/* * Copyright (C) 2007 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_BOOTANIMATION_H #define ANDROID_BOOTANIMATION_H #include <stdint.h> #include <sys/types.h> #include <androidfw/AssetManager.h> #include <utils/Thread.h> #include <EGL/egl.h> #include <GLES/gl.h> class SkBitmap; namespace android { class AudioPlayer; class Surface; class SurfaceComposerClient; class SurfaceControl; // --------------------------------------------------------------------------- class BootAnimation : public Thread, public IBinder::DeathRecipient { public: BootAnimation(); virtual ~BootAnimation(); sp<SurfaceComposerClient> session() const; private: virtual bool threadLoop(); virtual status_t readyToRun(); virtual void onFirstRef(); virtual void binderDied(const wp<IBinder>& who); struct Texture { GLint w; GLint h; GLuint name; }; struct Animation { struct Frame { String8 name; FileMap* map; mutable GLuint tid; bool operator < (const Frame& rhs) const { return name < rhs.name; } }; struct Part { int count; // The number of times this part should repeat, 0 for infinite int pause; // The number of frames to pause for at the end of this part int clockPosY; // The y position of the clock, in pixels, from the bottom of the // display (the clock is centred horizontally). -1 to disable the clock String8 path; SortedVector<Frame> frames; bool playUntilComplete; float backgroundColor[3]; FileMap* audioFile; Animation* animation; }; int fps; int width; int height; Vector<Part> parts; String8 audioConf; String8 fileName; ZipFileRO* zip; }; status_t initTexture(Texture* texture, AssetManager& asset, const char* name); status_t initTexture(const Animation::Frame& frame); bool android(); bool movie(); void drawTime(const Texture& clockTex, const int yPos); Animation* loadAnimation(const String8&); bool playAnimation(const Animation&); void releaseAnimation(Animation*) const; bool parseAnimationDesc(Animation&); bool preloadZip(Animation &animation); void checkExit(); sp<SurfaceComposerClient> mSession; sp<AudioPlayer> mAudioPlayer; AssetManager mAssets; Texture mAndroid[2]; Texture mClock; int mWidth; int mHeight; EGLDisplay mDisplay; EGLDisplay mContext; EGLDisplay mSurface; sp<SurfaceControl> mFlingerSurfaceControl; sp<Surface> mFlingerSurface; bool mClockEnabled; String8 mZipFileName; SortedVector<String8> mLoadedFiles; }; // --------------------------------------------------------------------------- }; // namespace android #endif // ANDROID_BOOTANIMATION_H