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/*
* 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 <jni.h>
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<SurfaceTexture> 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.
sp<android::SurfaceTexture> m_surfaceTexture;
PlayerState m_playerState;
// Texture for showing the static image will be created at native side.
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
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