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