bootanimation: correct logo position and size after resolution changed
The resolution may be changed while the boot animation is playing.
mInitWidth and mInitHeight store the original resolution, and then the
animation coordinate and size are recalculated according to the ratio
(mWidth/mInitWidth and mHeight/mInitHeight).
Bug: 228605923
Test: change resolution and then reboot to check the animation
Change-Id: Id09490ecf7fc4b3e1a6baf073c134f357e9b327f
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 968be3e..fb68c6d 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -577,8 +577,8 @@
mDisplay = display;
mContext = context;
mSurface = surface;
- mWidth = w;
- mHeight = h;
+ mInitWidth = mWidth = w;
+ mInitHeight = mHeight = h;
mFlingerSurfaceControl = control;
mFlingerSurface = s;
mTargetInset = -1;
@@ -611,6 +611,7 @@
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(mDisplay, mSurface);
+ mFlingerSurfaceControl->updateDefaultBufferSize(newWidth, newHeight);
const auto limitedSize = limitSurfaceSize(newWidth, newHeight);
mWidth = limitedSize.width;
mHeight = limitedSize.height;
@@ -1515,8 +1516,10 @@
processDisplayEvents();
- const int animationX = (mWidth - animation.width) / 2;
- const int animationY = (mHeight - animation.height) / 2;
+ const double ratio_w = static_cast<double>(mWidth) / mInitWidth;
+ const double ratio_h = static_cast<double>(mHeight) / mInitHeight;
+ const int animationX = (mWidth - animation.width * ratio_w) / 2;
+ const int animationY = (mHeight - animation.height * ratio_h) / 2;
const Animation::Frame& frame(part.frames[j]);
nsecs_t lastFrame = systemTime();
@@ -1532,12 +1535,16 @@
initTexture(frame.map, &w, &h, false /* don't premultiply alpha */);
}
- const int xc = animationX + frame.trimX;
- const int yc = animationY + frame.trimY;
+ const int trimWidth = frame.trimWidth * ratio_w;
+ const int trimHeight = frame.trimHeight * ratio_h;
+ const int trimX = frame.trimX * ratio_w;
+ const int trimY = frame.trimY * ratio_h;
+ const int xc = animationX + trimX;
+ const int yc = animationY + trimY;
glClear(GL_COLOR_BUFFER_BIT);
// specify the y center as ceiling((mHeight - frame.trimHeight) / 2)
// which is equivalent to mHeight - (yc + frame.trimHeight)
- const int frameDrawY = mHeight - (yc + frame.trimHeight);
+ const int frameDrawY = mHeight - (yc + trimHeight);
float fade = 0;
// if the part hasn't been stopped yet then continue fading if necessary
@@ -1554,7 +1561,7 @@
glUniform1f(mImageColorProgressLocation, colorProgress);
}
glEnable(GL_BLEND);
- drawTexturedQuad(xc, frameDrawY, frame.trimWidth, frame.trimHeight);
+ drawTexturedQuad(xc, frameDrawY, trimWidth, trimHeight);
glDisable(GL_BLEND);
if (mClockEnabled && mTimeIsAccurate && validClock(part)) {