replicant-frameworks_native/libs/surfaceflinger/purgatory/OrientationAnimation.cpp
Mathias Agopian 0926f50664 update surfaceflinger, libui and libagl to the new gralloc api
- 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
2009-05-04 14:17:04 -07:00

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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.
*/
#include <stdint.h>
#include <sys/types.h>
#include <limits.h>
#include "LayerOrientationAnim.h"
#include "LayerOrientationAnimRotate.h"
#include "OrientationAnimation.h"
#include "SurfaceFlinger.h"
#include "DisplayHardware/DisplayHardware.h"
namespace android {
// ---------------------------------------------------------------------------
OrientationAnimation::OrientationAnimation(const sp<SurfaceFlinger>& flinger)
: mFlinger(flinger), mLayerOrientationAnim(NULL), mState(DONE)
{
}
OrientationAnimation::~OrientationAnimation()
{
}
void OrientationAnimation::onOrientationChanged(uint32_t type)
{
if (mState == DONE) {
mType = type;
if (!(type & ISurfaceComposer::eOrientationAnimationDisable)) {
mState = PREPARE;
}
}
}
void OrientationAnimation::onAnimationFinished()
{
if (mState != DONE)
mState = FINISH;
}
bool OrientationAnimation::run_impl()
{
bool skip_frame;
switch (mState) {
default:
case DONE:
skip_frame = done();
break;
case PREPARE:
skip_frame = prepare();
break;
case PHASE1:
skip_frame = phase1();
break;
case PHASE2:
skip_frame = phase2();
break;
case FINISH:
skip_frame = finished();
break;
}
return skip_frame;
}
bool OrientationAnimation::done()
{
return done_impl();
}
bool OrientationAnimation::prepare()
{
mState = PHASE1;
const GraphicPlane& plane(mFlinger->graphicPlane(0));
const DisplayHardware& hw(plane.displayHardware());
const uint32_t w = hw.getWidth();
const uint32_t h = hw.getHeight();
sp<Buffer> bitmap = new Buffer(w, h, hw.getFormat());
sp<Buffer> bitmapIn = new Buffer(w, h, hw.getFormat());
copybit_image_t front;
bitmap->getBitmapSurface(&front);
hw.copyFrontToImage(front); // FIXME: we need an extension to do this
sp<LayerOrientationAnimBase> l;
if (mType & 0x80) {
l = new LayerOrientationAnimRotate(
mFlinger.get(), 0, this, bitmap, bitmapIn);
} else {
l = new LayerOrientationAnim(
mFlinger.get(), 0, this, bitmap, bitmapIn);
}
l->initStates(w, h, 0);
l->setLayer(INT_MAX-1);
mFlinger->addLayer(l);
mLayerOrientationAnim = l;
return true;
}
bool OrientationAnimation::phase1()
{
if (mFlinger->isFrozen() == false) {
// start phase 2
mState = PHASE2;
mLayerOrientationAnim->onOrientationCompleted();
mLayerOrientationAnim->invalidate();
return true;
}
mLayerOrientationAnim->invalidate();
return false;
}
bool OrientationAnimation::phase2()
{
// do the 2nd phase of the animation
mLayerOrientationAnim->invalidate();
return false;
}
bool OrientationAnimation::finished()
{
mState = DONE;
mFlinger->removeLayer(mLayerOrientationAnim);
mLayerOrientationAnim.clear();
return true;
}
// ---------------------------------------------------------------------------
}; // namespace android