/*
* 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