/* * Copyright (C) 2007 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. */ #define LOG_TAG "SurfaceFlinger" #include #include #include #include #include #include "LayerBase.h" #include "LayerOrientationAnim.h" #include "LayerOrientationAnimRotate.h" #include "SurfaceFlinger.h" #include "DisplayHardware/DisplayHardware.h" #include "OrientationAnimation.h" namespace android { // --------------------------------------------------------------------------- const uint32_t LayerOrientationAnimRotate::typeInfo = LayerBase::typeInfo | 0x100; const char* const LayerOrientationAnimRotate::typeID = "LayerOrientationAnimRotate"; // --------------------------------------------------------------------------- const float ROTATION = M_PI * 0.5f; const float ROTATION_FACTOR = 1.0f; // 1.0 or 2.0 const float DURATION = ms2ns(200); const float BOUNCES_PER_SECOND = 0.8; const float BOUNCES_AMPLITUDE = (5.0f/180.f) * M_PI; LayerOrientationAnimRotate::LayerOrientationAnimRotate( SurfaceFlinger* flinger, DisplayID display, OrientationAnimation* anim, const sp& bitmapIn, const sp& bitmapOut) : LayerOrientationAnimBase(flinger, display), mAnim(anim), mBitmapIn(bitmapIn), mBitmapOut(bitmapOut), mTextureName(-1), mTextureNameIn(-1) { mStartTime = systemTime(); mFinishTime = 0; mOrientationCompleted = false; mFirstRedraw = false; mLastNormalizedTime = 0; mLastAngle = 0; mLastScale = 0; mNeedsBlending = false; const GraphicPlane& plane(graphicPlane(0)); mOriginalTargetOrientation = plane.getOrientation(); } LayerOrientationAnimRotate::~LayerOrientationAnimRotate() { if (mTextureName != -1U) { glDeleteTextures(1, &mTextureName); } if (mTextureNameIn != -1U) { glDeleteTextures(1, &mTextureNameIn); } } bool LayerOrientationAnimRotate::needsBlending() const { return mNeedsBlending; } Point LayerOrientationAnimRotate::getPhysicalSize() const { const GraphicPlane& plane(graphicPlane(0)); const DisplayHardware& hw(plane.displayHardware()); return Point(hw.getWidth(), hw.getHeight()); } void LayerOrientationAnimRotate::validateVisibility(const Transform&) { const Layer::State& s(drawingState()); const Transform tr(s.transform); const Point size(getPhysicalSize()); uint32_t w = size.x; uint32_t h = size.y; mTransformedBounds = tr.makeBounds(w, h); mLeft = tr.tx(); mTop = tr.ty(); transparentRegionScreen.clear(); mTransformed = true; } void LayerOrientationAnimRotate::onOrientationCompleted() { mFinishTime = systemTime(); mOrientationCompleted = true; mFirstRedraw = true; mNeedsBlending = true; mFlinger->invalidateLayerVisibility(this); } void LayerOrientationAnimRotate::onDraw(const Region& clip) const { // Animation... const nsecs_t now = systemTime(); float angle, scale, alpha; if (mOrientationCompleted) { if (mFirstRedraw) { // make a copy of what's on screen copybit_image_t image; mBitmapIn->getBitmapSurface(&image); const DisplayHardware& hw(graphicPlane(0).displayHardware()); hw.copyBackToImage(image); // FIXME: code below is gross mFirstRedraw = false; mNeedsBlending = false; LayerOrientationAnimRotate* self(const_cast(this)); mFlinger->invalidateLayerVisibility(self); } // make sure pick-up where we left off const float duration = DURATION * mLastNormalizedTime; const float normalizedTime = (float(now - mFinishTime) / duration); if (normalizedTime <= 1.0f) { const float squaredTime = normalizedTime*normalizedTime; angle = (ROTATION*ROTATION_FACTOR - mLastAngle)*squaredTime + mLastAngle; scale = (1.0f - mLastScale)*squaredTime + mLastScale; alpha = normalizedTime; } else { mAnim->onAnimationFinished(); angle = ROTATION; alpha = 1.0f; scale = 1.0f; } } else { // FIXME: works only for portrait framebuffers const Point size(getPhysicalSize()); const float TARGET_SCALE = size.x * (1.0f / size.y); const float normalizedTime = float(now - mStartTime) / DURATION; if (normalizedTime <= 1.0f) { mLastNormalizedTime = normalizedTime; const float squaredTime = normalizedTime*normalizedTime; angle = ROTATION * squaredTime; scale = (TARGET_SCALE - 1.0f)*squaredTime + 1.0f; alpha = 0; } else { mLastNormalizedTime = 1.0f; angle = ROTATION; if (BOUNCES_AMPLITUDE) { const float to_seconds = DURATION / seconds(1); const float phi = BOUNCES_PER_SECOND * (((normalizedTime - 1.0f) * to_seconds)*M_PI*2); angle += BOUNCES_AMPLITUDE * sinf(phi); } scale = TARGET_SCALE; alpha = 0; } mLastAngle = angle; mLastScale = scale; } drawScaled(angle, scale, alpha); } void LayerOrientationAnimRotate::drawScaled(float f, float s, float alpha) const { copybit_image_t dst; const GraphicPlane& plane(graphicPlane(0)); const DisplayHardware& hw(plane.displayHardware()); //hw.getDisplaySurface(&dst); // clear screen // TODO: with update on demand, we may be able // to not erase the screen at all during the animation glDisable(GL_BLEND); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT); const int w = dst.w; const int h = dst.h; copybit_image_t src; mBitmapIn->getBitmapSurface(&src); const copybit_rect_t srect = { 0, 0, src.w, src.h }; GGLSurface t; t.version = sizeof(GGLSurface); t.width = src.w; t.height = src.h; t.stride = src.w; t.vstride= src.h; t.format = src.format; t.data = (GGLubyte*)(intptr_t(src.base) + src.offset); if (!mOriginalTargetOrientation) { f = -f; } Transform tr; tr.set(f, w*0.5f, h*0.5f); tr.scale(s, w*0.5f, h*0.5f); // FIXME: we should not access mVertices and mDrawingState like that, // but since we control the animation, we know it's going to work okay. // eventually we'd need a more formal way of doing things like this. LayerOrientationAnimRotate& self(const_cast(*this)); tr.transform(self.mVertices[0], 0, 0); tr.transform(self.mVertices[1], 0, src.h); tr.transform(self.mVertices[2], src.w, src.h); tr.transform(self.mVertices[3], src.w, 0); if (!(mFlags & DisplayHardware::SLOW_CONFIG)) { // Too slow to do this in software self.mDrawingState.flags |= ISurfaceComposer::eLayerFilter; } if (UNLIKELY(mTextureName == -1LU)) { mTextureName = createTexture(); GLuint w=0, h=0; const Region dirty(Rect(t.width, t.height)); loadTexture(dirty, mTextureName, t, w, h); } self.mDrawingState.alpha = 255; //-int(alpha*255); const Region clip(Rect( srect.l, srect.t, srect.r, srect.b )); drawWithOpenGL(clip, mTextureName, t); if (alpha > 0) { const float sign = (!mOriginalTargetOrientation) ? 1.0f : -1.0f; tr.set(f + sign*(M_PI * 0.5f * ROTATION_FACTOR), w*0.5f, h*0.5f); tr.scale(s, w*0.5f, h*0.5f); tr.transform(self.mVertices[0], 0, 0); tr.transform(self.mVertices[1], 0, src.h); tr.transform(self.mVertices[2], src.w, src.h); tr.transform(self.mVertices[3], src.w, 0); copybit_image_t src; mBitmapIn->getBitmapSurface(&src); t.data = (GGLubyte*)(intptr_t(src.base) + src.offset); if (UNLIKELY(mTextureNameIn == -1LU)) { mTextureNameIn = createTexture(); GLuint w=0, h=0; const Region dirty(Rect(t.width, t.height)); loadTexture(dirty, mTextureNameIn, t, w, h); } self.mDrawingState.alpha = int(alpha*255); const Region clip(Rect( srect.l, srect.t, srect.r, srect.b )); drawWithOpenGL(clip, mTextureNameIn, t); } } // --------------------------------------------------------------------------- }; // namespace android