widget/gonk/libui/SpriteController.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/widget/gonk/libui/SpriteController.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,518 @@
     1.4 +/*
     1.5 + * Copyright (C) 2011 The Android Open Source Project
     1.6 + *
     1.7 + * Licensed under the Apache License, Version 2.0 (the "License");
     1.8 + * you may not use this file except in compliance with the License.
     1.9 + * You may obtain a copy of the License at
    1.10 + *
    1.11 + *      http://www.apache.org/licenses/LICENSE-2.0
    1.12 + *
    1.13 + * Unless required by applicable law or agreed to in writing, software
    1.14 + * distributed under the License is distributed on an "AS IS" BASIS,
    1.15 + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    1.16 + * See the License for the specific language governing permissions and
    1.17 + * limitations under the License.
    1.18 + */
    1.19 +
    1.20 +#define LOG_TAG "Sprites"
    1.21 +
    1.22 +//#define LOG_NDEBUG 0
    1.23 +
    1.24 +#include "SpriteController.h"
    1.25 +
    1.26 +#include "cutils_log.h"
    1.27 +#include <utils/String8.h>
    1.28 +#ifdef HAVE_ANDROID_OS
    1.29 +#include <gui/Surface.h>
    1.30 +#endif
    1.31 +
    1.32 +#include <SkBitmap.h>
    1.33 +#include <SkCanvas.h>
    1.34 +#include <SkColor.h>
    1.35 +#include <SkPaint.h>
    1.36 +#include <SkXfermode.h>
    1.37 +#include <android/native_window.h>
    1.38 +
    1.39 +namespace android {
    1.40 +
    1.41 +// --- SpriteController ---
    1.42 +
    1.43 +SpriteController::SpriteController(const sp<Looper>& looper, int32_t overlayLayer) :
    1.44 +        mLooper(looper), mOverlayLayer(overlayLayer) {
    1.45 +#ifdef HAVE_ANDROID_OS
    1.46 +    mHandler = new WeakMessageHandler(this);
    1.47 +#endif
    1.48 +
    1.49 +    mLocked.transactionNestingCount = 0;
    1.50 +    mLocked.deferredSpriteUpdate = false;
    1.51 +}
    1.52 +
    1.53 +SpriteController::~SpriteController() {
    1.54 +#ifdef HAVE_ANDROID_OS
    1.55 +    mLooper->removeMessages(mHandler);
    1.56 +
    1.57 +    if (mSurfaceComposerClient != NULL) {
    1.58 +        mSurfaceComposerClient->dispose();
    1.59 +        mSurfaceComposerClient.clear();
    1.60 +    }
    1.61 +#endif
    1.62 +}
    1.63 +
    1.64 +sp<Sprite> SpriteController::createSprite() {
    1.65 +    return new SpriteImpl(this);
    1.66 +}
    1.67 +
    1.68 +void SpriteController::openTransaction() {
    1.69 +    AutoMutex _l(mLock);
    1.70 +
    1.71 +    mLocked.transactionNestingCount += 1;
    1.72 +}
    1.73 +
    1.74 +void SpriteController::closeTransaction() {
    1.75 +    AutoMutex _l(mLock);
    1.76 +
    1.77 +    LOG_ALWAYS_FATAL_IF(mLocked.transactionNestingCount == 0,
    1.78 +            "Sprite closeTransaction() called but there is no open sprite transaction");
    1.79 +
    1.80 +    mLocked.transactionNestingCount -= 1;
    1.81 +    if (mLocked.transactionNestingCount == 0 && mLocked.deferredSpriteUpdate) {
    1.82 +        mLocked.deferredSpriteUpdate = false;
    1.83 +#ifdef HAVE_ANDROID_OS
    1.84 +        mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
    1.85 +#endif
    1.86 +    }
    1.87 +}
    1.88 +
    1.89 +void SpriteController::invalidateSpriteLocked(const sp<SpriteImpl>& sprite) {
    1.90 +    bool wasEmpty = mLocked.invalidatedSprites.isEmpty();
    1.91 +    mLocked.invalidatedSprites.push(sprite);
    1.92 +    if (wasEmpty) {
    1.93 +        if (mLocked.transactionNestingCount != 0) {
    1.94 +            mLocked.deferredSpriteUpdate = true;
    1.95 +        } else {
    1.96 +#ifdef HAVE_ANDROID_OS
    1.97 +            mLooper->sendMessage(mHandler, Message(MSG_UPDATE_SPRITES));
    1.98 +#endif
    1.99 +        }
   1.100 +    }
   1.101 +}
   1.102 +
   1.103 +#ifdef HAVE_ANDROID_OS
   1.104 +void SpriteController::disposeSurfaceLocked(const sp<SurfaceControl>& surfaceControl) {
   1.105 +    bool wasEmpty = mLocked.disposedSurfaces.isEmpty();
   1.106 +    mLocked.disposedSurfaces.push(surfaceControl);
   1.107 +    if (wasEmpty) {
   1.108 +        mLooper->sendMessage(mHandler, Message(MSG_DISPOSE_SURFACES));
   1.109 +    }
   1.110 +}
   1.111 +
   1.112 +void SpriteController::handleMessage(const Message& message) {
   1.113 +    switch (message.what) {
   1.114 +    case MSG_UPDATE_SPRITES:
   1.115 +        doUpdateSprites();
   1.116 +        break;
   1.117 +    case MSG_DISPOSE_SURFACES:
   1.118 +        doDisposeSurfaces();
   1.119 +        break;
   1.120 +    }
   1.121 +}
   1.122 +#endif
   1.123 +
   1.124 +void SpriteController::doUpdateSprites() {
   1.125 +    // Collect information about sprite updates.
   1.126 +    // Each sprite update record includes a reference to its associated sprite so we can
   1.127 +    // be certain the sprites will not be deleted while this function runs.  Sprites
   1.128 +    // may invalidate themselves again during this time but we will handle those changes
   1.129 +    // in the next iteration.
   1.130 +    Vector<SpriteUpdate> updates;
   1.131 +    size_t numSprites;
   1.132 +    { // acquire lock
   1.133 +        AutoMutex _l(mLock);
   1.134 +
   1.135 +        numSprites = mLocked.invalidatedSprites.size();
   1.136 +        for (size_t i = 0; i < numSprites; i++) {
   1.137 +            const sp<SpriteImpl>& sprite = mLocked.invalidatedSprites.itemAt(i);
   1.138 +
   1.139 +            updates.push(SpriteUpdate(sprite, sprite->getStateLocked()));
   1.140 +            sprite->resetDirtyLocked();
   1.141 +        }
   1.142 +        mLocked.invalidatedSprites.clear();
   1.143 +    } // release lock
   1.144 +
   1.145 +    // Create missing surfaces.
   1.146 +    bool surfaceChanged = false;
   1.147 +    for (size_t i = 0; i < numSprites; i++) {
   1.148 +        SpriteUpdate& update = updates.editItemAt(i);
   1.149 +
   1.150 +#ifdef HAVE_ANDROID_OS
   1.151 +        if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) {
   1.152 +            update.state.surfaceWidth = update.state.icon.bitmap.width();
   1.153 +            update.state.surfaceHeight = update.state.icon.bitmap.height();
   1.154 +            update.state.surfaceDrawn = false;
   1.155 +            update.state.surfaceVisible = false;
   1.156 +            update.state.surfaceControl = obtainSurface(
   1.157 +                    update.state.surfaceWidth, update.state.surfaceHeight);
   1.158 +            if (update.state.surfaceControl != NULL) {
   1.159 +                update.surfaceChanged = surfaceChanged = true;
   1.160 +            }
   1.161 +        }
   1.162 +#endif
   1.163 +    }
   1.164 +
   1.165 +    // Resize sprites if needed, inside a global transaction.
   1.166 +    bool haveGlobalTransaction = false;
   1.167 +    for (size_t i = 0; i < numSprites; i++) {
   1.168 +        SpriteUpdate& update = updates.editItemAt(i);
   1.169 +
   1.170 +#ifdef HAVE_ANDROID_OS
   1.171 +        if (update.state.surfaceControl != NULL && update.state.wantSurfaceVisible()) {
   1.172 +            int32_t desiredWidth = update.state.icon.bitmap.width();
   1.173 +            int32_t desiredHeight = update.state.icon.bitmap.height();
   1.174 +            if (update.state.surfaceWidth < desiredWidth
   1.175 +                    || update.state.surfaceHeight < desiredHeight) {
   1.176 +                if (!haveGlobalTransaction) {
   1.177 +                    SurfaceComposerClient::openGlobalTransaction();
   1.178 +                    haveGlobalTransaction = true;
   1.179 +                }
   1.180 +
   1.181 +                status_t status = update.state.surfaceControl->setSize(desiredWidth, desiredHeight);
   1.182 +                if (status) {
   1.183 +                    ALOGE("Error %d resizing sprite surface from %dx%d to %dx%d",
   1.184 +                            status, update.state.surfaceWidth, update.state.surfaceHeight,
   1.185 +                            desiredWidth, desiredHeight);
   1.186 +                } else {
   1.187 +                    update.state.surfaceWidth = desiredWidth;
   1.188 +                    update.state.surfaceHeight = desiredHeight;
   1.189 +                    update.state.surfaceDrawn = false;
   1.190 +                    update.surfaceChanged = surfaceChanged = true;
   1.191 +
   1.192 +                    if (update.state.surfaceVisible) {
   1.193 +                        status = update.state.surfaceControl->hide();
   1.194 +                        if (status) {
   1.195 +                            ALOGE("Error %d hiding sprite surface after resize.", status);
   1.196 +                        } else {
   1.197 +                            update.state.surfaceVisible = false;
   1.198 +                        }
   1.199 +                    }
   1.200 +                }
   1.201 +            }
   1.202 +        }
   1.203 +#endif
   1.204 +    }
   1.205 +#ifdef HAVE_ANDROID_OS
   1.206 +    if (haveGlobalTransaction) {
   1.207 +        SurfaceComposerClient::closeGlobalTransaction();
   1.208 +    }
   1.209 +#endif
   1.210 +
   1.211 +    // Redraw sprites if needed.
   1.212 +    for (size_t i = 0; i < numSprites; i++) {
   1.213 +        SpriteUpdate& update = updates.editItemAt(i);
   1.214 +
   1.215 +        if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) {
   1.216 +            update.state.surfaceDrawn = false;
   1.217 +            update.surfaceChanged = surfaceChanged = true;
   1.218 +        }
   1.219 +
   1.220 +#ifdef HAVE_ANDROID_OS
   1.221 +        if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn
   1.222 +                && update.state.wantSurfaceVisible()) {
   1.223 +            sp<Surface> surface = update.state.surfaceControl->getSurface();
   1.224 +            ANativeWindow_Buffer outBuffer;
   1.225 +            status_t status = surface->lock(&outBuffer, NULL);
   1.226 +            if (status) {
   1.227 +                ALOGE("Error %d locking sprite surface before drawing.", status);
   1.228 +            } else {
   1.229 +                SkBitmap surfaceBitmap;
   1.230 +                ssize_t bpr = outBuffer.stride * bytesPerPixel(outBuffer.format);
   1.231 +                surfaceBitmap.setConfig(SkBitmap::kARGB_8888_Config,
   1.232 +                        outBuffer.width, outBuffer.height, bpr);
   1.233 +                surfaceBitmap.setPixels(outBuffer.bits);
   1.234 +
   1.235 +                SkCanvas surfaceCanvas(surfaceBitmap);
   1.236 +
   1.237 +                SkPaint paint;
   1.238 +                paint.setXfermodeMode(SkXfermode::kSrc_Mode);
   1.239 +                surfaceCanvas.drawBitmap(update.state.icon.bitmap, 0, 0, &paint);
   1.240 +
   1.241 +                if (outBuffer.width > uint32_t(update.state.icon.bitmap.width())) {
   1.242 +                    paint.setColor(0); // transparent fill color
   1.243 +                    surfaceCanvas.drawRectCoords(update.state.icon.bitmap.width(), 0,
   1.244 +                            outBuffer.width, update.state.icon.bitmap.height(), paint);
   1.245 +                }
   1.246 +                if (outBuffer.height > uint32_t(update.state.icon.bitmap.height())) {
   1.247 +                    paint.setColor(0); // transparent fill color
   1.248 +                    surfaceCanvas.drawRectCoords(0, update.state.icon.bitmap.height(),
   1.249 +                            outBuffer.width, outBuffer.height, paint);
   1.250 +                }
   1.251 +
   1.252 +                status = surface->unlockAndPost();
   1.253 +                if (status) {
   1.254 +                    ALOGE("Error %d unlocking and posting sprite surface after drawing.", status);
   1.255 +                } else {
   1.256 +                    update.state.surfaceDrawn = true;
   1.257 +                    update.surfaceChanged = surfaceChanged = true;
   1.258 +                }
   1.259 +            }
   1.260 +        }
   1.261 +#endif
   1.262 +    }
   1.263 +
   1.264 +    // Set sprite surface properties and make them visible.
   1.265 +    bool haveTransaction = false;
   1.266 +    for (size_t i = 0; i < numSprites; i++) {
   1.267 +        SpriteUpdate& update = updates.editItemAt(i);
   1.268 +
   1.269 +        bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible()
   1.270 +                && update.state.surfaceDrawn;
   1.271 +        bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible;
   1.272 +        bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible;
   1.273 +#ifdef HAVE_ANDROID_OS
   1.274 +        if (update.state.surfaceControl != NULL && (becomingVisible || becomingHidden
   1.275 +                || (wantSurfaceVisibleAndDrawn && (update.state.dirty & (DIRTY_ALPHA
   1.276 +                        | DIRTY_POSITION | DIRTY_TRANSFORMATION_MATRIX | DIRTY_LAYER
   1.277 +                        | DIRTY_VISIBILITY | DIRTY_HOTSPOT))))) {
   1.278 +            status_t status;
   1.279 +            if (!haveTransaction) {
   1.280 +                SurfaceComposerClient::openGlobalTransaction();
   1.281 +                haveTransaction = true;
   1.282 +            }
   1.283 +
   1.284 +            if (wantSurfaceVisibleAndDrawn
   1.285 +                    && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) {
   1.286 +                status = update.state.surfaceControl->setAlpha(update.state.alpha);
   1.287 +                if (status) {
   1.288 +                    ALOGE("Error %d setting sprite surface alpha.", status);
   1.289 +                }
   1.290 +            }
   1.291 +
   1.292 +            if (wantSurfaceVisibleAndDrawn
   1.293 +                    && (becomingVisible || (update.state.dirty & (DIRTY_POSITION
   1.294 +                            | DIRTY_HOTSPOT)))) {
   1.295 +                status = update.state.surfaceControl->setPosition(
   1.296 +                        update.state.positionX - update.state.icon.hotSpotX,
   1.297 +                        update.state.positionY - update.state.icon.hotSpotY);
   1.298 +                if (status) {
   1.299 +                    ALOGE("Error %d setting sprite surface position.", status);
   1.300 +                }
   1.301 +            }
   1.302 +
   1.303 +            if (wantSurfaceVisibleAndDrawn
   1.304 +                    && (becomingVisible
   1.305 +                            || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) {
   1.306 +                status = update.state.surfaceControl->setMatrix(
   1.307 +                        update.state.transformationMatrix.dsdx,
   1.308 +                        update.state.transformationMatrix.dtdx,
   1.309 +                        update.state.transformationMatrix.dsdy,
   1.310 +                        update.state.transformationMatrix.dtdy);
   1.311 +                if (status) {
   1.312 +                    ALOGE("Error %d setting sprite surface transformation matrix.", status);
   1.313 +                }
   1.314 +            }
   1.315 +
   1.316 +            int32_t surfaceLayer = mOverlayLayer + update.state.layer;
   1.317 +            if (wantSurfaceVisibleAndDrawn
   1.318 +                    && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) {
   1.319 +                status = update.state.surfaceControl->setLayer(surfaceLayer);
   1.320 +                if (status) {
   1.321 +                    ALOGE("Error %d setting sprite surface layer.", status);
   1.322 +                }
   1.323 +            }
   1.324 +
   1.325 +            if (becomingVisible) {
   1.326 +                status = update.state.surfaceControl->show();
   1.327 +                if (status) {
   1.328 +                    ALOGE("Error %d showing sprite surface.", status);
   1.329 +                } else {
   1.330 +                    update.state.surfaceVisible = true;
   1.331 +                    update.surfaceChanged = surfaceChanged = true;
   1.332 +                }
   1.333 +            } else if (becomingHidden) {
   1.334 +                status = update.state.surfaceControl->hide();
   1.335 +                if (status) {
   1.336 +                    ALOGE("Error %d hiding sprite surface.", status);
   1.337 +                } else {
   1.338 +                    update.state.surfaceVisible = false;
   1.339 +                    update.surfaceChanged = surfaceChanged = true;
   1.340 +                }
   1.341 +            }
   1.342 +        }
   1.343 +#endif
   1.344 +    }
   1.345 +
   1.346 +#ifdef HAVE_ANDROID_OS
   1.347 +    if (haveTransaction) {
   1.348 +        SurfaceComposerClient::closeGlobalTransaction();
   1.349 +    }
   1.350 +#endif
   1.351 +
   1.352 +    // If any surfaces were changed, write back the new surface properties to the sprites.
   1.353 +    if (surfaceChanged) { // acquire lock
   1.354 +        AutoMutex _l(mLock);
   1.355 +
   1.356 +        for (size_t i = 0; i < numSprites; i++) {
   1.357 +            const SpriteUpdate& update = updates.itemAt(i);
   1.358 +
   1.359 +#ifdef HAVE_ANDROID_OS
   1.360 +            if (update.surfaceChanged) {
   1.361 +                update.sprite->setSurfaceLocked(update.state.surfaceControl,
   1.362 +                        update.state.surfaceWidth, update.state.surfaceHeight,
   1.363 +                        update.state.surfaceDrawn, update.state.surfaceVisible);
   1.364 +            }
   1.365 +#endif
   1.366 +        }
   1.367 +    } // release lock
   1.368 +
   1.369 +    // Clear the sprite update vector outside the lock.  It is very important that
   1.370 +    // we do not clear sprite references inside the lock since we could be releasing
   1.371 +    // the last remaining reference to the sprite here which would result in the
   1.372 +    // sprite being deleted and the lock being reacquired by the sprite destructor
   1.373 +    // while already held.
   1.374 +    updates.clear();
   1.375 +}
   1.376 +
   1.377 +void SpriteController::doDisposeSurfaces() {
   1.378 +#ifdef HAVE_ANDROID_OS
   1.379 +    // Collect disposed surfaces.
   1.380 +    Vector<sp<SurfaceControl> > disposedSurfaces;
   1.381 +    { // acquire lock
   1.382 +        AutoMutex _l(mLock);
   1.383 +
   1.384 +        disposedSurfaces = mLocked.disposedSurfaces;
   1.385 +        mLocked.disposedSurfaces.clear();
   1.386 +    } // release lock
   1.387 +
   1.388 +    // Release the last reference to each surface outside of the lock.
   1.389 +    // We don't want the surfaces to be deleted while we are holding our lock.
   1.390 +    disposedSurfaces.clear();
   1.391 +#endif
   1.392 +}
   1.393 +
   1.394 +void SpriteController::ensureSurfaceComposerClient() {
   1.395 +#ifdef HAVE_ANDROID_OS
   1.396 +    if (mSurfaceComposerClient == NULL) {
   1.397 +        mSurfaceComposerClient = new SurfaceComposerClient();
   1.398 +    }
   1.399 +#endif
   1.400 +}
   1.401 +
   1.402 +#ifdef HAVE_ANDROID_OS
   1.403 +sp<SurfaceControl> SpriteController::obtainSurface(int32_t width, int32_t height) {
   1.404 +    ensureSurfaceComposerClient();
   1.405 +
   1.406 +    sp<SurfaceControl> surfaceControl = mSurfaceComposerClient->createSurface(
   1.407 +            String8("Sprite"), width, height, PIXEL_FORMAT_RGBA_8888,
   1.408 +            ISurfaceComposerClient::eHidden);
   1.409 +    if (surfaceControl == NULL || !surfaceControl->isValid()) {
   1.410 +        ALOGE("Error creating sprite surface.");
   1.411 +        return NULL;
   1.412 +    }
   1.413 +    return surfaceControl;
   1.414 +}
   1.415 +#endif
   1.416 +
   1.417 +
   1.418 +// --- SpriteController::SpriteImpl ---
   1.419 +
   1.420 +SpriteController::SpriteImpl::SpriteImpl(const sp<SpriteController> controller) :
   1.421 +        mController(controller) {
   1.422 +}
   1.423 +
   1.424 +SpriteController::SpriteImpl::~SpriteImpl() {
   1.425 +    AutoMutex _m(mController->mLock);
   1.426 +
   1.427 +#ifdef HAVE_ANDROID_OS
   1.428 +    // Let the controller take care of deleting the last reference to sprite
   1.429 +    // surfaces so that we do not block the caller on an IPC here.
   1.430 +    if (mLocked.state.surfaceControl != NULL) {
   1.431 +        mController->disposeSurfaceLocked(mLocked.state.surfaceControl);
   1.432 +        mLocked.state.surfaceControl.clear();
   1.433 +    }
   1.434 +#endif
   1.435 +}
   1.436 +
   1.437 +void SpriteController::SpriteImpl::setIcon(const SpriteIcon& icon) {
   1.438 +    AutoMutex _l(mController->mLock);
   1.439 +
   1.440 +#ifdef HAVE_ANDROID_OS
   1.441 +    uint32_t dirty;
   1.442 +    if (icon.isValid()) {
   1.443 +        icon.bitmap.copyTo(&mLocked.state.icon.bitmap, SkBitmap::kARGB_8888_Config);
   1.444 +
   1.445 +        if (!mLocked.state.icon.isValid()
   1.446 +                || mLocked.state.icon.hotSpotX != icon.hotSpotX
   1.447 +                || mLocked.state.icon.hotSpotY != icon.hotSpotY) {
   1.448 +            mLocked.state.icon.hotSpotX = icon.hotSpotX;
   1.449 +            mLocked.state.icon.hotSpotY = icon.hotSpotY;
   1.450 +            dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
   1.451 +        } else {
   1.452 +            dirty = DIRTY_BITMAP;
   1.453 +        }
   1.454 +    } else if (mLocked.state.icon.isValid()) {
   1.455 +        mLocked.state.icon.bitmap.reset();
   1.456 +        dirty = DIRTY_BITMAP | DIRTY_HOTSPOT;
   1.457 +    } else {
   1.458 +        return; // setting to invalid icon and already invalid so nothing to do
   1.459 +    }
   1.460 +
   1.461 +    invalidateLocked(dirty);
   1.462 +#endif
   1.463 +}
   1.464 +
   1.465 +void SpriteController::SpriteImpl::setVisible(bool visible) {
   1.466 +    AutoMutex _l(mController->mLock);
   1.467 +
   1.468 +    if (mLocked.state.visible != visible) {
   1.469 +        mLocked.state.visible = visible;
   1.470 +        invalidateLocked(DIRTY_VISIBILITY);
   1.471 +    }
   1.472 +}
   1.473 +
   1.474 +void SpriteController::SpriteImpl::setPosition(float x, float y) {
   1.475 +    AutoMutex _l(mController->mLock);
   1.476 +
   1.477 +    if (mLocked.state.positionX != x || mLocked.state.positionY != y) {
   1.478 +        mLocked.state.positionX = x;
   1.479 +        mLocked.state.positionY = y;
   1.480 +        invalidateLocked(DIRTY_POSITION);
   1.481 +    }
   1.482 +}
   1.483 +
   1.484 +void SpriteController::SpriteImpl::setLayer(int32_t layer) {
   1.485 +    AutoMutex _l(mController->mLock);
   1.486 +
   1.487 +    if (mLocked.state.layer != layer) {
   1.488 +        mLocked.state.layer = layer;
   1.489 +        invalidateLocked(DIRTY_LAYER);
   1.490 +    }
   1.491 +}
   1.492 +
   1.493 +void SpriteController::SpriteImpl::setAlpha(float alpha) {
   1.494 +    AutoMutex _l(mController->mLock);
   1.495 +
   1.496 +    if (mLocked.state.alpha != alpha) {
   1.497 +        mLocked.state.alpha = alpha;
   1.498 +        invalidateLocked(DIRTY_ALPHA);
   1.499 +    }
   1.500 +}
   1.501 +
   1.502 +void SpriteController::SpriteImpl::setTransformationMatrix(
   1.503 +        const SpriteTransformationMatrix& matrix) {
   1.504 +    AutoMutex _l(mController->mLock);
   1.505 +
   1.506 +    if (mLocked.state.transformationMatrix != matrix) {
   1.507 +        mLocked.state.transformationMatrix = matrix;
   1.508 +        invalidateLocked(DIRTY_TRANSFORMATION_MATRIX);
   1.509 +    }
   1.510 +}
   1.511 +
   1.512 +void SpriteController::SpriteImpl::invalidateLocked(uint32_t dirty) {
   1.513 +    bool wasDirty = mLocked.state.dirty;
   1.514 +    mLocked.state.dirty |= dirty;
   1.515 +
   1.516 +    if (!wasDirty) {
   1.517 +        mController->invalidateSpriteLocked(this);
   1.518 +    }
   1.519 +}
   1.520 +
   1.521 +} // namespace android

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