/* * Copyright (C) 2016 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. */ #include "EvsStateControl.h" #include "RenderDirectView.h" #include "RenderTopView.h" #include <stdio.h> #include <string.h> #include <log/log.h> // TODO: Seems like it'd be nice if the Vehicle HAL provided such helpers (but how & where?) inline constexpr VehiclePropertyType getPropType(VehicleProperty prop) { return static_cast<VehiclePropertyType>( static_cast<int32_t>(prop) & static_cast<int32_t>(VehiclePropertyType::MASK)); } EvsStateControl::EvsStateControl(android::sp <IVehicle> pVnet, android::sp <IEvsEnumerator> pEvs, android::sp <IEvsDisplay> pDisplay, const ConfigManager& config) : mVehicle(pVnet), mEvs(pEvs), mDisplay(pDisplay), mConfig(config), mCurrentState(OFF) { // Initialize the property value containers we'll be updating (they'll be zeroed by default) static_assert(getPropType(VehicleProperty::GEAR_SELECTION) == VehiclePropertyType::INT32, "Unexpected type for GEAR_SELECTION property"); static_assert(getPropType(VehicleProperty::TURN_SIGNAL_STATE) == VehiclePropertyType::INT32, "Unexpected type for TURN_SIGNAL_STATE property"); mGearValue.prop = static_cast<int32_t>(VehicleProperty::GEAR_SELECTION); mTurnSignalValue.prop = static_cast<int32_t>(VehicleProperty::TURN_SIGNAL_STATE); #if 0 // This way we only ever deal with cameras which exist in the system // Build our set of cameras for the states we support ALOGD("Requesting camera list"); mEvs->getCameraList([this, &config](hidl_vec<CameraDesc> cameraList) { ALOGI("Camera list callback received %zu cameras", cameraList.size()); for (auto&& cam: cameraList) { ALOGD("Found camera %s", cam.cameraId.c_str()); bool cameraConfigFound = false; // Check our configuration for information about this camera // Note that a camera can have a compound function string // such that a camera can be "right/reverse" and be used for both. // If more than one camera is listed for a given function, we'll // list all of them and let the UX/rendering logic use one, some // or all of them as appropriate. for (auto&& info: config.getCameras()) { if (cam.cameraId == info.cameraId) { // We found a match! if (info.function.find("reverse") != std::string::npos) { mCameraList[State::REVERSE].push_back(info); } if (info.function.find("right") != std::string::npos) { mCameraList[State::RIGHT].push_back(info); } if (info.function.find("left") != std::string::npos) { mCameraList[State::LEFT].push_back(info); } if (info.function.find("park") != std::string::npos) { mCameraList[State::PARKING].push_back(info); } cameraConfigFound = true; break; } } if (!cameraConfigFound) { ALOGW("No config information for hardware camera %s", cam.cameraId.c_str()); } } } ); #else // This way we use placeholders for cameras in the configuration but not reported by EVS // Build our set of cameras for the states we support ALOGD("Requesting camera list"); for (auto&& info: config.getCameras()) { if (info.function.find("reverse") != std::string::npos) { mCameraList[State::REVERSE].push_back(info); } if (info.function.find("right") != std::string::npos) { mCameraList[State::RIGHT].push_back(info); } if (info.function.find("left") != std::string::npos) { mCameraList[State::LEFT].push_back(info); } if (info.function.find("park") != std::string::npos) { mCameraList[State::PARKING].push_back(info); } } #endif ALOGD("State controller ready"); } bool EvsStateControl::startUpdateLoop() { // Create the thread and report success if it gets started mRenderThread = std::thread([this](){ updateLoop(); }); return mRenderThread.joinable(); } void EvsStateControl::postCommand(const Command& cmd) { // Push the command onto the queue watched by updateLoop mLock.lock(); mCommandQueue.push(cmd); mLock.unlock(); // Send a signal to wake updateLoop in case it is asleep mWakeSignal.notify_all(); } void EvsStateControl::updateLoop() { ALOGD("Starting EvsStateControl update loop"); bool run = true; while (run) { // Process incoming commands { std::lock_guard <std::mutex> lock(mLock); while (!mCommandQueue.empty()) { const Command& cmd = mCommandQueue.front(); switch (cmd.operation) { case Op::EXIT: run = false; break; case Op::CHECK_VEHICLE_STATE: // Just running selectStateForCurrentConditions below will take care of this break; case Op::TOUCH_EVENT: // TODO: Implement this given the x/y location of the touch event // Ignore for now break; } mCommandQueue.pop(); } } // Review vehicle state and choose an appropriate renderer if (!selectStateForCurrentConditions()) { ALOGE("selectStateForCurrentConditions failed so we're going to die"); break; } // If we have an active renderer, give it a chance to draw if (mCurrentRenderer) { // Get the output buffer we'll use to display the imagery BufferDesc tgtBuffer = {}; mDisplay->getTargetBuffer([&tgtBuffer](const BufferDesc& buff) { tgtBuffer = buff; } ); if (tgtBuffer.memHandle == nullptr) { ALOGE("Didn't get requested output buffer -- skipping this frame."); } else { // Generate our output image if (!mCurrentRenderer->drawFrame(tgtBuffer)) { // If drawing failed, we want to exit quickly so an app restart can happen run = false; } // Send the finished image back for display mDisplay->returnTargetBufferForDisplay(tgtBuffer); } } else { // No active renderer, so sleep until somebody wakes us with another command std::unique_lock<std::mutex> lock(mLock); mWakeSignal.wait(lock); } } ALOGW("EvsStateControl update loop ending"); // TODO: Fix it so we can exit cleanly from the main thread instead printf("Shutting down app due to state control loop ending\n"); ALOGE("KILLING THE APP FROM THE EvsStateControl LOOP ON DRAW FAILURE!!!"); exit(1); } bool EvsStateControl::selectStateForCurrentConditions() { static int32_t sDummyGear = int32_t(VehicleGear::GEAR_REVERSE); static int32_t sDummySignal = int32_t(VehicleTurnSignal::NONE); if (mVehicle != nullptr) { // Query the car state if (invokeGet(&mGearValue) != StatusCode::OK) { ALOGE("GEAR_SELECTION not available from vehicle. Exiting."); return false; } if ((mTurnSignalValue.prop == 0) || (invokeGet(&mTurnSignalValue) != StatusCode::OK)) { // Silently treat missing turn signal state as no turn signal active mTurnSignalValue.value.int32Values.setToExternal(&sDummySignal, 1); mTurnSignalValue.prop = 0; } } else { // While testing without a vehicle, behave as if we're in reverse for the first 20 seconds static const int kShowTime = 20; // seconds // See if it's time to turn off the default reverse camera static std::chrono::steady_clock::time_point start = std::chrono::steady_clock::now(); std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now(); if (std::chrono::duration_cast<std::chrono::seconds>(now - start).count() > kShowTime) { // Switch to drive (which should turn off the reverse camera) sDummyGear = int32_t(VehicleGear::GEAR_DRIVE); } // Build the dummy vehicle state values (treating single values as 1 element vectors) mGearValue.value.int32Values.setToExternal(&sDummyGear, 1); mTurnSignalValue.value.int32Values.setToExternal(&sDummySignal, 1); } // Choose our desired EVS state based on the current car state // TODO: Update this logic, and consider user input when choosing if a view should be presented State desiredState = OFF; if (mGearValue.value.int32Values[0] == int32_t(VehicleGear::GEAR_REVERSE)) { desiredState = REVERSE; } else if (mTurnSignalValue.value.int32Values[0] == int32_t(VehicleTurnSignal::RIGHT)) { desiredState = RIGHT; } else if (mTurnSignalValue.value.int32Values[0] == int32_t(VehicleTurnSignal::LEFT)) { desiredState = LEFT; } else if (mGearValue.value.int32Values[0] == int32_t(VehicleGear::GEAR_PARK)) { desiredState = PARKING; } // Apply the desire state return configureEvsPipeline(desiredState); } StatusCode EvsStateControl::invokeGet(VehiclePropValue *pRequestedPropValue) { StatusCode status = StatusCode::TRY_AGAIN; // Call the Vehicle HAL, which will block until the callback is complete mVehicle->get(*pRequestedPropValue, [pRequestedPropValue, &status] (StatusCode s, const VehiclePropValue& v) { status = s; if (s == StatusCode::OK) { *pRequestedPropValue = v; } } ); return status; } bool EvsStateControl::configureEvsPipeline(State desiredState) { if (mCurrentState == desiredState) { // Nothing to do here... return true; } ALOGD("Switching to state %d.", desiredState); ALOGD(" Current state %d has %zu cameras", mCurrentState, mCameraList[mCurrentState].size()); ALOGD(" Desired state %d has %zu cameras", desiredState, mCameraList[desiredState].size()); // Since we're changing states, shut down the current renderer if (mCurrentRenderer != nullptr) { mCurrentRenderer->deactivate(); mCurrentRenderer = nullptr; // It's a smart pointer, so destructs on assignment to null } // Do we need a new direct view renderer? if (mCameraList[desiredState].size() > 1 || desiredState == PARKING) { // TODO: DO we want other kinds of compound view or else sequentially selected views? mCurrentRenderer = std::make_unique<RenderTopView>(mEvs, mCameraList[desiredState], mConfig); if (!mCurrentRenderer) { ALOGE("Failed to construct top view renderer. Skipping state change."); return false; } } else if (mCameraList[desiredState].size() == 1) { // We have a camera assigned to this state for direct view mCurrentRenderer = std::make_unique<RenderDirectView>(mEvs, mCameraList[desiredState][0]); if (!mCurrentRenderer) { ALOGE("Failed to construct direct renderer. Skipping state change."); return false; } } // Now set the display state based on whether we have a video feed to show if (mCurrentRenderer == nullptr) { ALOGD("Turning off the display"); mDisplay->setDisplayState(DisplayState::NOT_VISIBLE); } else { // Start the camera stream ALOGD("Starting camera stream"); if (!mCurrentRenderer->activate()) { ALOGE("New renderer failed to activate"); return false; } // Activate the display ALOGD("Arming the display"); Return<EvsResult> result = mDisplay->setDisplayState(DisplayState::VISIBLE_ON_NEXT_FRAME); if (result != EvsResult::OK) { ALOGE("setDisplayState returned an error (%d)", (EvsResult)result); return false; } } // Record our current state ALOGI("Activated state %d.", desiredState); mCurrentState = desiredState; return true; }