replicant-frameworks_native/libs/surfaceflinger/LayerDim.cpp
Mathias Agopian 076b1cc3a9 Integrate from //sandbox/mathias/donut/...@145728
SurfaceFlinger rework for new EGL driver model support.
2009-04-10 14:24:30 -07:00

78 lines
2.3 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.
*/
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/Log.h>
#include "LayerDim.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
namespace android {
// ---------------------------------------------------------------------------
const uint32_t LayerDim::typeInfo = LayerBaseClient::typeInfo | 0x10;
const char* const LayerDim::typeID = "LayerDim";
// ---------------------------------------------------------------------------
LayerDim::LayerDim(SurfaceFlinger* flinger, DisplayID display,
Client* client, int32_t i)
: LayerBaseClient(flinger, display, client, i)
{
}
void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
{
}
LayerDim::~LayerDim()
{
}
void LayerDim::onDraw(const Region& clip) const
{
// FIXME: on some h/w (like msm7K, it will be faster to use a texture)
const State& s(drawingState());
Region::iterator iterator(clip);
if (s.alpha>0 && iterator) {
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const GGLfixed alpha = (s.alpha << 16)/255;
const uint32_t fbHeight = hw.getHeight();
glDisable(GL_TEXTURE_2D);
glDisable(GL_DITHER);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4x(0, 0, 0, alpha);
glVertexPointer(2, GL_FIXED, 0, mVertices);
Rect r;
while (iterator.iterate(&r)) {
const GLint sy = fbHeight - (r.top + r.height());
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
}
}
// ---------------------------------------------------------------------------
}; // namespace android