Merge "Support animation parts fading out" am: 21819ef3b6 am: 648a4c2ea4 am: 858986161e

Original change: https://android-review.googlesource.com/c/platform/frameworks/base/+/1466262

Change-Id: I12887abcae65f27d5a8c8b19acbbf63ea4833ff0
This commit is contained in:
Yegor Malyshev
2020-10-20 20:31:09 +00:00
committed by Automerger Merge Worker
3 changed files with 111 additions and 19 deletions

View File

@@ -459,6 +459,8 @@ status_t BootAnimation::readyToRun() {
mFlingerSurface = s; mFlingerSurface = s;
mTargetInset = -1; mTargetInset = -1;
projectSceneToWindow();
// Register a display event receiver // Register a display event receiver
mDisplayEventReceiver = std::make_unique<DisplayEventReceiver>(); mDisplayEventReceiver = std::make_unique<DisplayEventReceiver>();
status_t status = mDisplayEventReceiver->initCheck(); status_t status = mDisplayEventReceiver->initCheck();
@@ -470,6 +472,16 @@ status_t BootAnimation::readyToRun() {
return NO_ERROR; return NO_ERROR;
} }
void BootAnimation::projectSceneToWindow() {
glViewport(0, 0, mWidth, mHeight);
glScissor(0, 0, mWidth, mHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, static_cast<float>(mWidth), 0, static_cast<float>(mHeight), -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void BootAnimation::resizeSurface(int newWidth, int newHeight) { void BootAnimation::resizeSurface(int newWidth, int newHeight) {
// We assume this function is called on the animation thread. // We assume this function is called on the animation thread.
if (newWidth == mWidth && newHeight == mHeight) { if (newWidth == mWidth && newHeight == mHeight) {
@@ -494,8 +506,8 @@ void BootAnimation::resizeSurface(int newWidth, int newHeight) {
SLOGE("Can't make the new surface current. Error %d", eglGetError()); SLOGE("Can't make the new surface current. Error %d", eglGetError());
return; return;
} }
glViewport(0, 0, mWidth, mHeight);
glScissor(0, 0, mWidth, mHeight); projectSceneToWindow();
mSurface = surface; mSurface = surface;
} }
@@ -776,6 +788,37 @@ status_t BootAnimation::initFont(Font* font, const char* fallback) {
return status; return status;
} }
void BootAnimation::fadeFrame(const int frameLeft, const int frameBottom, const int frameWidth,
const int frameHeight, const Animation::Part& part,
const int fadedFramesCount) {
glEnable(GL_BLEND);
glEnableClientState(GL_VERTEX_ARRAY);
glDisable(GL_TEXTURE_2D);
// avoid creating a hole due to mixing result alpha with GL_REPLACE texture
glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
const float alpha = static_cast<float>(fadedFramesCount) / part.framesToFadeCount;
glColor4f(part.backgroundColor[0], part.backgroundColor[1], part.backgroundColor[2], alpha);
const float frameStartX = static_cast<float>(frameLeft);
const float frameStartY = static_cast<float>(frameBottom);
const float frameEndX = frameStartX + frameWidth;
const float frameEndY = frameStartY + frameHeight;
const GLfloat frameRect[] = {
frameStartX, frameStartY,
frameEndX, frameStartY,
frameEndX, frameEndY,
frameStartX, frameEndY
};
glVertexPointer(2, GL_FLOAT, 0, frameRect);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
void BootAnimation::drawText(const char* str, const Font& font, bool bold, int* x, int* y) { void BootAnimation::drawText(const char* str, const Font& font, bool bold, int* x, int* y) {
glEnable(GL_BLEND); // Allow us to draw on top of the animation glEnable(GL_BLEND); // Allow us to draw on top of the animation
glBindTexture(GL_TEXTURE_2D, font.texture.name); glBindTexture(GL_TEXTURE_2D, font.texture.name);
@@ -867,23 +910,34 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
int height = 0; int height = 0;
int count = 0; int count = 0;
int pause = 0; int pause = 0;
int framesToFadeCount = 0;
char path[ANIM_ENTRY_NAME_MAX]; char path[ANIM_ENTRY_NAME_MAX];
char color[7] = "000000"; // default to black if unspecified char color[7] = "000000"; // default to black if unspecified
char clockPos1[TEXT_POS_LEN_MAX + 1] = ""; char clockPos1[TEXT_POS_LEN_MAX + 1] = "";
char clockPos2[TEXT_POS_LEN_MAX + 1] = ""; char clockPos2[TEXT_POS_LEN_MAX + 1] = "";
char pathType; char pathType;
int nextReadPos;
if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) { if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
// SLOGD("> w=%d, h=%d, fps=%d", width, height, fps); // SLOGD("> w=%d, h=%d, fps=%d", width, height, fps);
animation.width = width; animation.width = width;
animation.height = height; animation.height = height;
animation.fps = fps; animation.fps = fps;
} else if (sscanf(l, " %c %d %d %" STRTO(ANIM_PATH_MAX) "s #%6s %16s %16s", } else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n",
&pathType, &count, &pause, path, color, clockPos1, clockPos2) >= 4) { &pathType, &count, &pause, path, &nextReadPos) >= 4) {
//SLOGD("> type=%c, count=%d, pause=%d, path=%s, color=%s, clockPos1=%s, clockPos2=%s", if (pathType == 'f') {
// pathType, count, pause, path, color, clockPos1, clockPos2); sscanf(l + nextReadPos, " %d #%6s %16s %16s", &framesToFadeCount, color, clockPos1,
clockPos2);
} else {
sscanf(l + nextReadPos, " #%6s %16s %16s", color, clockPos1, clockPos2);
}
// SLOGD("> type=%c, count=%d, pause=%d, path=%s, framesToFadeCount=%d, color=%s, "
// "clockPos1=%s, clockPos2=%s",
// pathType, count, pause, path, framesToFadeCount, color, clockPos1, clockPos2);
Animation::Part part; Animation::Part part;
part.playUntilComplete = pathType == 'c'; part.playUntilComplete = pathType == 'c';
part.framesToFadeCount = framesToFadeCount;
part.count = count; part.count = count;
part.pause = pause; part.pause = pause;
part.path = path; part.path = path;
@@ -902,6 +956,7 @@ bool BootAnimation::parseAnimationDesc(Animation& animation) {
// SLOGD("> SYSTEM"); // SLOGD("> SYSTEM");
Animation::Part part; Animation::Part part;
part.playUntilComplete = false; part.playUntilComplete = false;
part.framesToFadeCount = 0;
part.count = 1; part.count = 1;
part.pause = 0; part.pause = 0;
part.audioData = nullptr; part.audioData = nullptr;
@@ -1098,12 +1153,19 @@ bool BootAnimation::movie() {
return false; return false;
} }
bool BootAnimation::shouldStopPlayingPart(const Animation::Part& part, const int fadedFramesCount) {
// stop playing only if it is time to exit and it's a partial part which has been faded out
return exitPending() && !part.playUntilComplete && fadedFramesCount >= part.framesToFadeCount;
}
bool BootAnimation::playAnimation(const Animation& animation) { bool BootAnimation::playAnimation(const Animation& animation) {
const size_t pcount = animation.parts.size(); const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps; nsecs_t frameDuration = s2ns(1) / animation.fps;
SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot", SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",
elapsedRealtime()); elapsedRealtime());
int fadedFramesCount = 0;
for (size_t i=0 ; i<pcount ; i++) { for (size_t i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]); const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size(); const size_t fcount = part.frames.size();
@@ -1117,10 +1179,9 @@ bool BootAnimation::playAnimation(const Animation& animation) {
continue; //to next part continue; //to next part
} }
for (int r=0 ; !part.count || r<part.count ; r++) { // process the part not only while the count allows but also if already fading
// Exit any non playuntil complete parts immediately for (int r=0 ; !part.count || r<part.count || fadedFramesCount > 0 ; r++) {
if(exitPending() && !part.playUntilComplete) if (shouldStopPlayingPart(part, fadedFramesCount)) break;
break;
mCallbacks->playPart(i, part, r); mCallbacks->playPart(i, part, r);
@@ -1130,7 +1191,9 @@ bool BootAnimation::playAnimation(const Animation& animation) {
part.backgroundColor[2], part.backgroundColor[2],
1.0f); 1.0f);
for (size_t j=0 ; j<fcount && (!exitPending() || part.playUntilComplete) ; j++) { for (size_t j=0 ; j<fcount ; j++) {
if (shouldStopPlayingPart(part, fadedFramesCount)) break;
processDisplayEvents(); processDisplayEvents();
const int animationX = (mWidth - animation.width) / 2; const int animationX = (mWidth - animation.width) / 2;
@@ -1169,11 +1232,22 @@ bool BootAnimation::playAnimation(const Animation& animation) {
} }
// specify the y center as ceiling((mHeight - frame.trimHeight) / 2) // specify the y center as ceiling((mHeight - frame.trimHeight) / 2)
// which is equivalent to mHeight - (yc + frame.trimHeight) // which is equivalent to mHeight - (yc + frame.trimHeight)
glDrawTexiOES(xc, mHeight - (yc + frame.trimHeight), const int frameDrawY = mHeight - (yc + frame.trimHeight);
0, frame.trimWidth, frame.trimHeight); glDrawTexiOES(xc, frameDrawY, 0, frame.trimWidth, frame.trimHeight);
// if the part hasn't been stopped yet then continue fading if necessary
if (exitPending() && part.hasFadingPhase()) {
fadeFrame(xc, frameDrawY, frame.trimWidth, frame.trimHeight, part,
++fadedFramesCount);
if (fadedFramesCount >= part.framesToFadeCount) {
fadedFramesCount = MAX_FADED_FRAMES_COUNT; // no more fading
}
}
if (mClockEnabled && mTimeIsAccurate && validClock(part)) { if (mClockEnabled && mTimeIsAccurate && validClock(part)) {
drawClock(animation.clockFont, part.clockPosX, part.clockPosY); drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
} }
handleViewport(frameDuration); handleViewport(frameDuration);
eglSwapBuffers(mDisplay, mSurface); eglSwapBuffers(mDisplay, mSurface);
@@ -1198,11 +1272,11 @@ bool BootAnimation::playAnimation(const Animation& animation) {
usleep(part.pause * ns2us(frameDuration)); usleep(part.pause * ns2us(frameDuration));
// For infinite parts, we've now played them at least once, so perhaps exit if (exitPending() && !part.count && mCurrentInset >= mTargetInset &&
if(exitPending() && !part.count && mCurrentInset >= mTargetInset) !part.hasFadingPhase()) {
break; break; // exit the infinite non-fading part when it has been played at least once
}
} }
} }
// Free textures created for looping parts now that the animation is done. // Free textures created for looping parts now that the animation is done.

View File

@@ -19,6 +19,7 @@
#include <vector> #include <vector>
#include <queue> #include <queue>
#include <climits>
#include <stdint.h> #include <stdint.h>
#include <sys/types.h> #include <sys/types.h>
@@ -45,6 +46,8 @@ class SurfaceControl;
class BootAnimation : public Thread, public IBinder::DeathRecipient class BootAnimation : public Thread, public IBinder::DeathRecipient
{ {
public: public:
static constexpr int MAX_FADED_FRAMES_COUNT = std::numeric_limits<int>::max();
struct Texture { struct Texture {
GLint w; GLint w;
GLint h; GLint h;
@@ -84,10 +87,15 @@ public:
String8 trimData; String8 trimData;
SortedVector<Frame> frames; SortedVector<Frame> frames;
bool playUntilComplete; bool playUntilComplete;
int framesToFadeCount;
float backgroundColor[3]; float backgroundColor[3];
uint8_t* audioData; uint8_t* audioData;
int audioLength; int audioLength;
Animation* animation; Animation* animation;
bool hasFadingPhase() const {
return !playUntilComplete && framesToFadeCount > 0;
}
}; };
int fps; int fps;
int width; int width;
@@ -160,6 +168,8 @@ private:
bool movie(); bool movie();
void drawText(const char* str, const Font& font, bool bold, int* x, int* y); void drawText(const char* str, const Font& font, bool bold, int* x, int* y);
void drawClock(const Font& font, const int xPos, const int yPos); void drawClock(const Font& font, const int xPos, const int yPos);
void fadeFrame(int frameLeft, int frameBottom, int frameWidth, int frameHeight,
const Animation::Part& part, int fadedFramesCount);
bool validClock(const Animation::Part& part); bool validClock(const Animation::Part& part);
Animation* loadAnimation(const String8&); Animation* loadAnimation(const String8&);
bool playAnimation(const Animation&); bool playAnimation(const Animation&);
@@ -172,7 +182,9 @@ private:
EGLConfig getEglConfig(const EGLDisplay&); EGLConfig getEglConfig(const EGLDisplay&);
ui::Size limitSurfaceSize(int width, int height) const; ui::Size limitSurfaceSize(int width, int height) const;
void resizeSurface(int newWidth, int newHeight); void resizeSurface(int newWidth, int newHeight);
void projectSceneToWindow();
bool shouldStopPlayingPart(const Animation::Part& part, int fadedFramesCount);
void checkExit(); void checkExit();
void handleViewport(nsecs_t timestep); void handleViewport(nsecs_t timestep);

View File

@@ -30,14 +30,20 @@ The first line defines the general parameters of the animation:
It is followed by a number of rows of the form: It is followed by a number of rows of the form:
TYPE COUNT PAUSE PATH [#RGBHEX [CLOCK1 [CLOCK2]]] TYPE COUNT PAUSE PATH [FADE [#RGBHEX [CLOCK1 [CLOCK2]]]]
* **TYPE:** a single char indicating what type of animation segment this is: * **TYPE:** a single char indicating what type of animation segment this is:
+ `p` -- this part will play unless interrupted by the end of the boot + `p` -- this part will play unless interrupted by the end of the boot
+ `c` -- this part will play to completion, no matter what + `c` -- this part will play to completion, no matter what
+ `f` -- same as `p` but in addition the specified number of frames is being faded out while
continue playing. Only the first interrupted `f` part is faded out, other subsequent `f`
parts are skipped
* **COUNT:** how many times to play the animation, or 0 to loop forever until boot is complete * **COUNT:** how many times to play the animation, or 0 to loop forever until boot is complete
* **PAUSE:** number of FRAMES to delay after this part ends * **PAUSE:** number of FRAMES to delay after this part ends
* **PATH:** directory in which to find the frames for this part (e.g. `part0`) * **PATH:** directory in which to find the frames for this part (e.g. `part0`)
* **FADE:** _(ONLY FOR `f` TYPE)_ number of frames to fade out when interrupted where `0` means
_immediately_ which makes `f ... 0` behave like `p` and doesn't count it as a fading
part
* **RGBHEX:** _(OPTIONAL)_ a background color, specified as `#RRGGBB` * **RGBHEX:** _(OPTIONAL)_ a background color, specified as `#RRGGBB`
* **CLOCK1, CLOCK2:** _(OPTIONAL)_ the coordinates at which to draw the current time (for watches): * **CLOCK1, CLOCK2:** _(OPTIONAL)_ the coordinates at which to draw the current time (for watches):
+ If only `CLOCK1` is provided it is the y-coordinate of the clock and the x-coordinate + If only `CLOCK1` is provided it is the y-coordinate of the clock and the x-coordinate