATION_ANIM_ROTATE_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/threads.h>
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#include <utils/Parcel.h>
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#include "LayerBase.h"
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#include "LayerBitmap.h"
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namespace android {
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// ---------------------------------------------------------------------------
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class OrientationAnimation;
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class LayerOrientationAnimRotate : public LayerOrientationAnimBase
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{
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public:
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static const uint32_t typeInfo;
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static const char* const typeID;
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virtual char const* getTypeID() const { return typeID; }
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virtual uint32_t getTypeInfo() const { return typeInfo; }
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LayerOrientationAnimRotate(SurfaceFlinger* flinger, DisplayID display,
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OrientationAnimation* anim,
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const sp<Buffer>& bitmapIn,
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const sp<Buffer>& bitmapOut);
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virtual ~LayerOrientationAnimRotate();
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void onOrientationCompleted();
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virtual void onDraw(const Region& clip) const;
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virtual Point getPhysicalSize() const;
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virtual void validateVisibility(const Transform& globalTransform);
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virtual bool needsBlending() const;
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virtual bool isSecure() const { return false; }
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private:
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void drawScaled(float angle, float scale, float alpha) const;
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OrientationAnimation* mAnim;
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sp<Buffer> mBitmapIn;
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sp<Buffer> mBitmapOut;
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nsecs_t mStartTime;
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nsecs_t mFinishTime;
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bool mOrientationCompleted;
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int mOriginalTargetOrientation;
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mutable bool mFirstRedraw;
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mutable float mLastNormalizedTime;
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mutable float mLastAngle;
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mutable float mLastScale;
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mutable GLuint mTextureName;
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mutable GLuint mTextureNameIn;
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mutable bool mNeedsBlending;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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#endif // ANDROID_LAYER_ORIENTATION_ANIM_ROTATE_H
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