Android 7.1.2(Android N) BootaAimation–开机动画显示流程
@(izhoujinjian)
高清原文
Android系统底层基于Linux Kernel, 当Kernel启动过程会创建init进程, 该进程是uoyou用户空间的鼻祖, init进程会启动servicemanager(binder服务管家), Zygote进程(Java进程的鼻祖). Zygote进程会创建 system_server进程以及各种app进程。init是Linux系统中用户空间的第一个进程(pid=1), Kerner启动后会调用/system/core/init/Init.cpp的main()方法,会解析surfaceflinger.rc中的服务。开机动画是在什么时候启动的呢?通过查看源码,android开机动画是在启动SurfaceFlinger服务时启动的。
Android N的.rc文件跟之前的版本有一些改变,具体可参考:Android 7.0 init.rc的一点改变
/frameworks/native/services/surfaceflinger/surfaceflinger.rc
service surfaceflinger /system/bin/surfaceflinger
class core
user system
group graphics drmrpc
onrestart restart zygote
writepid /dev/cpuset/system-background/tasks
surfaceflinger服务属于核心类(core class),另外,当surfaceflinger重启时会触发zygote的重启。从surfaceflinger的 Android.mk文件可知,surfaceflinger服务启动的起点便是如下main_surfaceflinger的main()函数。
/frameworks/native/services/surfaceflinger/Android.mk
LOCAL_INIT_RC := surfaceflinger.rc
......
LOCAL_SRC_FILES := \
main_surfaceflinger.cpp
......
LOCAL_MODULE := surfaceflinger
/frameworks/native/services/surfaceflinger/main_surfaceflinger.cpp
int main(int, char**) {
signal(SIGPIPE, SIG_IGN);
// When SF is launched in its own process, limit the number of
// binder threads to 4.
ProcessState::self()->setThreadPoolMaxThreadCount(4);
// start the thread pool
sp<ProcessState> ps(ProcessState::self());
ps->startThreadPool();
// instantiate surfaceflinger 实例化surfaceflinger
sp<SurfaceFlinger> flinger = new SurfaceFlinger();
setpriority(PRIO_PROCESS, 0, PRIORITY_URGENT_DISPLAY);
set_sched_policy(0, SP_FOREGROUND);
#ifdef ENABLE_CPUSETS
// Put most SurfaceFlinger threads in the system-background cpuset
// Keeps us from unnecessarily using big cores
// Do this after the binder thread pool init
set_cpuset_policy(0, SP_SYSTEM);
#endif
// initialize before clients can connect 初始化
flinger->init();
// publish surface flinger 发布surface flinger,注册到Service Manager
sp<IServiceManager> sm(defaultServiceManager());
sm->addService(String16(SurfaceFlinger::getServiceName()), flinger, false);
// publish GpuService
sp<GpuService> gpuservice = new GpuService();
sm->addService(String16(GpuService::SERVICE_NAME), gpuservice, false);
struct sched_param param = {0};
param.sched_priority = 2;
if (sched_setscheduler(0, SCHED_FIFO, ¶m) != 0) {
ALOGE("Couldn't set SCHED_FIFO");
}
// run surface flinger in this thread 运行在当前线程
flinger->run();
return 0;
}
该方法的主要功能:
设定surfaceflinger进程的binder线程池个数上限为4,并启动binder线程池;
创建SurfaceFlinger对;
设置surfaceflinger进程为高优先级以及前台调度策略;
初始化SurfaceFlinger;
将”SurfaceFlinger”服务注册到Service Manager;
在当前主线程执行SurfaceFlinger的run方法;
实例化surfaceflinger,sp<SurfaceFlinger> flinger = new SurfaceFlinger();
/frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp
SurfaceFlinger::SurfaceFlinger()
: BnSurfaceComposer(),
mTransactionFlags(0),
mTransactionPending(false),
mAnimTransactionPending(false),
mLayersRemoved(false),
mRepaintEverything(0),
mRenderEngine(NULL),
mBootTime(systemTime()),
mBuiltinDisplays(),
mVisibleRegionsDirty(false),
mGeometryInvalid(false),
mAnimCompositionPending(false),
mDebugRegion(0),
mDebugDDMS(0),
mDebugDisableHWC(0),
mDebugDisableTransformHint(0),
mDebugInSwapBuffers(0),
mLastSwapBufferTime(0),
mDebugInTransaction(0),
mLastTransactionTime(0),
mBootFinished(false),
mForceFullDamage(false),
mPrimaryDispSync("PrimaryDispSync"),
mPrimaryHWVsyncEnabled(false),
mHWVsyncAvailable(false),
mHasColorMatrix(false),
mHasPoweredOff(false),
mFrameBuckets(),
mTotalTime(0),
mLastSwapTime(0)
{
ALOGI("SurfaceFlinger is starting");
// debugging stuff...
char value[PROPERTY_VALUE_MAX];
property_get("ro.bq.gpu_to_cpu_unsupported", value, "0");
mGpuToCpuSupported = !atoi(value);
property_get("debug.sf.showupdates", value, "0");
mDebugRegion = atoi(value);
property_get("debug.sf.ddms", value, "0");
mDebugDDMS = atoi(value);
if (mDebugDDMS) {
if (!startDdmConnection()) {
// start failed, and DDMS debugging not enabled
mDebugDDMS = 0;
}
}
ALOGI_IF(mDebugRegion, "showupdates enabled");
ALOGI_IF(mDebugDDMS, "DDMS debugging enabled");
property_get("debug.sf.disable_backpressure", value, "0");
mPropagateBackpressure = !atoi(value);
ALOGI_IF(!mPropagateBackpressure, "Disabling backpressure propagation");
property_get("debug.sf.disable_hwc_vds", value, "0");
mUseHwcVirtualDisplays = !atoi(value);
ALOGI_IF(!mUseHwcVirtualDisplays, "Disabling HWC virtual displays");
}
SurfaceFlinger继承于BnSurfaceComposer: public BnInterface<ISurfaceComposer> ,class BnInterface : public INTERFACE, public BBinder,class BBinder : public IBinder,class IBinder : public virtual RefBase。
由于SurfaceFlinger继承于RefBase类,并重写了该类的onFirstRef()函数,我们知道,RefBase类的子类对象在第一次创建时,会自动调用onFirstRef()函数,因此在SurfaceFlinger对象构造完成时,将调用onFirstRef()函数。
<---SurfaceFlinger.cpp--->
void SurfaceFlinger::onFirstRef()
{
mEventQueue.init(this);
}
这里不对SurfaceFlinger的相关内容做详细介绍,本文的主要内容是介绍开机动画显示过程。
直接看SurfaceFlinger初始化 flinger->init();
<---SurfaceFlinger.cpp--->
void SurfaceFlinger::init() {
ALOGI( "SurfaceFlinger's main thread ready to run. "
"Initializing graphics H/W...");
{ // Autolock scope
Mutex::Autolock _l(mStateLock);
// initialize EGL for the default display
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(mEGLDisplay, NULL, NULL);
// start the EventThread
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
vsyncPhaseOffsetNs, true, "app");
mEventThread = new EventThread(vsyncSrc, *this);
sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
sfVsyncPhaseOffsetNs, true, "sf");
mSFEventThread = new EventThread(sfVsyncSrc, *this);
mEventQueue.setEventThread(mSFEventThread);
// set SFEventThread to SCHED_FIFO to minimize jitter
struct sched_param param = {0};
param.sched_priority = 2;
if (sched_setscheduler(mSFEventThread->getTid(), SCHED_FIFO, ¶m) != 0) {
ALOGE("Couldn't set SCHED_FIFO for SFEventThread");
}
// Get a RenderEngine for the given display / config (can't fail)
mRenderEngine = RenderEngine::create(mEGLDisplay,
HAL_PIXEL_FORMAT_RGBA_8888);
}
// Drop the state lock while we initialize the hardware composer. We drop
// the lock because on creation, it will call back into SurfaceFlinger to
// initialize the primary display.
mHwc = new HWComposer(this);
mHwc->setEventHandler(static_cast<HWComposer::EventHandler*>(this));
Mutex::Autolock _l(mStateLock);
// retrieve the EGL context that was selected/created
mEGLContext = mRenderEngine->getEGLContext();
LOG_ALWAYS_FATAL_IF(mEGLContext == EGL_NO_CONTEXT,
"couldn't create EGLContext");
// make the GLContext current so that we can create textures when creating
// Layers (which may happens before we render something)
getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);
mEventControlThread = new EventControlThread(this);
mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);
// initialize our drawing state
mDrawingState = mCurrentState;
// set initial conditions (e.g. unblank default device)
initializeDisplays();
mRenderEngine->primeCache();
// start boot animation
startBootAnim();
ALOGV("Done initializing");
}
该函数首先是初始化Android的图形显示系统,启动SurfaceFlinger事件线程,这些内容只有了解了Android的显示原理及SurfaceFlinger服务之后才能理解,这里不做介绍。当显示系统初始化完毕后,调用startBootAnim()函数来显示开机动画。
<---SurfaceFlinger.cpp--->
void SurfaceFlinger::startBootAnim() {
// start boot animation
property_set("service.bootanim.exit", "0");
property_set("ctl.start", "bootanim");
}
启动开机动画进程也是通过Android属性系统来实现的,具体启动过程可以查看Android 系统属性SystemProperty实现方式。在Android系统启动脚本bootanim .rc中配置了开机动画服务进程。
/frameworks/base/cmds/bootanimation/bootanim.rc
service bootanim /system/bin/bootanimation
class core
user graphics
group graphics audio
disabled
oneshot
writepid /dev/stune/top-app/tasks
property_set("ctl.start", "bootanim");就是启动bootanim进程来显示开机动画,该进程对应的源码位于
/frameworks/base/cmds/bootanimation/bootanimation_main.cpp
int main(){
setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);
char value[PROPERTY_VALUE_MAX];
property_get("debug.sf.nobootanimation", value, "0");
int noBootAnimation = atoi(value);
ALOGI_IF(noBootAnimation, "boot animation disabled");
if (!noBootAnimation) {
sp<ProcessState> proc(ProcessState::self());
ProcessState::self()->startThreadPool();
// create the boot animation object
sp<BootAnimation> boot = new BootAnimation();
IPCThreadState::self()->joinThreadPool();
}
return 0;
}
该函数构造了一个BootAnimation对象,同时创建了Binder线程池,并将bootanim进程的主线程注册到Binder线程池中,用于接收客户进程的Binder通信请求。
/frameworks/base/cmds/bootanimation/BootAnimation.cpp
BootAnimation::BootAnimation() : Thread(false), mClockEnabled(true), mTimeIsAccurate(false),
mTimeFormat12Hour(false), mTimeCheckThread(NULL) {
mSession = new SurfaceComposerClient();
// If the system has already booted, the animation is not being used for a boot.
mSystemBoot = !property_get_bool(BOOT_COMPLETED_PROP_NAME, 0);
}
在构造BootAnimation对象时,实例化SurfaceComposerClient对象,用于请求SurfaceFlinger显示开关机动画。由于BootAnimation类继承于RefBase,同时重写了onFirstRef()函数,因此在构造BootAnimation对象时,会调用该函数。
void BootAnimation::onFirstRef() {
status_t err = mSession->linkToComposerDeath(this);
ALOGE_IF(err, "linkToComposerDeath failed (%s) ", strerror(-err));
if (err == NO_ERROR) {
run("BootAnimation", PRIORITY_DISPLAY);
}
}
该函数首先为SurfaceComposerClient对象注册Binder死亡通知,然后调用BootAnimation的run方法,由于BootAnimation同时继承于Thread类,前面介绍SurfaceFlinger时已经介绍到,当某个类继承于Thread类时,当调用该类的run函数时,函数首先会执行readyToRun()函数来完成线程执行前的一些工作,然后线程反复执行threadLoop()函数,在BootAnimation类中,同样重新了这两个方法。
static const char OEM_BOOTANIMATION_FILE[] = "/oem/media/bootanimation.zip";
static const char SYSTEM_BOOTANIMATION_FILE[] = "/system/media/bootanimation.zip";
static const char SYSTEM_ENCRYPTED_BOOTANIMATION_FILE[] = "/system/media/bootanimation-encrypted.zip";
status_t BootAnimation::readyToRun() {
mAssets.addDefaultAssets();
sp<IBinder> dtoken(SurfaceComposerClient::getBuiltInDisplay(
ISurfaceComposer::eDisplayIdMain));
DisplayInfo dinfo;
status_t status = SurfaceComposerClient::getDisplayInfo(dtoken, &dinfo);
if (status)
return -1;
// create the native surface
sp<SurfaceControl> control = session()->createSurface(String8("BootAnimation"),
dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565);
SurfaceComposerClient::openGlobalTransaction();
control->setLayer(0x40000000);
SurfaceComposerClient::closeGlobalTransaction();
sp<Surface> s = control->getSurface();
// initialize opengl and egl
const EGLint attribs[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 0,
EGL_NONE
};
EGLint w, h;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
surface = eglCreateWindowSurface(display, config, s.get(), NULL);
context = eglCreateContext(display, config, NULL, NULL);
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
return NO_INIT;
mDisplay = display;
mContext = context;
mSurface = surface;
mWidth = w;
mHeight = h;
mFlingerSurfaceControl = control;
mFlingerSurface = s;
// If the device has encryption turned on or is in process
// of being encrypted we show the encrypted boot animation.
char decrypt[PROPERTY_VALUE_MAX];
property_get("vold.decrypt", decrypt, "");
bool encryptedAnimation = atoi(decrypt) != 0 || !strcmp("trigger_restart_min_framework", decrypt);
if (encryptedAnimation && (access(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE, R_OK) == 0)) {
mZipFileName = SYSTEM_ENCRYPTED_BOOTANIMATION_FILE;
}
else if (access(OEM_BOOTANIMATION_FILE, R_OK) == 0) {
mZipFileName = OEM_BOOTANIMATION_FILE;
}
else if (access(SYSTEM_BOOTANIMATION_FILE, R_OK) == 0) {
mZipFileName = SYSTEM_BOOTANIMATION_FILE;
}
return NO_ERROR;
}
在该函数里创建SurfaceControl对象,通过SurfaceControl对象得到Surface对象,并初始化好OpenGL,同时判断动画文件是否存在,如果不存在,则设置标志位mAndroidAnimation为true,表示显示Android滚动字样。当初始化完这些必需资源后,线程进入循环执行体threadLoop()。
bool BootAnimation::threadLoop()
{
bool r;
// We have no bootanimation file, so we use the stock android logo
// animation.如果mAndroidAnimation为true,表示动画文件不存在,则显示Android滚动字样
if (mZipFileName.isEmpty()) {
r = android();
} else {//显示动画
r = movie();
}
//资源回收
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(mDisplay, mContext);
eglDestroySurface(mDisplay, mSurface);
mFlingerSurface.clear();
mFlingerSurfaceControl.clear();
eglTerminate(mDisplay);
IPCThreadState::self()->stopProcess();
return r;
}
开机画面主要是由一个zip格式的压缩包bootanimation.zip组成,压缩包里面包含数张png格式的图片,还有一个desc.txt的文本文档,开机时按desc.txt里面的指令,屏幕上会按文件名称顺序连续的播放一张张的图片,就像播放原始的胶带影片一样,形成动画。desc.txt是一个保存形式为ANSI格式的文件,用于设置这个动画像素(大小),帧数,闪烁次数,文件夹名称等。内容如下(bootanimation.zip基于Google pixel手机Android 7.1.2):
1440 240 60
c 1 0 part0 #FFFFFF -1
c 0 0 part1 #FFFFFF -1
c 1 0 part2 #FFFFFF -1
1440 240 60 ---这里的1440 代表图片的像素(大小)宽度,240 代表图片的像素(大小)高度,60 代表帧数;
c 1 0 part0 ---这里的c代表标志符,1代表循环次数为1次,0代表阶段间隔时间为0,part0代表对应的文件夹名,为第一阶段动画图片目录;
c 0 0 part1---这里的c代表标志符,0代表本阶段无限循环,0代表阶段间隔时间为0,part1代表对应的文件夹名,为第二阶段动画图片目录;
c 1 0 part2---这里的c代表标志符,1代表本阶段无限循环,0代表阶段间隔时间为0,part2代表对应的文件夹名,为第三阶段动画图片目录;
bootanimation.gif
bootanimation.zip && bootanimation.gif
bool BootAnimation::movie()
{
//加载动画文件
Animation* animation = loadAnimation(mZipFileName);
if (animation == NULL)
return false;
bool anyPartHasClock = false;
for (size_t i=0; i < animation->parts.size(); i++) {
if(validClock(animation->parts[i])) {
anyPartHasClock = true;
break;
}
}
if (!anyPartHasClock) {
mClockEnabled = false;
}
// Check if npot textures are supported
mUseNpotTextures = false;
String8 gl_extensions;
const char* exts = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
if (!exts) {
glGetError();
} else {
gl_extensions.setTo(exts);
if ((gl_extensions.find("GL_ARB_texture_non_power_of_two") != -1) ||
(gl_extensions.find("GL_OES_texture_npot") != -1)) {
mUseNpotTextures = true;
}
}
// Blend required to draw time on top of animation frames.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_FLAT);
glDisable(GL_DITHER);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
bool clockFontInitialized = false;
if (mClockEnabled) {
clockFontInitialized =
(initFont(&animation->clockFont, CLOCK_FONT_ASSET) == NO_ERROR);
mClockEnabled = clockFontInitialized;
}
if (mClockEnabled && !updateIsTimeAccurate()) {
mTimeCheckThread = new TimeCheckThread(this);
mTimeCheckThread->run("BootAnimation::TimeCheckThread", PRIORITY_NORMAL);
}
//播放动画
playAnimation(*animation);
if (mTimeCheckThread != NULL) {
mTimeCheckThread->requestExit();
mTimeCheckThread = NULL;
}
releaseAnimation(animation);
if (clockFontInitialized) {
glDeleteTextures(1, &animation->clockFont.texture.name);
}
return false;
}
进入loadAnimation()函数。
BootAnimation::Animation* BootAnimation::loadAnimation(const String8& fn)
{
if (mLoadedFiles.indexOf(fn) >= 0) {
ALOGE("File \"%s\" is already loaded. Cyclic ref is not allowed",
fn.string());
return NULL;
}
ZipFileRO *zip = ZipFileRO::open(fn);
if (zip == NULL) {
ALOGE("Failed to open animation zip \"%s\": %s",
fn.string(), strerror(errno));
return NULL;
}
Animation *animation = new Animation;
animation->fileName = fn;
animation->zip = zip;
animation->clockFont.map = nullptr;
mLoadedFiles.add(animation->fileName);
parseAnimationDesc(*animation);
if (!preloadZip(*animation)) {
return NULL;
}
mLoadedFiles.remove(fn);
return animation;
}
bool BootAnimation::parseAnimationDesc(Animation& animation)
{
String8 desString;
//打开zip压缩文件中的desc.txt文件
if (!readFile(animation.zip, "desc.txt", desString)) {
return false;
}
char const* s = desString.string();
//解析desc.txt文件内容
// Parse the description file
for (;;) {//从字符串s中查找是否有字符串"\n",如果有,返回s中"\n"起始位置的指针,如果没有,返回null。
const char* endl = strstr(s, "\n");
if (endl == NULL) break;
String8 line(s, endl - s);
//取得文件一行内容
const char* l = line.string();
int fps = 0;
int width = 0;
int height = 0;
int count = 0;
int pause = 0;
char path[ANIM_ENTRY_NAME_MAX];
char color[7] = "000000"; // default to black if unspecified
char clockPos1[TEXT_POS_LEN_MAX + 1] = "";
char clockPos2[TEXT_POS_LEN_MAX + 1] = "";
char pathType;
//从文件第一行中读取宽度,高度,帧数
if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
// ALOGD("> w=%d, h=%d, fps=%d", width, height, fps);
animation.width = width;
animation.height = height;
animation.fps = fps;
} else if (sscanf(l, " %c %d %d %s #%6s %16s %16s",
&pathType, &count, &pause, path, color, clockPos1, clockPos2) >= 4) {
//ALOGD("> type=%c, count=%d, pause=%d, path=%s, color=%s, clockPos1=%s, clockPos2=%s",
// pathType, count, pause, path, color, clockPos1, clockPos2);
// 一个part描述一个动画文件夹内容
Animation::Part part;
part.playUntilComplete = pathType == 'c';
part.count = count;
part.pause = pause;
part.path = path;
part.audioData = NULL;
part.animation = NULL;
if (!parseColor(color, part.backgroundColor)) {
ALOGE("> invalid color '#%s'", color);
part.backgroundColor[0] = 0.0f;
part.backgroundColor[1] = 0.0f;
part.backgroundColor[2] = 0.0f;
}
parsePosition(clockPos1, clockPos2, &part.clockPosX, &part.clockPosY);
animation.parts.add(part);
}
else if (strcmp(l, "$SYSTEM") == 0) {
// ALOGD("> SYSTEM");
Animation::Part part;
part.playUntilComplete = false;
part.count = 1;
part.pause = 0;
part.audioData = NULL;
part.animation = loadAnimation(String8(SYSTEM_BOOTANIMATION_FILE));
if (part.animation != NULL)
animation.parts.add(part);
}
s = ++endl;
}
return true;
}
进入playAnimation()、releaseAnimation()数。
bool BootAnimation::playAnimation(const Animation& animation)
{
//读取动画个数
const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps;
const int animationX = (mWidth - animation.width) / 2;
const int animationY = (mHeight - animation.height) / 2;
//遍历zip压缩包中的所有文件
for (size_t i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
glBindTexture(GL_TEXTURE_2D, 0);
// Handle animation package
if (part.animation != NULL) {
playAnimation(*part.animation);
if (exitPending())
break;
continue; //to next part
}
//循环显示文件夹下的图片
for (int r=0 ; !part.count || r<part.count ; r++) {
// Exit any non playuntil complete parts immediately
if(exitPending() && !part.playUntilComplete)
break;
// only play audio file the first time we animate the part
if (r == 0 && part.audioData && playSoundsAllowed()) {
ALOGD("playing clip for part%d, size=%d", (int) i, part.audioLength);
audioplay::playClip(part.audioData, part.audioLength);
}
glClearColor(
part.backgroundColor[0],
part.backgroundColor[1],
part.backgroundColor[2],
1.0f);
for (size_t j=0 ; j<fcount && (!exitPending() || part.playUntilComplete) ; j++) {
const Animation::Frame& frame(part.frames[j]);
nsecs_t lastFrame = systemTime();
if (r > 0) {
glBindTexture(GL_TEXTURE_2D, frame.tid);
} else {
if (part.count != 1) {
glGenTextures(1, &frame.tid);
glBindTexture(GL_TEXTURE_2D, frame.tid);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
int w, h;
initTexture(frame.map, &w, &h);
}
const int xc = animationX + frame.trimX;
const int yc = animationY + frame.trimY;
Region clearReg(Rect(mWidth, mHeight));
clearReg.subtractSelf(Rect(xc, yc, xc+frame.trimWidth, yc+frame.trimHeight));
if (!clearReg.isEmpty()) {
Region::const_iterator head(clearReg.begin());
Region::const_iterator tail(clearReg.end());
glEnable(GL_SCISSOR_TEST);
while (head != tail) {
const Rect& r2(*head++);
glScissor(r2.left, mHeight - r2.bottom, r2.width(), r2.height());
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}
// specify the y center as ceiling((mHeight - frame.trimHeight) / 2)
// which is equivalent to mHeight - (yc + frame.trimHeight)
glDrawTexiOES(xc, mHeight - (yc + frame.trimHeight),
0, frame.trimWidth, frame.trimHeight);
if (mClockEnabled && mTimeIsAccurate && validClock(part)) {
drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
}
eglSwapBuffers(mDisplay, mSurface);
nsecs_t now = systemTime();
nsecs_t delay = frameDuration - (now - lastFrame);
//ALOGD("%lld, %lld", ns2ms(now - lastFrame), ns2ms(delay));
lastFrame = now;
if (delay > 0) {
struct timespec spec;
spec.tv_sec = (now + delay) / 1000000000;
spec.tv_nsec = (now + delay) % 1000000000;
int err;
do {
err = clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, NULL);
} while (err<0 && errno == EINTR);
}
checkExit();
}
usleep(part.pause * ns2us(frameDuration));
// For infinite parts, we've now played them at least once, so perhaps exit
if(exitPending() && !part.count)
break;
}
}
// Free textures created for looping parts now that the animation is done.
for (const Animation::Part& part : animation.parts) {
if (part.count != 1) {
const size_t fcount = part.frames.size();
for (size_t j = 0; j < fcount; j++) {
const Animation::Frame& frame(part.frames[j]);
glDeleteTextures(1, &frame.tid);
}
}
}
// we've finally played everything we're going to play
audioplay::setPlaying(false);
audioplay::destroy();
return true;
}
void BootAnimation::releaseAnimation(Animation* animation) const
{
for (Vector<Animation::Part>::iterator it = animation->parts.begin(),
e = animation->parts.end(); it != e; ++it) {
if (it->animation)
releaseAnimation(it->animation);
}
if (animation->zip)
delete animation->zip;
delete animation;
}
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