Android系统的开机画面显示过程分析(11)
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bool BootAnimation::movie()
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{
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ZipFileRO& zip(mZip);
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size_t numEntries = zip.getNumEntries();
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ZipEntryRO desc = zip.findEntryByName("desc.txt");
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FileMap* descMap = zip.createEntryFileMap(desc);
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LOGE_IF(!descMap, "descMap is null");
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if (!descMap) {
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return false;
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}
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String8 desString((char const*)descMap->getDataPtr(),
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descMap->getDataLength());
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char const* s = desString.string();
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Animation animation;
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// Parse the description file
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for (;;) {
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const char* endl = strstr(s, "\n");
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if (!endl) break;
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String8 line(s, endl - s);
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const char* l = line.string();
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int fps, width, height, count, pause;
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char path[256];
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if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {
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//LOGD("> w=%d, h=%d, fps=%d", fps, width, height);
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animation.width = width;
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animation.height = height;
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animation.fps = fps;
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}
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if (sscanf(l, "p %d %d %s", &count, &pause, path) == 3) {
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//LOGD("> count=%d, pause=%d, path=%s", count, pause, path);
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Animation::Part part;
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part.count = count;
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part.pause = pause;
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part.path = path;
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animation.parts.add(part);
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}
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s = ++endl;
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}
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600 480 24
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p 1 0 part1
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p 0 10 part2
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// read all the data structures
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const size_t pcount = animation.parts.size();
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for (size_t i=0 ; i<numEntries ; i++) {
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char name[256];
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ZipEntryRO entry = zip.findEntryByIndex(i);
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if (zip.getEntryFileName(entry, name, 256) == 0) {
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const String8 entryName(name);
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const String8 path(entryName.getPathDir());
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const String8 leaf(entryName.getPathLeaf());
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if (leaf.size() > 0) {
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for (int j=0 ; j<pcount ; j++) {
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if (path == animation.parts[j].path) {
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int method;
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// supports only stored png files
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if (zip.getEntryInfo(entry, &method, 0, 0, 0, 0, 0)) {
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if (method == ZipFileRO::kCompressStored) {
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FileMap* map = zip.createEntryFileMap(entry);
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if (map) {
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Animation::Frame frame;
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frame.name = leaf;
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frame.map = map;
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Animation::Part& part(animation.parts.editItemAt(j));
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part.frames.add(frame);
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}
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}
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}
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}
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}
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}
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}
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}
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// clear screen
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glShadeModel(GL_FLAT);
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glDisable(GL_DITHER);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(mDisplay, mSurface);
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glBindTexture(GL_TEXTURE_2D, 0);
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glEnable(GL_TEXTURE_2D);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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const int xc = (mWidth - animation.width) / 2;
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const int yc = ((mHeight - animation.height) / 2);
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nsecs_t lastFrame = systemTime();
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nsecs_t frameDuration = s2ns(1) / animation.fps;
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Region clearReg(Rect(mWidth, mHeight));
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clearReg.subtractSelf(Rect(xc, yc, xc+animation.width, yc+animation.height));
前面的一系列gl函数首先用来清理屏幕,接下来的一系列gl函数用来设置OpenGL的纹理显示方式。
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for (int i=0 ; i<pcount && !exitPending() ; i++) {
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const Animation::Part& part(animation.parts[i]);
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const size_t fcount = part.frames.size();
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glBindTexture(GL_TEXTURE_2D, 0);
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for (int r=0 ; !part.count || r<part.count ; r++) {
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for (int j=0 ; j<fcount && !exitPending(); j++) {
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const Animation::Frame& frame(part.frames[j]);
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if (r > 0) {
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glBindTexture(GL_TEXTURE_2D, frame.tid);
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} else {
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if (part.count != 1) {
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glGenTextures(1, &frame.tid);
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glBindTexture(GL_TEXTURE_2D, frame.tid);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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initTexture(
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frame.map->getDataPtr(),
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frame.map->getDataLength());
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}
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if (!clearReg.isEmpty()) {
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Region::const_iterator head(clearReg.begin());
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Region::const_iterator tail(clearReg.end());
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glEnable(GL_SCISSOR_TEST);
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while (head != tail) {
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const Rect& r(*head++);
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glScissor(r.left, mHeight - r.bottom,
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r.width(), r.height());
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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glDrawTexiOES(xc, yc, 0, animation.width, animation.height);
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eglSwapBuffers(mDisplay, mSurface);
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nsecs_t now = systemTime();
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nsecs_t delay = frameDuration - (now - lastFrame);
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lastFrame = now;
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long wait = ns2us(frameDuration);
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if (wait > 0)
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usleep(wait);
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}
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usleep(part.pause * ns2us(frameDuration));
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}
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// free the textures for this part
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if (part.count != 1) {
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for (int j=0 ; j<fcount ; j++) {
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const Animation::Frame& frame(part.frames[j]);
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glDeleteTextures(1, &frame.tid);
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}
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}
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}
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return false;
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}