/* * Copyright (C) 2011 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. */ #ifndef _UI_SPRITES_H #define _UI_SPRITES_H #include #include #include #include namespace android { /* * Transformation matrix for a sprite. */ struct SpriteTransformationMatrix { inline SpriteTransformationMatrix() : dsdx(1.0f), dtdx(0.0f), dsdy(0.0f), dtdy(1.0f) { } inline SpriteTransformationMatrix(float dsdx, float dtdx, float dsdy, float dtdy) : dsdx(dsdx), dtdx(dtdx), dsdy(dsdy), dtdy(dtdy) { } float dsdx; float dtdx; float dsdy; float dtdy; inline bool operator== (const SpriteTransformationMatrix& other) { return dsdx == other.dsdx && dtdx == other.dtdx && dsdy == other.dsdy && dtdy == other.dtdy; } inline bool operator!= (const SpriteTransformationMatrix& other) { return !(*this == other); } }; /* * Icon that a sprite displays, including its hotspot. */ struct SpriteIcon { inline SpriteIcon() : hotSpotX(0), hotSpotY(0) { } inline SpriteIcon(const SkBitmap& bitmap, float hotSpotX, float hotSpotY) : bitmap(bitmap), hotSpotX(hotSpotX), hotSpotY(hotSpotY) { } SkBitmap bitmap; float hotSpotX; float hotSpotY; inline SpriteIcon copy() const { SkBitmap bitmapCopy; bitmap.copyTo(&bitmapCopy, kN32_SkColorType); return SpriteIcon(bitmapCopy, hotSpotX, hotSpotY); } inline void reset() { bitmap.reset(); hotSpotX = 0; hotSpotY = 0; } inline bool isValid() const { return !bitmap.isNull() && !bitmap.empty(); } }; /* * A sprite is a simple graphical object that is displayed on-screen above other layers. * The basic sprite class is an interface. * The implementation is provided by the sprite controller. */ class Sprite : public RefBase { protected: Sprite() { } virtual ~Sprite() { } public: enum { // The base layer for pointer sprites. BASE_LAYER_POINTER = 0, // reserve space for 1 pointer // The base layer for spot sprites. BASE_LAYER_SPOT = 1, // reserve space for MAX_POINTER_ID spots }; /* Sets the bitmap that is drawn by the sprite. * The sprite retains a copy of the bitmap for subsequent rendering. */ virtual void setIcon(const SpriteIcon& icon) = 0; inline void clearIcon() { setIcon(SpriteIcon()); } /* Sets whether the sprite is visible. */ virtual void setVisible(bool visible) = 0; /* Sets the sprite position on screen, relative to the sprite's hot spot. */ virtual void setPosition(float x, float y) = 0; /* Sets the layer of the sprite, relative to the system sprite overlay layer. * Layer 0 is the overlay layer, > 0 appear above this layer. */ virtual void setLayer(int32_t layer) = 0; /* Sets the sprite alpha blend ratio between 0.0 and 1.0. */ virtual void setAlpha(float alpha) = 0; /* Sets the sprite transformation matrix. */ virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix) = 0; }; /* * Displays sprites on the screen. * * This interface is used by PointerController and SpotController to draw pointers or * spot representations of fingers. It is not intended for general purpose use * by other components. * * All sprite position updates and rendering is performed asynchronously. * * Clients are responsible for animating sprites by periodically updating their properties. */ class SpriteController : public MessageHandler { protected: virtual ~SpriteController(); public: SpriteController(const sp& looper, int32_t overlayLayer); /* Creates a new sprite, initially invisible. */ sp createSprite(); /* Opens or closes a transaction to perform a batch of sprite updates as part of * a single operation such as setPosition and setAlpha. It is not necessary to * open a transaction when updating a single property. * Calls to openTransaction() nest and must be matched by an equal number * of calls to closeTransaction(). */ void openTransaction(); void closeTransaction(); private: enum { MSG_UPDATE_SPRITES, MSG_DISPOSE_SURFACES, }; enum { DIRTY_BITMAP = 1 << 0, DIRTY_ALPHA = 1 << 1, DIRTY_POSITION = 1 << 2, DIRTY_TRANSFORMATION_MATRIX = 1 << 3, DIRTY_LAYER = 1 << 4, DIRTY_VISIBILITY = 1 << 5, DIRTY_HOTSPOT = 1 << 6, }; /* Describes the state of a sprite. * This structure is designed so that it can be copied during updates so that * surfaces can be resized and redrawn without blocking the client by holding a lock * on the sprites for a long time. * Note that the SkBitmap holds a reference to a shared (and immutable) pixel ref. */ struct SpriteState { inline SpriteState() : dirty(0), visible(false), positionX(0), positionY(0), layer(0), alpha(1.0f), surfaceWidth(0), surfaceHeight(0), surfaceDrawn(false), surfaceVisible(false) { } uint32_t dirty; SpriteIcon icon; bool visible; float positionX; float positionY; int32_t layer; float alpha; SpriteTransformationMatrix transformationMatrix; sp surfaceControl; int32_t surfaceWidth; int32_t surfaceHeight; bool surfaceDrawn; bool surfaceVisible; inline bool wantSurfaceVisible() const { return visible && alpha > 0.0f && icon.isValid(); } }; /* Client interface for a sprite. * Requests acquire a lock on the controller, update local state and request the * controller to invalidate the sprite. * The real heavy lifting of creating, resizing and redrawing surfaces happens * asynchronously with no locks held except in short critical section to copy * the sprite state before the work and update the sprite surface control afterwards. */ class SpriteImpl : public Sprite { protected: virtual ~SpriteImpl(); public: SpriteImpl(const sp controller); virtual void setIcon(const SpriteIcon& icon); virtual void setVisible(bool visible); virtual void setPosition(float x, float y); virtual void setLayer(int32_t layer); virtual void setAlpha(float alpha); virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix); inline const SpriteState& getStateLocked() const { return mLocked.state; } inline void resetDirtyLocked() { mLocked.state.dirty = 0; } inline void setSurfaceLocked(const sp& surfaceControl, int32_t width, int32_t height, bool drawn, bool visible) { mLocked.state.surfaceControl = surfaceControl; mLocked.state.surfaceWidth = width; mLocked.state.surfaceHeight = height; mLocked.state.surfaceDrawn = drawn; mLocked.state.surfaceVisible = visible; } private: sp mController; struct Locked { SpriteState state; } mLocked; // guarded by mController->mLock void invalidateLocked(uint32_t dirty); }; /* Stores temporary information collected during the sprite update cycle. */ struct SpriteUpdate { inline SpriteUpdate() : surfaceChanged(false) { } inline SpriteUpdate(const sp sprite, const SpriteState& state) : sprite(sprite), state(state), surfaceChanged(false) { } sp sprite; SpriteState state; bool surfaceChanged; }; mutable Mutex mLock; sp mLooper; const int32_t mOverlayLayer; sp mHandler; sp mSurfaceComposerClient; struct Locked { Vector > invalidatedSprites; Vector > disposedSurfaces; uint32_t transactionNestingCount; bool deferredSpriteUpdate; } mLocked; // guarded by mLock void invalidateSpriteLocked(const sp& sprite); void disposeSurfaceLocked(const sp& surfaceControl); void handleMessage(const Message& message); void doUpdateSprites(); void doDisposeSurfaces(); void ensureSurfaceComposerClient(); sp obtainSurface(int32_t width, int32_t height); }; } // namespace android #endif // _UI_SPRITES_H