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Jeff Brown5541de92011-04-11 11:54:25 -07001/*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#ifndef _UI_SPRITES_H
18#define _UI_SPRITES_H
19
20#include <utils/RefBase.h>
21#include <utils/Looper.h>
22
Mathias Agopian8335f1c2012-02-25 18:48:35 -080023#include <gui/SurfaceComposerClient.h>
Jeff Brown5541de92011-04-11 11:54:25 -070024
Garfield Tan7e3457e2020-05-28 14:31:29 -070025#include "SpriteIcon.h"
26
Jeff Brown5541de92011-04-11 11:54:25 -070027namespace android {
28
29/*
30 * Transformation matrix for a sprite.
31 */
32struct SpriteTransformationMatrix {
33 inline SpriteTransformationMatrix() : dsdx(1.0f), dtdx(0.0f), dsdy(0.0f), dtdy(1.0f) { }
Jeff Brown2352b972011-04-12 22:39:53 -070034 inline SpriteTransformationMatrix(float dsdx, float dtdx, float dsdy, float dtdy) :
35 dsdx(dsdx), dtdx(dtdx), dsdy(dsdy), dtdy(dtdy) { }
Jeff Brown5541de92011-04-11 11:54:25 -070036
37 float dsdx;
38 float dtdx;
39 float dsdy;
40 float dtdy;
41
42 inline bool operator== (const SpriteTransformationMatrix& other) {
43 return dsdx == other.dsdx
44 && dtdx == other.dtdx
45 && dsdy == other.dsdy
46 && dtdy == other.dtdy;
47 }
48
49 inline bool operator!= (const SpriteTransformationMatrix& other) {
50 return !(*this == other);
51 }
52};
53
54/*
55 * A sprite is a simple graphical object that is displayed on-screen above other layers.
56 * The basic sprite class is an interface.
57 * The implementation is provided by the sprite controller.
58 */
59class Sprite : public RefBase {
60protected:
61 Sprite() { }
62 virtual ~Sprite() { }
63
64public:
Jeff Brown2352b972011-04-12 22:39:53 -070065 enum {
66 // The base layer for pointer sprites.
67 BASE_LAYER_POINTER = 0, // reserve space for 1 pointer
68
69 // The base layer for spot sprites.
70 BASE_LAYER_SPOT = 1, // reserve space for MAX_POINTER_ID spots
71 };
72
Jeff Brown5541de92011-04-11 11:54:25 -070073 /* Sets the bitmap that is drawn by the sprite.
74 * The sprite retains a copy of the bitmap for subsequent rendering. */
Jeff Brown2352b972011-04-12 22:39:53 -070075 virtual void setIcon(const SpriteIcon& icon) = 0;
76
77 inline void clearIcon() {
78 setIcon(SpriteIcon());
79 }
Jeff Brown5541de92011-04-11 11:54:25 -070080
81 /* Sets whether the sprite is visible. */
82 virtual void setVisible(bool visible) = 0;
83
84 /* Sets the sprite position on screen, relative to the sprite's hot spot. */
85 virtual void setPosition(float x, float y) = 0;
86
87 /* Sets the layer of the sprite, relative to the system sprite overlay layer.
88 * Layer 0 is the overlay layer, > 0 appear above this layer. */
89 virtual void setLayer(int32_t layer) = 0;
90
91 /* Sets the sprite alpha blend ratio between 0.0 and 1.0. */
92 virtual void setAlpha(float alpha) = 0;
93
94 /* Sets the sprite transformation matrix. */
95 virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix) = 0;
Arthur Hungb9b32002018-12-18 17:39:43 +080096
97 /* Sets the id of the display where the sprite should be shown. */
98 virtual void setDisplayId(int32_t displayId) = 0;
Jeff Brown5541de92011-04-11 11:54:25 -070099};
100
101/*
102 * Displays sprites on the screen.
103 *
104 * This interface is used by PointerController and SpotController to draw pointers or
105 * spot representations of fingers. It is not intended for general purpose use
106 * by other components.
107 *
108 * All sprite position updates and rendering is performed asynchronously.
109 *
110 * Clients are responsible for animating sprites by periodically updating their properties.
111 */
112class SpriteController : public MessageHandler {
113protected:
114 virtual ~SpriteController();
115
116public:
117 SpriteController(const sp<Looper>& looper, int32_t overlayLayer);
118
119 /* Creates a new sprite, initially invisible. */
Garfield Tan67e479a2019-08-05 16:47:40 -0700120 virtual sp<Sprite> createSprite();
Jeff Brown5541de92011-04-11 11:54:25 -0700121
Jeff Brown2352b972011-04-12 22:39:53 -0700122 /* Opens or closes a transaction to perform a batch of sprite updates as part of
123 * a single operation such as setPosition and setAlpha. It is not necessary to
124 * open a transaction when updating a single property.
125 * Calls to openTransaction() nest and must be matched by an equal number
126 * of calls to closeTransaction(). */
Garfield Tan67e479a2019-08-05 16:47:40 -0700127 virtual void openTransaction();
128 virtual void closeTransaction();
Jeff Brown2352b972011-04-12 22:39:53 -0700129
Jeff Brown5541de92011-04-11 11:54:25 -0700130private:
131 enum {
132 MSG_UPDATE_SPRITES,
133 MSG_DISPOSE_SURFACES,
134 };
135
136 enum {
137 DIRTY_BITMAP = 1 << 0,
138 DIRTY_ALPHA = 1 << 1,
139 DIRTY_POSITION = 1 << 2,
140 DIRTY_TRANSFORMATION_MATRIX = 1 << 3,
141 DIRTY_LAYER = 1 << 4,
142 DIRTY_VISIBILITY = 1 << 5,
143 DIRTY_HOTSPOT = 1 << 6,
Arthur Hungb9b32002018-12-18 17:39:43 +0800144 DIRTY_DISPLAY_ID = 1 << 7,
Garfield Tan67e479a2019-08-05 16:47:40 -0700145 DIRTY_ICON_STYLE = 1 << 8,
Jeff Brown5541de92011-04-11 11:54:25 -0700146 };
147
148 /* Describes the state of a sprite.
149 * This structure is designed so that it can be copied during updates so that
150 * surfaces can be resized and redrawn without blocking the client by holding a lock
151 * on the sprites for a long time.
Derek Sollenberger9ca5bbe2019-08-14 15:50:59 -0400152 * Note that the SpriteIcon holds a reference to a shared (and immutable) bitmap. */
Jeff Brown5541de92011-04-11 11:54:25 -0700153 struct SpriteState {
154 inline SpriteState() :
Jeff Brown2352b972011-04-12 22:39:53 -0700155 dirty(0), visible(false),
Arthur Hungb9b32002018-12-18 17:39:43 +0800156 positionX(0), positionY(0), layer(0), alpha(1.0f), displayId(ADISPLAY_ID_DEFAULT),
Jeff Brown5541de92011-04-11 11:54:25 -0700157 surfaceWidth(0), surfaceHeight(0), surfaceDrawn(false), surfaceVisible(false) {
158 }
159
160 uint32_t dirty;
161
Jeff Brown2352b972011-04-12 22:39:53 -0700162 SpriteIcon icon;
Jeff Brown5541de92011-04-11 11:54:25 -0700163 bool visible;
164 float positionX;
165 float positionY;
166 int32_t layer;
167 float alpha;
168 SpriteTransformationMatrix transformationMatrix;
Arthur Hungb9b32002018-12-18 17:39:43 +0800169 int32_t displayId;
Jeff Brown5541de92011-04-11 11:54:25 -0700170
171 sp<SurfaceControl> surfaceControl;
172 int32_t surfaceWidth;
173 int32_t surfaceHeight;
174 bool surfaceDrawn;
175 bool surfaceVisible;
176
177 inline bool wantSurfaceVisible() const {
Jeff Brown2352b972011-04-12 22:39:53 -0700178 return visible && alpha > 0.0f && icon.isValid();
Jeff Brown5541de92011-04-11 11:54:25 -0700179 }
180 };
181
182 /* Client interface for a sprite.
183 * Requests acquire a lock on the controller, update local state and request the
184 * controller to invalidate the sprite.
185 * The real heavy lifting of creating, resizing and redrawing surfaces happens
186 * asynchronously with no locks held except in short critical section to copy
187 * the sprite state before the work and update the sprite surface control afterwards.
188 */
189 class SpriteImpl : public Sprite {
190 protected:
191 virtual ~SpriteImpl();
192
193 public:
Chih-Hung Hsieh6d09d542016-08-29 14:51:31 -0700194 explicit SpriteImpl(const sp<SpriteController> controller);
Jeff Brown5541de92011-04-11 11:54:25 -0700195
Jeff Brown2352b972011-04-12 22:39:53 -0700196 virtual void setIcon(const SpriteIcon& icon);
Jeff Brown5541de92011-04-11 11:54:25 -0700197 virtual void setVisible(bool visible);
198 virtual void setPosition(float x, float y);
199 virtual void setLayer(int32_t layer);
200 virtual void setAlpha(float alpha);
201 virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix);
Arthur Hungb9b32002018-12-18 17:39:43 +0800202 virtual void setDisplayId(int32_t displayId);
Jeff Brown5541de92011-04-11 11:54:25 -0700203
204 inline const SpriteState& getStateLocked() const {
Jeff Brown2352b972011-04-12 22:39:53 -0700205 return mLocked.state;
Jeff Brown5541de92011-04-11 11:54:25 -0700206 }
207
208 inline void resetDirtyLocked() {
Jeff Brown2352b972011-04-12 22:39:53 -0700209 mLocked.state.dirty = 0;
Jeff Brown5541de92011-04-11 11:54:25 -0700210 }
211
212 inline void setSurfaceLocked(const sp<SurfaceControl>& surfaceControl,
213 int32_t width, int32_t height, bool drawn, bool visible) {
Jeff Brown2352b972011-04-12 22:39:53 -0700214 mLocked.state.surfaceControl = surfaceControl;
215 mLocked.state.surfaceWidth = width;
216 mLocked.state.surfaceHeight = height;
217 mLocked.state.surfaceDrawn = drawn;
218 mLocked.state.surfaceVisible = visible;
Jeff Brown5541de92011-04-11 11:54:25 -0700219 }
220
221 private:
222 sp<SpriteController> mController;
223
Jeff Brown2352b972011-04-12 22:39:53 -0700224 struct Locked {
225 SpriteState state;
226 } mLocked; // guarded by mController->mLock
Jeff Brown5541de92011-04-11 11:54:25 -0700227
228 void invalidateLocked(uint32_t dirty);
229 };
230
231 /* Stores temporary information collected during the sprite update cycle. */
232 struct SpriteUpdate {
233 inline SpriteUpdate() : surfaceChanged(false) { }
234 inline SpriteUpdate(const sp<SpriteImpl> sprite, const SpriteState& state) :
235 sprite(sprite), state(state), surfaceChanged(false) {
236 }
237
238 sp<SpriteImpl> sprite;
239 SpriteState state;
240 bool surfaceChanged;
241 };
242
243 mutable Mutex mLock;
244
245 sp<Looper> mLooper;
246 const int32_t mOverlayLayer;
247 sp<WeakMessageHandler> mHandler;
248
249 sp<SurfaceComposerClient> mSurfaceComposerClient;
250
Jeff Brown2352b972011-04-12 22:39:53 -0700251 struct Locked {
252 Vector<sp<SpriteImpl> > invalidatedSprites;
253 Vector<sp<SurfaceControl> > disposedSurfaces;
254 uint32_t transactionNestingCount;
255 bool deferredSpriteUpdate;
256 } mLocked; // guarded by mLock
Jeff Brown5541de92011-04-11 11:54:25 -0700257
258 void invalidateSpriteLocked(const sp<SpriteImpl>& sprite);
259 void disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl);
260
261 void handleMessage(const Message& message);
262 void doUpdateSprites();
263 void doDisposeSurfaces();
264
265 void ensureSurfaceComposerClient();
266 sp<SurfaceControl> obtainSurface(int32_t width, int32_t height);
267};
268
269} // namespace android
270
271#endif // _UI_SPRITES_H