• <Android Framework 之路>BootAnimation(2)


    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
    这里写图片描述

    文件名 作用
    Android.mk mk文件,编译模块使用
    AudioPlayer.cpp、AudioPlayer.h 音频播放
    BootAnimation.cpp、BootAnimation.h 开机动画的源文件和头文件
    bootanimation_main.cpp 开机动画的入口



    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;
            }
        }
    1. 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, "
    ");
            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;
        }
    1. 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);
    1. 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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  • 原文地址:https://www.cnblogs.com/lanzhi/p/6467182.html
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