Merge "Support animation parts fading out" am: 21819ef3b6
Original change: https://android-review.googlesource.com/c/platform/frameworks/base/+/1466262 Change-Id: I4aa75b0c3888fa9cfbfc7434e65f27c7f4c46469
This commit is contained in:
@@ -459,6 +459,8 @@ status_t BootAnimation::readyToRun() {
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mFlingerSurface = s;
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mTargetInset = -1;
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projectSceneToWindow();
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// Register a display event receiver
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mDisplayEventReceiver = std::make_unique<DisplayEventReceiver>();
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status_t status = mDisplayEventReceiver->initCheck();
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@@ -470,6 +472,16 @@ status_t BootAnimation::readyToRun() {
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return NO_ERROR;
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}
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void BootAnimation::projectSceneToWindow() {
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glViewport(0, 0, mWidth, mHeight);
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glScissor(0, 0, mWidth, mHeight);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof(0, static_cast<float>(mWidth), 0, static_cast<float>(mHeight), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void BootAnimation::resizeSurface(int newWidth, int newHeight) {
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// We assume this function is called on the animation thread.
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if (newWidth == mWidth && newHeight == mHeight) {
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@@ -494,8 +506,8 @@ void BootAnimation::resizeSurface(int newWidth, int newHeight) {
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SLOGE("Can't make the new surface current. Error %d", eglGetError());
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return;
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}
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glViewport(0, 0, mWidth, mHeight);
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glScissor(0, 0, mWidth, mHeight);
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projectSceneToWindow();
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mSurface = surface;
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}
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@@ -776,6 +788,37 @@ status_t BootAnimation::initFont(Font* font, const char* fallback) {
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return status;
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}
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void BootAnimation::fadeFrame(const int frameLeft, const int frameBottom, const int frameWidth,
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const int frameHeight, const Animation::Part& part,
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const int fadedFramesCount) {
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glEnable(GL_BLEND);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_TEXTURE_2D);
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// avoid creating a hole due to mixing result alpha with GL_REPLACE texture
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glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
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const float alpha = static_cast<float>(fadedFramesCount) / part.framesToFadeCount;
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glColor4f(part.backgroundColor[0], part.backgroundColor[1], part.backgroundColor[2], alpha);
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const float frameStartX = static_cast<float>(frameLeft);
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const float frameStartY = static_cast<float>(frameBottom);
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const float frameEndX = frameStartX + frameWidth;
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const float frameEndY = frameStartY + frameHeight;
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const GLfloat frameRect[] = {
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frameStartX, frameStartY,
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frameEndX, frameStartY,
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frameEndX, frameEndY,
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frameStartX, frameEndY
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};
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glVertexPointer(2, GL_FLOAT, 0, frameRect);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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}
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void BootAnimation::drawText(const char* str, const Font& font, bool bold, int* x, int* y) {
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glEnable(GL_BLEND); // Allow us to draw on top of the animation
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glBindTexture(GL_TEXTURE_2D, font.texture.name);
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@@ -867,23 +910,34 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
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int height = 0;
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int count = 0;
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int pause = 0;
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int framesToFadeCount = 0;
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char path[ANIM_ENTRY_NAME_MAX];
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char color[7] = "000000"; // default to black if unspecified
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char clockPos1[TEXT_POS_LEN_MAX + 1] = "";
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char clockPos2[TEXT_POS_LEN_MAX + 1] = "";
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char pathType;
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int nextReadPos;
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if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
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// SLOGD("> w=%d, h=%d, fps=%d", width, height, fps);
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animation.width = width;
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animation.height = height;
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animation.fps = fps;
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} else if (sscanf(l, " %c %d %d %" STRTO(ANIM_PATH_MAX) "s #%6s %16s %16s",
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&pathType, &count, &pause, path, color, clockPos1, clockPos2) >= 4) {
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//SLOGD("> type=%c, count=%d, pause=%d, path=%s, color=%s, clockPos1=%s, clockPos2=%s",
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// pathType, count, pause, path, color, clockPos1, clockPos2);
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} else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n",
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&pathType, &count, &pause, path, &nextReadPos) >= 4) {
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if (pathType == 'f') {
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sscanf(l + nextReadPos, " %d #%6s %16s %16s", &framesToFadeCount, color, clockPos1,
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clockPos2);
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} else {
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sscanf(l + nextReadPos, " #%6s %16s %16s", color, clockPos1, clockPos2);
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}
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// SLOGD("> type=%c, count=%d, pause=%d, path=%s, framesToFadeCount=%d, color=%s, "
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// "clockPos1=%s, clockPos2=%s",
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// pathType, count, pause, path, framesToFadeCount, color, clockPos1, clockPos2);
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Animation::Part part;
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part.playUntilComplete = pathType == 'c';
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part.framesToFadeCount = framesToFadeCount;
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part.count = count;
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part.pause = pause;
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part.path = path;
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@@ -902,6 +956,7 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
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// SLOGD("> SYSTEM");
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Animation::Part part;
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part.playUntilComplete = false;
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part.framesToFadeCount = 0;
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part.count = 1;
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part.pause = 0;
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part.audioData = nullptr;
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@@ -1098,12 +1153,19 @@ bool BootAnimation::movie() {
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return false;
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}
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bool BootAnimation::shouldStopPlayingPart(const Animation::Part& part, const int fadedFramesCount) {
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// stop playing only if it is time to exit and it's a partial part which has been faded out
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return exitPending() && !part.playUntilComplete && fadedFramesCount >= part.framesToFadeCount;
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}
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bool BootAnimation::playAnimation(const Animation& animation) {
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const size_t pcount = animation.parts.size();
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nsecs_t frameDuration = s2ns(1) / animation.fps;
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SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",
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elapsedRealtime());
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int fadedFramesCount = 0;
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for (size_t i=0 ; i<pcount ; i++) {
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const Animation::Part& part(animation.parts[i]);
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const size_t fcount = part.frames.size();
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@@ -1117,10 +1179,9 @@ bool BootAnimation::playAnimation(const Animation& animation) {
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continue; //to next part
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}
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for (int r=0 ; !part.count || r<part.count ; r++) {
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// Exit any non playuntil complete parts immediately
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if(exitPending() && !part.playUntilComplete)
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break;
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// process the part not only while the count allows but also if already fading
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for (int r=0 ; !part.count || r<part.count || fadedFramesCount > 0 ; r++) {
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if (shouldStopPlayingPart(part, fadedFramesCount)) break;
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mCallbacks->playPart(i, part, r);
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@@ -1130,7 +1191,9 @@ bool BootAnimation::playAnimation(const Animation& animation) {
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part.backgroundColor[2],
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1.0f);
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for (size_t j=0 ; j<fcount && (!exitPending() || part.playUntilComplete) ; j++) {
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for (size_t j=0 ; j<fcount ; j++) {
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if (shouldStopPlayingPart(part, fadedFramesCount)) break;
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processDisplayEvents();
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const int animationX = (mWidth - animation.width) / 2;
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@@ -1169,11 +1232,22 @@ bool BootAnimation::playAnimation(const Animation& animation) {
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}
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// specify the y center as ceiling((mHeight - frame.trimHeight) / 2)
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// which is equivalent to mHeight - (yc + frame.trimHeight)
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glDrawTexiOES(xc, mHeight - (yc + frame.trimHeight),
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0, frame.trimWidth, frame.trimHeight);
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const int frameDrawY = mHeight - (yc + frame.trimHeight);
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glDrawTexiOES(xc, frameDrawY, 0, frame.trimWidth, frame.trimHeight);
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// if the part hasn't been stopped yet then continue fading if necessary
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if (exitPending() && part.hasFadingPhase()) {
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fadeFrame(xc, frameDrawY, frame.trimWidth, frame.trimHeight, part,
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++fadedFramesCount);
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if (fadedFramesCount >= part.framesToFadeCount) {
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fadedFramesCount = MAX_FADED_FRAMES_COUNT; // no more fading
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}
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}
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if (mClockEnabled && mTimeIsAccurate && validClock(part)) {
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drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
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}
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handleViewport(frameDuration);
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eglSwapBuffers(mDisplay, mSurface);
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@@ -1198,11 +1272,11 @@ bool BootAnimation::playAnimation(const Animation& animation) {
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usleep(part.pause * ns2us(frameDuration));
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// For infinite parts, we've now played them at least once, so perhaps exit
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if(exitPending() && !part.count && mCurrentInset >= mTargetInset)
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break;
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if (exitPending() && !part.count && mCurrentInset >= mTargetInset &&
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!part.hasFadingPhase()) {
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break; // exit the infinite non-fading part when it has been played at least once
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}
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}
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}
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// Free textures created for looping parts now that the animation is done.
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@@ -19,6 +19,7 @@
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#include <vector>
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#include <queue>
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#include <climits>
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#include <stdint.h>
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#include <sys/types.h>
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@@ -45,6 +46,8 @@ class SurfaceControl;
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class BootAnimation : public Thread, public IBinder::DeathRecipient
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{
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public:
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static constexpr int MAX_FADED_FRAMES_COUNT = std::numeric_limits<int>::max();
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struct Texture {
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GLint w;
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GLint h;
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@@ -84,10 +87,15 @@ public:
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String8 trimData;
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SortedVector<Frame> frames;
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bool playUntilComplete;
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int framesToFadeCount;
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float backgroundColor[3];
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uint8_t* audioData;
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int audioLength;
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Animation* animation;
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bool hasFadingPhase() const {
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return !playUntilComplete && framesToFadeCount > 0;
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}
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};
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int fps;
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int width;
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@@ -160,6 +168,8 @@ private:
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bool movie();
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void drawText(const char* str, const Font& font, bool bold, int* x, int* y);
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void drawClock(const Font& font, const int xPos, const int yPos);
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void fadeFrame(int frameLeft, int frameBottom, int frameWidth, int frameHeight,
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const Animation::Part& part, int fadedFramesCount);
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bool validClock(const Animation::Part& part);
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Animation* loadAnimation(const String8&);
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bool playAnimation(const Animation&);
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@@ -172,7 +182,9 @@ private:
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EGLConfig getEglConfig(const EGLDisplay&);
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ui::Size limitSurfaceSize(int width, int height) const;
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void resizeSurface(int newWidth, int newHeight);
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void projectSceneToWindow();
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bool shouldStopPlayingPart(const Animation::Part& part, int fadedFramesCount);
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void checkExit();
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void handleViewport(nsecs_t timestep);
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@@ -30,14 +30,20 @@ The first line defines the general parameters of the animation:
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It is followed by a number of rows of the form:
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TYPE COUNT PAUSE PATH [#RGBHEX [CLOCK1 [CLOCK2]]]
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TYPE COUNT PAUSE PATH [FADE [#RGBHEX [CLOCK1 [CLOCK2]]]]
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* **TYPE:** a single char indicating what type of animation segment this is:
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+ `p` -- this part will play unless interrupted by the end of the boot
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+ `c` -- this part will play to completion, no matter what
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+ `f` -- same as `p` but in addition the specified number of frames is being faded out while
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continue playing. Only the first interrupted `f` part is faded out, other subsequent `f`
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parts are skipped
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* **COUNT:** how many times to play the animation, or 0 to loop forever until boot is complete
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* **PAUSE:** number of FRAMES to delay after this part ends
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* **PATH:** directory in which to find the frames for this part (e.g. `part0`)
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* **FADE:** _(ONLY FOR `f` TYPE)_ number of frames to fade out when interrupted where `0` means
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_immediately_ which makes `f ... 0` behave like `p` and doesn't count it as a fading
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part
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* **RGBHEX:** _(OPTIONAL)_ a background color, specified as `#RRGGBB`
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* **CLOCK1, CLOCK2:** _(OPTIONAL)_ the coordinates at which to draw the current time (for watches):
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+ If only `CLOCK1` is provided it is the y-coordinate of the clock and the x-coordinate
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