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authorKevin Hester <khester@google.com>2012-04-26 10:38:55 -0700
committerMathias Agopian <mathias@google.com>2012-06-19 17:38:43 -0700
commitd3782b26b2026e60a8e0d4b967a156369f2a46f8 (patch)
tree4cdd65f7346993aea94bedf15fbd91e910b74b33 /cmds
parentfe54cb6f3da7fe95d5141d97b0c6780e001ad058 (diff)
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Exit boot animation cleanly.
The desc.txt file can now mark parts as 'must finish cleanly' by using 'c' as the part line prefix rather than 'p'. If so indicated, if the bootanimation is asked to quit it will do so only after waiting to finish that part. I considered either making init.c service killing smarter or promoting bootanim to be a bindable service with a requestExit method. However, these changes are probably too big/risky given our ship date. So I used a property as a mailbox between SurfaceFlinger and bootanim. Bug: 6679877 Change-Id: I1f8dd9e7da1ea80a483b31fa14c4a5645922d774
Diffstat (limited to 'cmds')
-rw-r--r--cmds/bootanimation/BootAnimation.cpp40
-rw-r--r--cmds/bootanimation/BootAnimation.h3
2 files changed, 38 insertions, 5 deletions
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 225be9c..6b50486 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -54,6 +54,7 @@
#define USER_BOOTANIMATION_FILE "/data/local/bootanimation.zip"
#define SYSTEM_BOOTANIMATION_FILE "/system/media/bootanimation.zip"
#define SYSTEM_ENCRYPTED_BOOTANIMATION_FILE "/system/media/bootanimation-encrypted.zip"
+#define EXIT_PROP_NAME "service.bootanim.exit"
extern "C" int clock_nanosleep(clockid_t clock_id, int flags,
const struct timespec *request,
@@ -297,6 +298,9 @@ bool BootAnimation::threadLoop()
r = movie();
}
+ // No need to force exit anymore
+ property_set(EXIT_PROP_NAME, "0");
+
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(mDisplay, mContext);
eglDestroySurface(mDisplay, mSurface);
@@ -363,6 +367,8 @@ bool BootAnimation::android()
const nsecs_t sleepTime = 83333 - ns2us(systemTime() - now);
if (sleepTime > 0)
usleep(sleepTime);
+
+ checkExit();
} while (!exitPending());
glDeleteTextures(1, &mAndroid[0].name);
@@ -371,6 +377,16 @@ bool BootAnimation::android()
}
+void BootAnimation::checkExit() {
+ // Allow surface flinger to gracefully request shutdown
+ char value[PROPERTY_VALUE_MAX];
+ property_get(EXIT_PROP_NAME, value, "0");
+ int exitnow = atoi(value);
+ if (exitnow) {
+ requestExit();
+ }
+}
+
bool BootAnimation::movie()
{
ZipFileRO& zip(mZip);
@@ -397,20 +413,23 @@ bool BootAnimation::movie()
const char* l = line.string();
int fps, width, height, count, pause;
char path[256];
+ char pathType;
if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
- //ALOGD("> w=%d, h=%d, fps=%d", fps, width, height);
+ //LOGD("> w=%d, h=%d, fps=%d", width, height, fps);
animation.width = width;
animation.height = height;
animation.fps = fps;
}
- if (sscanf(l, "p %d %d %s", &count, &pause, path) == 3) {
- //ALOGD("> count=%d, pause=%d, path=%s", count, pause, path);
+ else if (sscanf(l, " %c %d %d %s", &pathType, &count, &pause, path) == 4) {
+ //LOGD("> type=%c, count=%d, pause=%d, path=%s", pathType, count, pause, path);
Animation::Part part;
+ part.playUntilComplete = pathType == 'c';
part.count = count;
part.pause = pause;
part.path = path;
animation.parts.add(part);
}
+
s = ++endl;
}
@@ -472,13 +491,17 @@ bool BootAnimation::movie()
Region clearReg(Rect(mWidth, mHeight));
clearReg.subtractSelf(Rect(xc, yc, xc+animation.width, yc+animation.height));
- for (int i=0 ; i<pcount && !exitPending() ; i++) {
+ for (int i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
glBindTexture(GL_TEXTURE_2D, 0);
for (int r=0 ; !part.count || r<part.count ; r++) {
- for (int j=0 ; j<fcount && !exitPending(); j++) {
+ // Exit any non playuntil complete parts immediately
+ if(exitPending() && !part.playUntilComplete)
+ break;
+
+ for (int j=0 ; j<fcount && (!exitPending() || part.playUntilComplete) ; j++) {
const Animation::Frame& frame(part.frames[j]);
nsecs_t lastFrame = systemTime();
@@ -525,8 +548,15 @@ bool BootAnimation::movie()
err = clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, NULL);
} while (err<0 && errno == EINTR);
}
+
+ checkExit();
}
+
usleep(part.pause * ns2us(frameDuration));
+
+ // For infinite parts, we've now played them at least once, so perhaps exit
+ if(exitPending() && !part.count)
+ break;
}
// free the textures for this part
diff --git a/cmds/bootanimation/BootAnimation.h b/cmds/bootanimation/BootAnimation.h
index 62da82f..fa908eb 100644
--- a/cmds/bootanimation/BootAnimation.h
+++ b/cmds/bootanimation/BootAnimation.h
@@ -70,6 +70,7 @@ private:
int pause;
String8 path;
SortedVector<Frame> frames;
+ bool playUntilComplete;
};
int fps;
int width;
@@ -82,6 +83,8 @@ private:
bool android();
bool movie();
+ void checkExit();
+
sp<SurfaceComposerClient> mSession;
AssetManager mAssets;
Texture mAndroid[2];