/* * Copyright 2011 The Android Open Source Project * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef VideoLayerAndroid_h #define VideoLayerAndroid_h #if USE(ACCELERATED_COMPOSITING) #include "GLUtils.h" #include "LayerAndroid.h" #include namespace android { class SurfaceTexture; } namespace WebCore { // state get from UI thread to decide which image to draw. // PREPARING should be the progressing image // PLAYING will be the Video (Surface Texture). // Otherwise will draw a static image. // NOTE: These values are matching the ones in HTML5VideoView.java // Please keep them in sync when changed here. typedef enum {INITIALIZED, PREPARING, PREPARED, PLAYING} PlayerState; class VideoLayerAndroid : public LayerAndroid { public: VideoLayerAndroid(); explicit VideoLayerAndroid(const VideoLayerAndroid& layer); virtual bool isVideo() const { return true; } virtual LayerAndroid* copy() const { return new VideoLayerAndroid(*this); } // The following 3 functions are called in UI thread only. virtual bool drawGL(GLWebViewState*, SkMatrix& matrix); void setSurfaceTexture(sp texture, int textureName, PlayerState playerState); GLuint createBackgroundTexture(); GLuint createSpinnerOuterTexture(); GLuint createSpinnerInnerTexture(); GLuint createPosterTexture(); private: GLuint createTextureFromImage(int buttonType); void init(); // Surface texture for showing the video is actually allocated in Java side // and passed into this native code. GLuint m_textureId; sp m_surfaceTexture; PlayerState m_playerState; // Texture for showing the static image will be created at native side. // TODO: instead using a shared texture, we could make a texture pool to // show different screen shots for different videos static bool m_createdTexture; static GLuint m_backgroundTextureId; static GLuint m_posterTextureId; static GLuint m_spinnerOuterTextureId; static GLuint m_spinnerInnerTextureId; static double m_rotateDegree; static const int ROTATESTEP = 12; static const int IMAGESIZE = 64; static const IntRect buttonRect; }; } // namespace WebCore #endif // USE(ACCELERATED_COMPOSITING) #endif // VideoLayerAndroid_h