Support animation parts fading out
This support helps with several things:
- simpler animation structure (size, number of items)
- more room for designers avoiding thinking about exit part
- time saving as complete parts now can be safely used as fading parts
Bug: 167352662
Test: Manual testing of major/edge cases
- backward compatibility => "f 0" is mapped to "p", "p" still works
- only trimmed areas are faded out
- clock is not faded out (wear case)
- adb shell su root bootanimation
- [c, (exit) f 120, c] => "f 120" fades out and "c" completes
- [c, (exit) f 120, f 320] => "f 120" fades out and "f 320" skipped
- [c, f 16, (exit) f 120] => "f 16" played, "f 120" fades out
- [c, (exit) f 0, f 120] => "f 0" skipped, "f 120" fades out
Change-Id: I9b200ee7107ef9b3dc8d711658ed1042b83739c2
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 9c79612..046145f 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -482,6 +482,8 @@
mFlingerSurface = s;
mTargetInset = -1;
+ projectSceneToWindow();
+
// Register a display event receiver
mDisplayEventReceiver = std::make_unique<DisplayEventReceiver>();
status_t status = mDisplayEventReceiver->initCheck();
@@ -493,6 +495,16 @@
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) {
// We assume this function is called on the animation thread.
if (newWidth == mWidth && newHeight == mHeight) {
@@ -517,8 +529,8 @@
SLOGE("Can't make the new surface current. Error %d", eglGetError());
return;
}
- glViewport(0, 0, mWidth, mHeight);
- glScissor(0, 0, mWidth, mHeight);
+
+ projectSceneToWindow();
mSurface = surface;
}
@@ -799,6 +811,37 @@
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) {
glEnable(GL_BLEND); // Allow us to draw on top of the animation
glBindTexture(GL_TEXTURE_2D, font.texture.name);
@@ -890,23 +933,34 @@
int height = 0;
int count = 0;
int pause = 0;
+ int framesToFadeCount = 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;
+
+ int nextReadPos;
+
if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
// SLOGD("> 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 %" STRTO(ANIM_PATH_MAX) "s #%6s %16s %16s",
- &pathType, &count, &pause, path, color, clockPos1, clockPos2) >= 4) {
- //SLOGD("> type=%c, count=%d, pause=%d, path=%s, color=%s, clockPos1=%s, clockPos2=%s",
- // pathType, count, pause, path, color, clockPos1, clockPos2);
+ } else if (sscanf(l, "%c %d %d %" STRTO(ANIM_PATH_MAX) "s%n",
+ &pathType, &count, &pause, path, &nextReadPos) >= 4) {
+ if (pathType == 'f') {
+ 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;
part.playUntilComplete = pathType == 'c';
+ part.framesToFadeCount = framesToFadeCount;
part.count = count;
part.pause = pause;
part.path = path;
@@ -925,6 +979,7 @@
// SLOGD("> SYSTEM");
Animation::Part part;
part.playUntilComplete = false;
+ part.framesToFadeCount = 0;
part.count = 1;
part.pause = 0;
part.audioData = nullptr;
@@ -1121,12 +1176,19 @@
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) {
const size_t pcount = animation.parts.size();
nsecs_t frameDuration = s2ns(1) / animation.fps;
SLOGD("%sAnimationShownTiming start time: %" PRId64 "ms", mShuttingDown ? "Shutdown" : "Boot",
elapsedRealtime());
+
+ int fadedFramesCount = 0;
for (size_t i=0 ; i<pcount ; i++) {
const Animation::Part& part(animation.parts[i]);
const size_t fcount = part.frames.size();
@@ -1140,10 +1202,9 @@
continue; //to next part
}
- for (int r=0 ; !part.count || r<part.count ; r++) {
- // Exit any non playuntil complete parts immediately
- if(exitPending() && !part.playUntilComplete)
- break;
+ // process the part not only while the count allows but also if already fading
+ for (int r=0 ; !part.count || r<part.count || fadedFramesCount > 0 ; r++) {
+ if (shouldStopPlayingPart(part, fadedFramesCount)) break;
mCallbacks->playPart(i, part, r);
@@ -1153,7 +1214,9 @@
part.backgroundColor[2],
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();
const int animationX = (mWidth - animation.width) / 2;
@@ -1192,11 +1255,22 @@
}
// 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);
+ const int frameDrawY = mHeight - (yc + 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)) {
drawClock(animation.clockFont, part.clockPosX, part.clockPosY);
}
+
handleViewport(frameDuration);
eglSwapBuffers(mDisplay, mSurface);
@@ -1221,11 +1295,11 @@
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)
- break;
+ if (exitPending() && !part.count && mCurrentInset >= mTargetInset &&
+ !part.hasFadingPhase()) {
+ 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.