http://blog.csdn.net/eastmoon502136/article/details/7696928
搞定了android4.0.3的触摸屏的适配后(其实只要驱动没有什么问题,加个配置文件就很容易搞定了),新的任务就下来了,就是要寻找 android4.0.3中的鼠标是如何绘画的,哪里createSurface,哪里分配空间的。因为如果是软鼠标的话,在播放视频或者玩大型游戏的时 候是很卡的,而走overlay,硬鼠标的话,就显得很灵敏了。艰巨的任务啊,看了我好久还是没有找到鼠标是在哪里绘制的。因为android2.3是在 WindowManagerService里面new了一个surface,接着画了几条线而得到的,而android4.0.3中,找了n久还是没有发 现,可恶的android4.0.3,网上资料也没有介绍。
期间也添加了android中的power、volumeup、volumedown三个按键,虽然基本功能实现了,但是还是没有搞明白那个长按电源键 出来关机和重启等选项是怎么实现的。无聊之余,把KEY的DOWN和UP顺序对调了下,居然有点效果,在此非常疑惑。就是我本来实现的时候,input子 系统上报是
期间也添加了android中的power、volumeup、volumedown三个按键,虽然基本功能实现了,但是还是没有搞明白那个长按电源键 出来关机和重启等选项是怎么实现的。无聊之余,把KEY的DOWN和UP顺序对调了下,居然有点效果,在此非常疑惑。就是我本来实现的时候,input子 系统上报是
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- input_report_key(&button_dev, KEY_POWER, 1);
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- input_report_key(&button_dev, KEY_POWER, 0);
这样可以实现电源键的锁屏功能。但当我交换了上报的顺寻后也就是
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- input_report_key(&button_dev, KEY_POWER, 0);
- <pre class="html" name="code">input_report_key(&button_dev, KEY_POWER, 1);</pre><br>
- <pre></pre>
- <p>居 然是那个长按键的功能,不知道哪位高手可以指导一下,这个还是得等找到了鼠标绘制的地方后再深入下去吧。 一直以为surface的创建是 在WindowManagerService中实现的,没想到,这个android4.0.3居然把surface创建,鼠标绘制放在了input下了, 这个可恶的SpriteController.cpp,目录/frameworks/base/services/input /SpriteController.cpp。找得心灰意冷啊。居然中文解释说是精灵,怪不得这么难找呢。网上找了下,说java中好像是有一个 Sprite的东东,说是什么绘图时候用的,这不正好是鼠标吗,小小的精灵,难怪鼠标也是天蓝色透明的了,看来写这个代码的高手还真的别有一番寓意啊,在 此膜拜下。
- 由于本人还是菜鸟,学电子的孩子,C++和Java接触好少,看不大懂,只能简单的了解下。先看看Sprite类的定义。注释的已经很清楚了,六级都没过的我也能看懂,相信难不倒你了。</p>
- <pre class="html" name="code">class Sprite : public RefBase {
- protected:
- Sprite() { }
- virtual ~Sprite() { }
- public:
- enum {
- // The base layer for pointer sprites.
- BASE_LAYER_POINTER = 0, // reserve space for 1 pointer
- // The base layer for spot sprites.
- BASE_LAYER_SPOT = 1, // reserve space for MAX_POINTER_ID spots
- };
- /* Sets the bitmap that is drawn by the sprite.
- * The sprite retains a copy of the bitmap for subsequent rendering. */
- virtual void setIcon(const SpriteIcon& icon) = 0;
- inline void clearIcon() {
- setIcon(SpriteIcon());
- }
- /* Sets whether the sprite is visible. */
- virtual void setVisible(bool visible) = 0;
- /* Sets the sprite position on screen, relative to the sprite's hot spot. */
- virtual void setPosition(float x, float y) = 0;
- /* Sets the layer of the sprite, relative to the system sprite overlay layer.
- * Layer 0 is the overlay layer, > 0 appear above this layer. */
- virtual void setLayer(int32_t layer) = 0;
- /* Sets the sprite alpha blend ratio between 0.0 and 1.0. */
- virtual void setAlpha(float alpha) = 0;
- /* Sets the sprite transformation matrix. */
- virtual void setTransformationMatrix(const SpriteTransformationMatrix& matrix) = 0;
- };
- </pre>
- <p><br>
- 一开始的搜寻路线是找到鼠标那个png图片是哪里调用的,鼠标早就不叫mouse了,cursor或者pointer早就替换了mouse了。鼠标的图标是在EventHub发现了鼠标这个驱动</p>
- <p>(android4.0.3 中应该是cursor这个驱动)后再由frameworks/base/core/java/android/view /PointerIcon.java中的getSystemIcon()导入,然后再由 SpriteController::SpriteImpl::setIcon()(c++的类的继承,虚函数,各种纠结,只能稍微理解)设置为 Sprite这个精灵的资源。每次鼠标移动后,InputReader线程总会获取这个坐标值,然后InputDispatch会分发给 WindowManagerService,而ViewRootImpl会读取等等,这个网上讲得已经很详细了。<br>
- 对于鼠标,应该也是pointer,input目录下面还有一个PointerController,看着这个名字,就知道了,这个肯定是控制鼠标啊, 触摸屏啊什么的。具体看注释吧,写得够直</p>
- <p>白的。</p>
- <pre class="html" name="code">/**
- * Interface for tracking a mouse / touch pad pointer and touch pad spots.
- *
- * The spots are sprites on screen that visually represent the positions of
- * fingers
- *
- * The pointer controller is responsible for providing synchronization and for tracking
- * display orientation changes if needed.
- */
- class PointerControllerInterface : public virtual RefBase {
- protected:
- PointerControllerInterface() { }
- virtual ~PointerControllerInterface() { }
- public:
- /* Gets the bounds of the region that the pointer can traverse.
- * Returns true if the bounds are available. */
- virtual bool getBounds(float* outMinX, float* outMinY,
- float* outMaxX, float* outMaxY) const = 0;
- /* Move the pointer. */
- virtual void move(float deltaX, float deltaY) = 0;
- /* Sets a mask that indicates which buttons are pressed. */
- virtual void setButtonState(int32_t buttonState) = 0;
- /* Gets a mask that indicates which buttons are pressed. */
- virtual int32_t getButtonState() const = 0;
- /* Sets the absolute location of the pointer. */
- virtual void setPosition(float x, float y) = 0;
- /* Gets the absolute location of the pointer. */
- virtual void getPosition(float* outX, float* outY) const = 0;
- enum Transition {
- // Fade/unfade immediately.
- TRANSITION_IMMEDIATE,
- // Fade/unfade gradually.
- TRANSITION_GRADUAL,
- };
- /* Fades the pointer out now. */
- virtual void fade(Transition transition) = 0;
- /* Makes the pointer visible if it has faded out.
- * The pointer never unfades itself automatically. This method must be called
- * by the client whenever the pointer is moved or a button is pressed and it
- * wants to ensure that the pointer becomes visible again. */
- virtual void unfade(Transition transition) = 0;
- enum Presentation {
- // Show the mouse pointer.
- PRESENTATION_POINTER,
- // Show spots and a spot anchor in place of the mouse pointer.
- PRESENTATION_SPOT,
- };
- /* Sets the mode of the pointer controller. */
- virtual void setPresentation(Presentation presentation) = 0;
- /* Sets the spots for the current gesture.
- * The spots are not subject to the inactivity timeout like the pointer
- * itself it since they are expected to remain visible for so long as
- * the fingers are on the touch pad.
- *
- * The values of the AMOTION_EVENT_AXIS_PRESSURE axis is significant.
- * For spotCoords, pressure != 0 indicates that the spot's location is being
- * pressed (not hovering).
- */
- virtual void setSpots(const PointerCoords* spotCoords, const uint32_t* spotIdToIndex,
- BitSet32 spotIdBits) = 0;
- /* Removes all spots. */
- virtual void clearSpots() = 0;
- };
- /*
- * Pointer resources.
- */
- struct PointerResources {
- SpriteIcon spotHover;
- SpriteIcon spotTouch;
- SpriteIcon spotAnchor;
- };
- </pre>
- <p><br>
- 而 PointerController是继承PointerControllerInterface的。突然看到这下面那两行英文,这么熟悉,这么刺眼,顿 时觉得,晴空霹雳啊,明明写得这么清楚了,画pointer精灵到surface,这,,让我情何以堪,找了这么久,苍天呢,都怪C++不够好有木有,英 语不够牛有不有。其实android中很多函数的功能都在他的类的定义中有说明的,何不仔细研究.h呢?而把大把大把的时间浪费在.cpp中了,经验啊, 经验不足啊。</p>
- <pre class="html" name="code">/*
- * Tracks pointer movements and draws the pointer sprite to a surface.
- *
- * Handles pointer acceleration and animation.
- */
- class PointerController : public PointerControllerInterface, public MessageHandler
- 好了,发泄好了,而在Sprite中,最重要的就是SpriteController::doUpdateSprites()这个函数了,这里就是鼠标绘制和移动后更新的全过程了。
- void SpriteController::doUpdateSprites() {
- // Collect information about sprite updates.
- // Each sprite update record includes a reference to its associated sprite so we can
- // be certain the sprites will not be deleted while this function runs. Sprites
- // may invalidate themselves again during this time but we will handle those changes
- // in the next iteration.
- Vector<SpriteUpdate> updates;
- size_t numSprites;
- { // acquire lock
- AutoMutex _l(mLock);
- numSprites = mLocked.invalidatedSprites.size();
- for (size_t i = 0; i < numSprites; i++) {
- const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
- updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
- sprite->resetDirtyLocked();
- }
- mLocked.invalidatedSprites.clear();
- } // release lock
- // Create missing surfaces.
- bool surfaceChanged = false;
- for (size_t i = 0; i < numSprites; i++) {
- SpriteUpdate& update = updates.editItemAt(i);
- if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
- update.state.surfaceWidth = update.state.icon.bitmap.width();
- update.state.surfaceHeight = update.state.icon.bitmap.height();
- update.state.surfaceDrawn = false;
- update.state.surfaceVisible = false;
- update.state.surfaceControl = obtainSurface(
- update.state.surfaceWidth, update.state.surfaceHeight);
- if (update.state.surfaceControl != NULL) {
- update.surfaceChanged = surfaceChanged = true;
- }
- }
- }
- // Resize sprites if needed, inside a global transaction.
- bool haveGlobalTransaction = false;
- for (size_t i = 0; i < numSprites; i++) {
- SpriteUpdate& update = updates.editItemAt(i);
- if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
- int32_t desiredWidth = update.state.icon.bitmap.width();
- int32_t desiredHeight = update.state.icon.bitmap.height();
- if (update.state.surfaceWidth < desiredWidth
- || update.state.surfaceHeight < desiredHeight) {
- if (!haveGlobalTransaction) {
- SurfaceComposerClient::openGlobalTransaction();
- haveGlobalTransaction = true;
- }
- status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
- if (status) {
- LOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
- status, update.state.surfaceWidth, update.state.surfaceHeight,
- desiredWidth, desiredHeight);
- } else {
- update.state.surfaceWidth = desiredWidth;
- update.state.surfaceHeight = desiredHeight;
- update.state.surfaceDrawn = false;
- update.surfaceChanged = surfaceChanged = true;
- if (update.state.surfaceVisible) {
- status = update.state.surfaceControl->hide();
- if (status) {
- LOGE("Error %d hiding sprite surface after resize.", status);
- } else {
- update.state.surfaceVisible = false;
- }
- }
- }
- }
- }
- }
- if (haveGlobalTransaction) {
- SurfaceComposerClient::closeGlobalTransaction();
- }
- // Redraw sprites if needed.
- for (size_t i = 0; i < numSprites; i++) {
- SpriteUpdate& update = updates.editItemAt(i);
- if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
- update.state.surfaceDrawn = false;
- update.surfaceChanged = surfaceChanged = true;
- }
- if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
- && update.state.wantSurfaceVisible()) {
- sp<Surface> surface = update.state.surfaceControl->getSurface();
- Surface::SurfaceInfo surfaceInfo;
- status_t status = surface->lock(&surfaceInfo);
- if (status) {
- LOGE("Error %d locking sprite surface before drawing.", status);
- } else {
- SkBitmap surfaceBitmap;
- ssize_t bpr = surfaceInfo.s * bytesPerPixel(surfaceInfo.format);
- surfaceBitmap.setConfig(SkBitmap::kARGB_8888_Config,
- surfaceInfo.w, surfaceInfo.h, bpr);
- surfaceBitmap.setPixels(surfaceInfo.bits);
- SkCanvas surfaceCanvas;
- surfaceCanvas.setBitmapDevice(surfaceBitmap);
- SkPaint paint;
- paint.setXfermodeMode(SkXfermode::kSrc_Mode);
- surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
- if (surfaceInfo.w > uint32_t(update.state.icon.bitmap.width())) {
- paint.setColor(0); // transparent fill color
- surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
- surfaceInfo.w, update.state.icon.bitmap.height(), paint);
- }
- if (surfaceInfo.h > uint32_t(update.state.icon.bitmap.height())) {
- paint.setColor(0); // transparent fill color
- surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
- surfaceInfo.w, surfaceInfo.h, paint);
- }
- status = surface->unlockAndPost();
- if (status) {
- LOGE("Error %d unlocking and posting sprite surface after drawing.", status);
- } else {
- update.state.surfaceDrawn = true;
- update.surfaceChanged = surfaceChanged = true;
- }
- }
- }
- }
- // Set sprite surface properties and make them visible.
- bool haveTransaction = false;
- for (size_t i = 0; i < numSprites; i++) {
- SpriteUpdate& update = updates.editItemAt(i);
- bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
- && update.state.surfaceDrawn;
- bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
- bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
- if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
- || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
- | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
- | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
- status_t status;
- if (!haveTransaction) {
- SurfaceComposerClient::openGlobalTransaction();
- haveTransaction = true;
- }
- if (wantSurfaceVisibleAndDrawn
- && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
- status = update.state.surfaceControl->setAlpha(update.state.alpha);
- if (status) {
- LOGE("Error %d setting sprite surface alpha.", status);
- }
- }
- if (wantSurfaceVisibleAndDrawn
- && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
- | DIRTY_HOTSPOT)))) {
- status = update.state.surfaceControl->setPosition(
- update.state.positionX - update.state.icon.hotSpotX,
- update.state.positionY - update.state.icon.hotSpotY);
- if (status) {
- LOGE("Error %d setting sprite surface position.", status);
- }
- }
- if (wantSurfaceVisibleAndDrawn
- && (becomingVisible
- || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
- status = update.state.surfaceControl->setMatrix(
- update.state.transformationMatrix.dsdx,
- update.state.transformationMatrix.dtdx,
- update.state.transformationMatrix.dsdy,
- update.state.transformationMatrix.dtdy);
- if (status) {
- LOGE("Error %d setting sprite surface transformation matrix.", status);
- }
- }
- int32_t surfaceLayer = mOverlayLayer + update.state.layer;
- if (wantSurfaceVisibleAndDrawn
- && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
- status = update.state.surfaceControl->setLayer(surfaceLayer);
- if (status) {
- LOGE("Error %d setting sprite surface layer.", status);
- }
- }
- if (becomingVisible) {
- status = update.state.surfaceControl->show(surfaceLayer);
- if (status) {
- LOGE("Error %d showing sprite surface.", status);
- } else {
- update.state.surfaceVisible = true;
- update.surfaceChanged = surfaceChanged = true;
- }
- } else if (becomingHidden) {
- status = update.state.surfaceControl->hide();
- if (status) {
- LOGE("Error %d hiding sprite surface.", status);
- } else {
- update.state.surfaceVisible = false;
- update.surfaceChanged = surfaceChanged = true;
- }
- }
- }
- }
- if (haveTransaction) {
- SurfaceComposerClient::closeGlobalTransaction();
- }
- // If any surfaces were changed, write back the new surface properties to the sprites.
- if (surfaceChanged) { // acquire lock
- AutoMutex _l(mLock);
- for (size_t i = 0; i < numSprites; i++) {
- const SpriteUpdate& update = updates.itemAt(i);
- if (update.surfaceChanged) {
- update.sprite->setSurfaceLocked(update.state.surfaceControl,
- update.state.surfaceWidth, update.state.surfaceHeight,
- update.state.surfaceDrawn, update.state.surfaceVisible);
- }
- }
- } // release lock
- // Clear the sprite update vector outside the lock. It is very important that
- // we do not clear sprite references inside the lock since we could be releasing
- // the last remaining reference to the sprite here which would result in the
- // sprite being deleted and the lock being reacquired by the sprite destructor
- // while already held.
- updates.clear();
- }
- </pre>
- <p><br>
- 看到 update.state.surfaceControl = obtainSurface(update.state.surfaceWidth, update.state.surfaceHeight); 其实就是创建了一个surface,在一开始进入的主界面</p>
- <p>的时候,鼠标是没有的,当移动了下鼠标或者点击了下鼠标后就执行这个创建了这个surface,有logcat后的信息为证(只可惜公司nta内的东西拿不出来)。</p>
- <pre class="html" name="code">sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
- ensureSurfaceComposerClient();
- sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
- String8("Sprite"), 0, width, height, PIXEL_FORMAT_RGBA_8888);
- if (surfaceControl == NULL || !surfaceControl->isValid()
- || !surfaceControl->getSurface()->isValid()) {
- LOGE("Error creating sprite surface.");
- return NULL;
- }
- return surfaceControl;
- }
- </pre>
- <p><br>
- 而创建完后,必须得分配空间啊,surface的信息也得录入啊。具体就在下面了</p>
- <p> </p>
- <pre class="html" name="code">sp<Surface> surface = update.state.surfaceControl->getSurface();
- Surface::SurfaceInfo surfaceInfo;
- status_t status = surface->lock(&surfaceInfo);
- </pre>
- <p><br>
- 看到lock()了吗?就是这,继续跟进代码<br>
- </p>
- <pre class="html" name="code">status_t Surface::lock(SurfaceInfo* other, Region* inOutDirtyRegion) {
- ANativeWindow_Buffer outBuffer;
- ARect temp;
- ARect* inOutDirtyBounds = NULL;
- if (inOutDirtyRegion) {
- temp = inOutDirtyRegion->getBounds();
- inOutDirtyBounds = &temp;
- }
- status_t err = SurfaceTextureClient::lock(&outBuffer, inOutDirtyBounds);
- if (err == NO_ERROR) {
- other->w = uint32_t(outBuffer.width);
- other->h = uint32_t(outBuffer.height);
- other->s = uint32_t(outBuffer.stride);
- other->usage = GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN;
- other->format = uint32_t(outBuffer.format);
- other->bits = outBuffer.bits;
- }
- if (inOutDirtyRegion) {
- inOutDirtyRegion->set( static_cast<Rect const&>(temp) );
- }
- return err;
- }
- </pre>
- <p><br>
- 也 行你会说,怎么这个lock有两个参数的,明显不对吗,好吧,看来我的C++还是有点基础的,后悔以前搞ACM的时候只是一个main函数到底,没有好好 用C++来实现,要不然现在也肯定是个大牛了。看看这个 status_t lock(SurfaceInfo* info, Region* dirty = NULL);明白了吧?使用了默认的参数,刚开始还以为这个lock是假的。哈哈接着,看到了SurfaceTextureClient::lock(&outBuffer, inOutDirtyBounds);了吧,好明显的说,接着看看这个函数到底干了什么了</p>
- <pre class="html" name="code">status_t SurfaceTextureClient::lock(
- ANativeWindow_Buffer* outBuffer, ARect* inOutDirtyBounds)
- {
- if (mLockedBuffer != 0) {
- LOGE("Surface::lock failed, already locked");
- return INVALID_OPERATION;
- }
- if (!mConnectedToCpu) {
- int err = SurfaceTextureClient::connect(NATIVE_WINDOW_API_CPU);
- if (err) {
- return err;
- }
- // we're intending to do software rendering from this point
- setUsage(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN);
- }
- ANativeWindowBuffer* out;
- status_t err = dequeueBuffer(&out);
- LOGE_IF(err, "dequeueBuffer failed (%s)", strerror(-err));
- if (err == NO_ERROR) {
- sp<GraphicBuffer> backBuffer(GraphicBuffer::getSelf(out));
- err = lockBuffer(backBuffer.get());
- LOGE_IF(err, "lockBuffer (handle=%p) failed (%s)",
- backBuffer->handle, strerror(-err));
- if (err == NO_ERROR) {
- const Rect bounds(backBuffer->width, backBuffer->height);
- Region newDirtyRegion;
- if (inOutDirtyBounds) {
- newDirtyRegion.set(static_cast<Rect const&>(*inOutDirtyBounds));
- newDirtyRegion.andSelf(bounds);
- } else {
- newDirtyRegion.set(bounds);
- }
- // figure out if we can copy the frontbuffer back
- const sp<GraphicBuffer>& frontBuffer(mPostedBuffer);
- const bool canCopyBack = (frontBuffer != 0 &&
- backBuffer->width == frontBuffer->width &&
- backBuffer->height == frontBuffer->height &&
- backBuffer->format == frontBuffer->format);
- if (canCopyBack) {
- // copy the area that is invalid and not repainted this round
- const Region copyback(mOldDirtyRegion.subtract(newDirtyRegion));
- if (!copyback.isEmpty())
- copyBlt(backBuffer, frontBuffer, copyback);
- } else {
- // if we can't copy-back anything, modify the user's dirty
- // region to make sure they redraw the whole buffer
- newDirtyRegion.set(bounds);
- }
- // keep track of the are of the buffer that is "clean"
- // (ie: that will be redrawn)
- mOldDirtyRegion = newDirtyRegion;
- if (inOutDirtyBounds) {
- *inOutDirtyBounds = newDirtyRegion.getBounds();
- }
- void* vaddr;
- status_t res = backBuffer->lock(
- GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
- newDirtyRegion.bounds(), &vaddr);
- LOGW_IF(res, "failed locking buffer (handle = %p)",
- backBuffer->handle);
- mLockedBuffer = backBuffer;
- outBuffer->width = backBuffer->width;
- outBuffer->height = backBuffer->height;
- outBuffer->stride = backBuffer->stride;
- outBuffer->format = backBuffer->format;
- outBuffer->bits = vaddr;
- }
- }
- return err;
- }
- </pre>
- <p><br>
- 好了,找到了 ANativeWindowBuffer* out; status_t err = dequeueBuffer(&out);差不多告一段落了,代码看着头晕,还是分析不大来额。菜鸟有待提高,打好基础,慢慢</p>
- <p>地分析。</p>
- <pre class="html" name="code">int SurfaceTextureClient::dequeueBuffer(android_native_buffer_t** buffer) {
- LOGV("SurfaceTextureClient::dequeueBuffer");
- Mutex::Autolock lock(mMutex);
- int buf = -1;
- status_t result = mSurfaceTexture->dequeueBuffer(&buf, mReqWidth, mReqHeight,
- mReqFormat, mReqUsage);
- if (result < 0) {
- LOGV("dequeueBuffer: ISurfaceTexture::dequeueBuffer(%d, %d, %d, %d)"
- "failed: %d", mReqWidth, mReqHeight, mReqFormat, mReqUsage,
- result);
- return result;
- }
- sp<GraphicBuffer>& gbuf(mSlots[buf]);
- if (result & ISurfaceTexture::RELEASE_ALL_BUFFERS) {
- freeAllBuffers();
- }
- if ((result & ISurfaceTexture::BUFFER_NEEDS_REALLOCATION) || gbuf == 0) {
- result = mSurfaceTexture->requestBuffer(buf, &gbuf);
- if (result != NO_ERROR) {
- LOGE("dequeueBuffer: ISurfaceTexture::requestBuffer failed: %d",
- result);
- return result;
- }
- }
- *buffer = gbuf.get();
- return OK;
- }
- </pre>
- <p><br>
- 由于对surface很多的概念还不是很清楚,分析代码也有点难度。只能拿出来,慢慢啃了。快要下班了,就这么着吧。android的图形显示系统好复杂好复杂啊,看得我头都大</p>
- <p>了。不过结合板子和代码慢慢调试倒是可以理解得很好。不错。还有就是代码中的英文得好好啃,看来单词还得好好记啊。<br>
- </p>
- <pre></pre>
- <pre></pre>