<Android Framework 之路>BootAnimation(2)
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前言
上一篇主要讲解了BootAnimation是从何而来,如何启动,从开机,到SurfaceFlinger服务起来,然后到执行开机动画,如果要深入的看里面的代码,是需要花一定的时间的,我们旨在了解大致的流程,具体流程中的函数,变量意义,具体实现,读者请自研。由来已知,执行待述~
###BootAnimation执行
1. 代码位置
frameworks/base/cmds/bootanimation
目录中包含如下文件
2. 源码分析
bootanimation_main.cpp
文件中定义main函数,也就是C语言中的执行文件的入口函数
int main(int argc, char** argv){//宏定义判断是否设置进程的优先级#if defined(HAVE_PTHREADS) setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);#endif char value[PROPERTY_VALUE_MAX]; //这个配置项决定是否存在开机动画 property_get("debug.sf.nobootanimation", value, "0"); int noBootAnimation = atoi(value); ALOGI_IF(noBootAnimation, "boot animation disabled"); if (!noBootAnimation) { //创建ProcessSate对象 // 这个过程会打开/dev/binder设备,形成和内核binder机制的交互的通道; 映射fd到内存 sp<ProcessState> proc(ProcessState::self()); //创建线程并加入到线程池 ProcessState::self()->startThreadPool(); // 创建开机动画对象 sp<BootAnimation> boot = new BootAnimation(); //把主线程加入到线程池 IPCThreadState::self()->joinThreadPool(); } return 0;}
创建开机动画对象会执行到BootAnimation的构造方法,先看下BootAnimation的头文件
BootAnimation.h
......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); //Texture类定义 struct Texture { GLint w; //宽度 GLint h; //高度 GLuint name; //名称 }; //动画内容结构体 struct Animation { //动画帧 struct Frame { String8 name; FileMap* map; mutable GLuint tid; bool operator < (const Frame& rhs) const { return name < rhs.name; } }; //动画部分,因为动画可能是由几个部分组成 struct Part { int count; int pause; String8 path; SortedVector<Frame> frames; bool playUntilComplete; float backgroundColor[3]; FileMap* audioFile; }; int fps; int width; int height; Vector<Part> parts; }; status_t initTexture(Texture* texture, AssetManager& asset, const char* name); status_t initTexture(const Animation::Frame& frame); bool android(); bool readFile(const char* name, String8& outString); bool movie(); void checkExit(); sp<SurfaceComposerClient> mSession; sp<AudioPlayer> mAudioPlayer; AssetManager mAssets; Texture mAndroid[2]; int mWidth; int mHeight; EGLDisplay mDisplay; EGLDisplay mContext; EGLDisplay mSurface; sp<SurfaceControl> mFlingerSurfaceControl; sp<Surface> mFlingerSurface; ZipFileRO *mZip;};// ---------------------------------------------------------------------------}; // namespace android#endif // ANDROID_BOOTANIMATION_H
大致的定义和声明就是这么多,看下具体实现
BootAnimation.cpp
首先执行构造方法
BootAnimation::BootAnimation() : Thread(false), mZip(NULL){ //用于界面显示的mSession,与SurfaceFlinger交互的客户端 mSession = new SurfaceComposerClient();}
然后执行
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); }}
由于BootAnimation继承Thread类,首先会调用readyToRun函数
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, dummy; 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); ZipFileRO* zipFile = NULL; if ((encryptedAnimation && (access(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE, R_OK) == 0) && ((zipFile = ZipFileRO::open(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE)) != NULL)) || ((access(OEM_BOOTANIMATION_FILE, R_OK) == 0) && ((zipFile = ZipFileRO::open(OEM_BOOTANIMATION_FILE)) != NULL)) || ((access(SYSTEM_BOOTANIMATION_FILE, R_OK) == 0) && ((zipFile = ZipFileRO::open(SYSTEM_BOOTANIMATION_FILE)) != NULL))) { mZip = zipFile; } return NO_ERROR;}
上面主要做两个操作:
1. 初始化显示界面用于播放开机动画,egl的一些内容;
2. 根据手机是否加密选择不同的开机动画文件,然后拿到入口zipFile
其中用到了一个文件路径在BootAnimation.cpp的开头有定义
#define OEM_BOOTANIMATION_FILE "/oem/media/bootanimation.zip" //这个应该是OEM厂商自己定制#define SYSTEM_BOOTANIMATION_FILE "/system/media/bootanimation.zip" //正常情况下的Android原始开机动画#define SYSTEM_ENCRYPTED_BOOTANIMATION_FILE "/system/media/bootanimation-encrypted.zip" //加密手机的开机动画
readyToRun方法执行完之后,接着看threaLoop函数
bool BootAnimation::threadLoop(){ bool r; // We have no bootanimation file, so we use the stock android logo // animation. if (mZip == NULL) { r = android(); //没有开机动画文件,执行android logo } else { r = movie(); //存在开机动画文件,则执行对应的开机动画文件解析出来的内容 } 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;}
——————————————>android()
bool BootAnimation::android(){ //初始化两个纹理用于显示logo initTexture(&mAndroid[0], mAssets, "images/android-logo-mask.png"); initTexture(&mAndroid[1], mAssets, "images/android-logo-shine.png"); // clear screen 清屏 glShadeModel(GL_FLAT); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); eglSwapBuffers(mDisplay, mSurface); glEnable(GL_TEXTURE_2D); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); const GLint xc = (mWidth - mAndroid[0].w) / 2; const GLint yc = (mHeight - mAndroid[0].h) / 2; const Rect updateRect(xc, yc, xc + mAndroid[0].w, yc + mAndroid[0].h); glScissor(updateRect.left, mHeight - updateRect.bottom, updateRect.width(), updateRect.height()); // Blend state glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); const nsecs_t startTime = systemTime(); //不停的显示知道exitPending()返回true do { ...... EGLBoolean res = eglSwapBuffers(mDisplay, mSurface); ...... checkExit(); } while (!exitPending()); glDeleteTextures(1, &mAndroid[0].name); glDeleteTextures(1, &mAndroid[1].name); return false;}
主要工作,初始化显示的logo纹理,不断刷新界面直到exitPending()返回true,exitPenging()是Thread类中定义的函数,在checkExit()函数中通过requestExit()来执行退出
void BootAnimation::checkExit() { // Allow surface flinger to gracefully request shutdown char value[PROPERTY_VALUE_MAX]; //EXIT_PROP_NAME "service.bootanim.exit" 这个配置项在SurfaceFlinger的bootFinished函数中设置为1,然后这里才能退出开机动画,这个过程设计到开机启动到launcher的整个过程,这里不赘述 property_get(EXIT_PROP_NAME, value, "0"); int exitnow = atoi(value); if (exitnow) { requestExit(); if (mAudioPlayer != NULL) { mAudioPlayer->requestExit(); } }}
——————————————>movie()
movie()这个函数有点长,我们截断一点一点的看
1. 读取bootanimation.zip中的配置文件
if (!readFile("desc.txt", desString)) { return false; } char const* s = desString.string(); //读取desc.txt文件 // Create and initialize an AudioPlayer if we have an audio_conf.txt file String8 audioConf; //判断是否需要创建AudioPlayer,这部分我们暂时不关注 if (readFile("audio_conf.txt", audioConf)) { mAudioPlayer = new AudioPlayer; if (!mAudioPlayer->init(audioConf.string())) { ALOGE("mAudioPlayer.init failed"); mAudioPlayer = NULL; } }
- 解析desc.txt文件,就是上面拿到的那个char const *s
for (;;) { //一行一行的截取 const char* endl = strstr(s, "\n"); if (!endl) break; String8 line(s, endl - s); const char* l = line.string(); //几个需要捕获的参数,帧率 宽高,次数 int fps, width, height, count, pause; char path[ANIM_ENTRY_NAME_MAX]; char color[7] = "000000"; // default to black if unspecified char pathType; //读取帧率和宽高 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; } //或者读取part内容 else if (sscanf(l, " %c %d %d %s #%6s", &pathType, &count, &pause, path, color) >= 4) { // ALOGD("> type=%c, count=%d, pause=%d, path=%s, color=%s", pathType, count, pause, path, color); Animation::Part part; part.playUntilComplete = pathType == 'c'; part.count = count; part.pause = pause; part.path = path; part.audioFile = 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; } animation.parts.add(part); } s = ++endl; }
- 读取所有的数据
// read all the data structures const size_t pcount = animation.parts.size(); void *cookie = NULL; if (!mZip->startIteration(&cookie)) { return false; } ZipEntryRO entry; char name[ANIM_ENTRY_NAME_MAX]; while ((entry = mZip->nextEntry(cookie)) != NULL) { const int foundEntryName = mZip->getEntryFileName(entry, name, ANIM_ENTRY_NAME_MAX); if (foundEntryName > ANIM_ENTRY_NAME_MAX || foundEntryName == -1) { ALOGE("Error fetching entry file name"); continue; } const String8 entryName(name); const String8 path(entryName.getPathDir()); const String8 leaf(entryName.getPathLeaf()); if (leaf.size() > 0) { for (size_t j=0 ; j<pcount ; j++) { if (path == animation.parts[j].path) { int method; // supports only stored png files if (mZip->getEntryInfo(entry, &method, NULL, NULL, NULL, NULL, NULL)) { if (method == ZipFileRO::kCompressStored) { FileMap* map = mZip->createEntryFileMap(entry); if (map) { Animation::Part& part(animation.parts.editItemAt(j)); if (leaf == "audio.wav") { // a part may have at most one audio file part.audioFile = map; } else { Animation::Frame frame; frame.name = leaf; frame.map = map; part.frames.add(frame); } } } } } } } } mZip->endIteration(cookie);
- 显示动画
// clear screen glShadeModel(GL_FLAT); glDisable(GL_DITHER); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); eglSwapBuffers(mDisplay, mSurface); 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); const int xc = (mWidth - animation.width) / 2; const int yc = ((mHeight - animation.height) / 2); nsecs_t lastFrame = systemTime(); nsecs_t frameDuration = s2ns(1) / animation.fps; Region clearReg(Rect(mWidth, mHeight)); clearReg.subtractSelf(Rect(xc, yc, xc+animation.width, yc+animation.height)); 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); 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 && mAudioPlayer != NULL && part.audioFile) { mAudioPlayer->playFile(part.audioFile); } 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); } initTexture(frame); } if (!clearReg.isEmpty()) { Region::const_iterator head(clearReg.begin()); Region::const_iterator tail(clearReg.end()); glEnable(GL_SCISSOR_TEST); while (head != tail) { const Rect& r(*head++); glScissor(r.left, mHeight - r.bottom, r.width(), r.height()); glClear(GL_COLOR_BUFFER_BIT); } glDisable(GL_SCISSOR_TEST); } glDrawTexiOES(xc, yc, 0, animation.width, animation.height); 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 the textures for this part if (part.count != 1) { for (size_t j=0 ; j<fcount ; j++) { const Animation::Frame& frame(part.frames[j]); glDeleteTextures(1, &frame.tid); } } }
备注
主要工作,贴代码,加自己的理解,有问题留言。
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