Android系统在启动SystemServer进程时,通过两个阶段来启动系统所有服务,在第一阶段启动本地服务,如SurfaceFlinger,SensorService等,在第二阶段则启动一系列的Java服务。开机动画是在什么时候启动的呢?通过查看源码,Android开机动画是在启动SurfaceFlinger服务时启动的。SystemServer的main函数首先调用init1来启动本地服务,init1函数通过JNI调用C语言中的system_init()函数来实现服务启动。

extern "C" status_t system_init(){    sp<ProcessState> proc(ProcessState::self());    sp<IServiceManager> sm = defaultServiceManager();    sp<GrimReaper> grim = new GrimReaper();    sm->asBinder()->linkToDeath(grim, grim.get(), 0);    char propBuf[PROPERTY_VALUE_MAX];    property_get("system_init.startsurfaceflinger", propBuf, "1");    if (strcmp(propBuf, "1") == 0) {        // Start the SurfaceFlinger        SurfaceFlinger::instantiate();    }...    return NO_ERROR;}

通过调用SurfaceFlinger::instantiate()函数来启动SurfaceFlinger服务,SurfaceFlinger类继承于BinderService模板类,BinderService类的instantiate()函数就是构造对应类型的服务对象,并注册到ServiceManager进程中。

static void instantiate() { publish(); }static status_t publish(bool allowIsolated = false) {sp<IServiceManager> sm(defaultServiceManager());return sm->addService(String16(SERVICE::getServiceName()), new SERVICE(), allowIsolated);}

对于SurfaceFlinger服务来说,就是首先构造SurfaceFlinger对象,然后通过调用ServiceManger的远程Binder代理对象的addService函数来注册SurfaceFlinger服务。这里只介绍SurfaceFlinger的构造过程,对于服务注册过程,在Android服务注册完整过程源码分析中已经介绍的非常详细。

SurfaceFlinger::SurfaceFlinger()    :   BnSurfaceComposer(), Thread(false),        mTransactionFlags(0),        mTransationPending(false),        mLayersRemoved(false),        mBootTime(systemTime()),        mVisibleRegionsDirty(false),        mHwWorkListDirty(false),        mElectronBeamAnimationMode(0),        mDebugRegion(0),        mDebugDDMS(0),        mDebugDisableHWC(0),        mDebugDisableTransformHint(0),        mDebugInSwapBuffers(0),        mLastSwapBufferTime(0),        mDebugInTransaction(0),        mLastTransactionTime(0),        mBootFinished(false),        mSecureFrameBuffer(0){    init();}

SurfaceFlinger对象实例的构造过程很简单,就是初始化一些成员变量值,然后调用init()函数来完成初始化工作

void SurfaceFlinger::init(){    char value[PROPERTY_VALUE_MAX];    property_get("debug.sf.showupdates", value, "0");    mDebugRegion = atoi(value);#ifdef DDMS_DEBUGGING    property_get("debug.sf.ddms", value, "0");    mDebugDDMS = atoi(value);    if (mDebugDDMS) {        DdmConnection::start(getServiceName());    }#endif    property_get("ro.bootmode", value, "mode");    if (!(strcmp(value, "engtest")        && strcmp(value, "special")        && strcmp(value, "wdgreboot")        && strcmp(value, "unknowreboot")        && strcmp(value, "panic"))) {        SurfaceFlinger::sBootanimEnable = false;    }}

在SurfaceFlinger的init函数中,也并没有做任何复杂工作,只是简单读取系统属性得到开机模式,来相应设置一些变量而已,比如是否显示开机动画变量sBootanimEnable。由于SurfaceFlinger继承于RefBase类,并重写了该类的onFirstRef()函数,我们知道,RefBase类的子类对象在第一次创建时,会自动调用onFirstRef()函数,因此在SurfaceFlinger对象构造完成时,将调用onFirstRef()函数。

void SurfaceFlinger::onFirstRef(){    mEventQueue.init(this);//事件队列初始化    run("SurfaceFlinger", PRIORITY_URGENT_DISPLAY);//运行SurfaceFlinger线程    mReadyToRunBarrier.wait();}

这里不对SurfaceFlinger的相关内容做详细介绍,本文的主要内容是介绍开机动画显示过程。由于SurfaceFlinger同时继承于线程Thread类,而且SurfaceFlinger并没有重写Thread类的run方法,因此这里调用SurfaceFlinger的run函数,其实调用的就是其父类Thread的run函数。

status_t Thread::run(const char* name, int32_t priority, size_t stack){    Mutex::Autolock _l(mLock);    if (mRunning) {        return INVALID_OPERATION;    }    mStatus = NO_ERROR;    mExitPending = false;    mThread = thread_id_t(-1);    mHoldSelf = this;    mRunning = true;    bool res;    if (mCanCallJava) {        res = createThreadEtc(_threadLoop,this, name, priority, stack, &mThread);    } else {        res = androidCreateRawThreadEtc(_threadLoop,this, name, priority, stack, &mThread);    }    if (res == false) {        mStatus = UNKNOWN_ERROR;   // something happened!        mRunning = false;        mThread = thread_id_t(-1);        mHoldSelf.clear();  // "this" may have gone away after this.        return UNKNOWN_ERROR;    }    return NO_ERROR;}

该函数就是创建一个线程,并运行现在执行函数_threadLoop

int Thread::_threadLoop(void* user){    Thread* const self = static_cast<Thread*>(user);    sp<Thread> strong(self->mHoldSelf);    wp<Thread> weak(strong);    self->mHoldSelf.clear();#ifdef HAVE_ANDROID_OS    self->mTid = gettid();#endif    bool first = true;    do {        bool result;        if (first) {            first = false;            self->mStatus = self->readyToRun();            result = (self->mStatus == NO_ERROR);            if (result && !self->exitPending()) {                result = self->threadLoop();            }        } else {            result = self->threadLoop();        }        {        Mutex::Autolock _l(self->mLock);        if (result == false || self->mExitPending) {            self->mExitPending = true;            self->mRunning = false;            self->mThread = thread_id_t(-1);            self->mThreadExitedCondition.broadcast();            break;        }        }        strong.clear();        strong = weak.promote();    } while(strong != 0);    return 0;}

在线程开始运行时,变量first为true,因此会调用self->readyToRun()来做一些初始化工作,同时将变量first设置为false,在以后线程执行过程中,就反复执行self->threadLoop()了。作为Thread类的子类SurfaceFlinger重写了这两个方法,因此创建的SurfaceFlinger线程在执行前会调用SurfaceFlinger的readyToRun()函数完成初始化任务,然后反复执行SurfaceFlinger的threadLoop()函数。

status_t SurfaceFlinger::readyToRun(){    ALOGI(   "SurfaceFlinger's main thread ready to run. "            "Initializing graphics H/W...");    int dpy = 0;    {        // initialize the main display        GraphicPlane& plane(graphicPlane(dpy));        DisplayHardware* const hw = new DisplayHardware(this, dpy);        plane.setDisplayHardware(hw);    }    // create the shared control-block    mServerHeap = new MemoryHeapBase(4096,MemoryHeapBase::READ_ONLY, "SurfaceFlinger read-only heap");    ALOGE_IF(mServerHeap==0, "can't create shared memory dealer");    mServerCblk = static_cast<surface_flinger_cblk_t*>(mServerHeap->getBase());    ALOGE_IF(mServerCblk==0, "can't get to shared control block's address");    new(mServerCblk) surface_flinger_cblk_t;    // initialize primary screen    const GraphicPlane& plane(graphicPlane(dpy));    const DisplayHardware& hw = plane.displayHardware();    const uint32_t w = hw.getWidth();    const uint32_t h = hw.getHeight();    const uint32_t f = hw.getFormat();    hw.makeCurrent();    // initialize the shared control block    mServerCblk->connected |= 1<<dpy;    display_cblk_t* dcblk = mServerCblk->displays + dpy;    memset(dcblk, 0, sizeof(display_cblk_t));    dcblk->w            = plane.getWidth();    dcblk->h            = plane.getHeight();    dcblk->format       = f;    dcblk->orientation  = ISurfaceComposer::eOrientationDefault;    dcblk->xdpi         = hw.getDpiX();    dcblk->ydpi         = hw.getDpiY();    dcblk->fps          = hw.getRefreshRate();    dcblk->density      = hw.getDensity();    // Initialize OpenGL|ES    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);    glPixelStorei(GL_PACK_ALIGNMENT, 4);    glEnableClientState(GL_VERTEX_ARRAY);    glShadeModel(GL_FLAT);    glDisable(GL_DITHER);    glDisable(GL_CULL_FACE);    const uint16_t g0 = pack565(0x0F,0x1F,0x0F);    const uint16_t g1 = pack565(0x17,0x2f,0x17);    const uint16_t wormholeTexData[4] = { g0, g1, g1, g0 };    glGenTextures(1, &mWormholeTexName);    glBindTexture(GL_TEXTURE_2D, mWormholeTexName);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0,GL_RGB, GL_UNSIGNED_SHORT_5_6_5, wormholeTexData);    const uint16_t protTexData[] = { pack565(0x03, 0x03, 0x03) };    glGenTextures(1, &mProtectedTexName);    glBindTexture(GL_TEXTURE_2D, mProtectedTexName);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,GL_RGB, GL_UNSIGNED_SHORT_5_6_5, protTexData);    glViewport(0, 0, w, h);    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    // put the origin in the left-bottom corner    glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h    // start the EventThread    mEventThread = new EventThread(this);    mEventQueue.setEventThread(mEventThread);    hw.startSleepManagement();    /*     *  We're now ready to accept clients...     */    mReadyToRunBarrier.open();    // start boot animation    startBootAnim();    return NO_ERROR;}

该函数首先是初始化Android的图形显示系统,启动SurfaceFlinger事件线程,这些内容只有了解了Android的显示原理及SurfaceFlinger服务之后才能理解,这里不做介绍。当显示系统初始化完毕后,调用startBootAnim()函数来显示开机动画。

void SurfaceFlinger::startBootAnim() {    // start boot animation    if(SurfaceFlinger::sBootanimEnable){        property_set("service.bootanim.exit", "0");        property_set("ctl.start", "bootanim");    }}

startBootAnim()函数比较简单,就是通过判断开机动画的变量值了决定是否显示开机动画。启动开机动画进程也是通过Android属性系统来实现的,具体启动过程可以查看 Android 系统属性SystemProperty分析。在Android系统启动脚本init.rc中配置了开机动画服务进程。


property_set("ctl.start", "bootanim")就是启动bootanim进程来显示开机动画,该进程对应的源码位于frameworks\base\cmds\bootanimation\bootanimation_main.cpp

int main(int argc, char** argv){#if defined(HAVE_PTHREADS)    setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);#endif    char value[PROPERTY_VALUE_MAX];    property_get("debug.sf.nobootanimation", value, "0");    int noBootAnimation = atoi(value);    ALOGI_IF(noBootAnimation,  "boot animation disabled");    if (!noBootAnimation) {/*modify  boot animation and added shutdown animation*/char argvtmp[2][BOOTANIMATION_PATHSET_MAX];memset(argvtmp[0],0,BOOTANIMATION_PATHSET_MAX);memset(argvtmp[1],0,BOOTANIMATION_PATHSET_MAX);//没有参数时,执行开机动画,if(argc<2){//开机动画文件BOOTANIMATION_BOOT_FILM_PATH_DEFAULT="/system/media/bootanimation.zip"strncpy(argvtmp[0],BOOTANIMATION_BOOT_FILM_PATH_DEFAULT,BOOTANIMATION_PATHSET_MAX);//开机声音文件BOOTANIMATION_BOOT_SOUND_PATH_DEFAULT="/system/media/bootsound.mp3"strncpy(argvtmp[1],BOOTANIMATION_BOOT_SOUND_PATH_DEFAULT,BOOTANIMATION_PATHSET_MAX);}else{//否则执行关机动画//关机动画文件BOOTANIMATION_SHUTDOWN_FILM_PATH_DEFAULT="/system/media/shutdownanimation.zip"strncpy(argvtmp[0],BOOTANIMATION_SHUTDOWN_FILM_PATH_DEFAULT,BOOTANIMATION_PATHSET_MAX);//关机声音文件BOOTANIMATION_SHUTDOWN_SOUND_PATH_DEFAULT="/system/media/shutdownsound.mp3"strncpy(argvtmp[1],BOOTANIMATION_SHUTDOWN_SOUND_PATH_DEFAULT,BOOTANIMATION_PATHSET_MAX);}__android_log_print(ANDROID_LOG_INFO,"BootAnimation", "begine bootanimation!");//启动Binder线程池,用于接收其他进程的请求sp<ProcessState> proc(ProcessState::self());ProcessState::self()->startThreadPool();//创建BootAnimation对象BootAnimation *boota = new BootAnimation();String8 descname("desc.txt");if(argc<2){//设置开机动画文件的默认路径String8 mpath_default(BOOTANIMATION_BOOT_FILM_PATH_DEFAULT);String8 spath_default(BOOTANIMATION_BOOT_SOUND_PATH_DEFAULT);boota->setmoviepath_default(mpath_default);boota->setsoundpath_default(spath_default);//boota->setdescname_default(descname_default);}else {//设置关机动画文件的默认路径String8 mpath_default(BOOTANIMATION_SHUTDOWN_FILM_PATH_DEFAULT);String8 spath_default(BOOTANIMATION_SHUTDOWN_SOUND_PATH_DEFAULT);boota->setmoviepath_default(mpath_default);boota->setsoundpath_default(spath_default);//boota->setdescname_default(descname_default);__android_log_print(ANDROID_LOG_INFO,"BootAnimation","shutdown exe bootanimation!");}String8 mpath(argvtmp[0]);String8 spath(argvtmp[1]);//设置动画的文件路径boota->setmoviepath(mpath);boota->setsoundpath(spath);boota->setdescname(descname);__android_log_print(ANDROID_LOG_INFO,"BootAnimation","%s", mpath.string());__android_log_print(ANDROID_LOG_INFO,"BootAnimation","%s", spath.string());sp<BootAnimation> bootsp = boota;//将当前线程注册到Binder线程池中IPCThreadState::self()->joinThreadPool();}return 0;}

该函数构造了一个BootAnimation对象,并且为该对象设置了开关机动画及声音文件路径,同时创建了Binder线程池,并将bootanim进程的主线程注册到Binder线程池中,用于接收客户进程的Binder通信请求。

BootAnimation::BootAnimation() : Thread(false){    mSession = new SurfaceComposerClient();}

在构造BootAnimation对象时,实例化SurfaceComposerClient对象,用于请求SurfaceFlinger显示开关机动画。由于BootAnimation类继承于RefBase,同时重写了onFirstRef()函数,因此在构造BootAnimation对象时,会调用该函数。

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);    }}

该函数首先为SurfaceComposerClient对象注册Binder死亡通知,然后调用BootAnimation的run方法,由于BootAnimation同时继承于Thread类,前面介绍SurfaceFlinger时已经介绍到,当某个类继承于Thread类时,当调用该类的run函数时,函数首先会执行readyToRun()函数来完成线程执行前的一些工作,然后线程反复执行threadLoop()函数,在BootAnimation类中,同样重新了这两个方法

status_t BootAnimation::readyToRun() {    //force screen display in vertical layout    mSession->setOrientation(0, 0, 0);    mAssets.addDefaultAssets();    DisplayInfo dinfo;    status_t status = session()->getDisplayInfo(0, &dinfo);    if (status)        return -1;    // create the native surface    sp<SurfaceControl> control;    if (dinfo.w > dinfo.h) {        control = session()->createSurface(0, dinfo.h, dinfo.w, PIXEL_FORMAT_RGB_565);    } else {        control = session()->createSurface(0, 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;    mAndroidAnimation = true;    // 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);//如果"/system/media/bootanimation-encrypted.zip"文件存在或者设置的动画文件存在,或者默认动画文件存在,或者"/data/local/bootanimation.zip"文件存在,都显示开机动画文件,否则显示Android滚动字样if ((encryptedAnimation &&            (access(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE, R_OK) == 0) &&            (mZip.open(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE) == NO_ERROR)) ||            ((access(moviepath, R_OK) == 0) &&            (mZip.open(moviepath) == NO_ERROR)) ||            ((access(movie_default_path, R_OK) == 0) &&            (mZip.open(movie_default_path) == NO_ERROR)) ||            ((access(USER_BOOTANIMATION_FILE, R_OK) == 0) &&            (mZip.open(USER_BOOTANIMATION_FILE) == NO_ERROR))) {        mAndroidAnimation = false;    }    return NO_ERROR;}

在该函数里创建SurfaceControl对象,通过SurfaceControl对象得到Surface对象,并初始化好OpenGL,同时判断动画文件是否存在,如果不存在,则设置标志位mAndroidAnimation为true,表示显示Android滚动字样。当初始化完这些必需资源后,线程进入循环执行体threadLoop()

bool BootAnimation::threadLoop(){    bool r;//如果mAndroidAnimation为true,表示动画文件不存在,则显示Android滚动字样    if (mAndroidAnimation) {        r = android();    } else {//显示动画        r = movie();    }//资源回收    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;}

开机画面主要是由一个zip格式的压缩包bootanimation.zip组成,压缩包里面包含数张png格式的图片,还有一个desc.txt的文本文档,开机时按desc.txt里面的指令,屏幕上会按文件名称顺序连续的播放一张张的图片,就像播放原始的胶带影片一样,形成动画。desc.txt是一个保存形式为ANSI格式的文件,用于设置这个动画像素(大小),帧数,闪烁次数,文件夹名称等。内容如下:
480 854 10
p 1 2 folder1
p 0 2 folder2

480 427 30 ---这里的480代表图片的像素(大小)宽度,427代表图片的像素(大小)高度,30代表帧数;

p 1 0 part0 ---这里的p代表标志符,1代表循环次数为1次,0代表阶段间隔时间为0,part0代表对应的文件夹名,为第一阶段动画图片目录;

p 0 0 part1---这里的p代表标志符,0代表本阶段无限循环,0代表阶段间隔时间为0,part1代表对应的文件夹名,为第二阶段动画图片目录;

阶段切换间隔时间:单位是一个帧的持续时间,比如帧数是30,那么帧的持续时间就是1秒/30 = 33.3毫秒。阶段切换间隔时间期间开机动画进程进入休眠,把CPU时间让给初始化系统使用。也就是间隔长启动会快,但会影响动画效果。
folder1和folder2文件夹内包含的是两个动画的系列图片,图片为PNG格式。


Android 开机动画源码分析_第1张图片

bool BootAnimation::movie(){    ZipFileRO& zip(mZip);//获取zip压缩文件中的文件数目    size_t numEntries = zip.getNumEntries();//打开zip压缩文件中的desc.txt文件    ZipEntryRO desc = zip.findEntryByName("desc.txt");    FileMap* descMap = zip.createEntryFileMap(desc);    ALOGE_IF(!descMap, "descMap is null");    if (!descMap) {        return false;    }//读取desc.txt文件内容    String8 desString((char const*)descMap->getDataPtr(),descMap->getDataLength());    char const* s = desString.string();    Animation animation;//读取persist.sys.silence属性来决定是否播放开机音乐    char silence[PROPERTY_VALUE_MAX];    property_get("persist.sys.silence", silence, "0");    if(strcmp("1", silence)==0){        // do something.    }else{        soundplay();    }//解析desc.txt文件内容    for (;;) {   //从字符串s中查找是否有字符串"\n",如果有,返回s中"\n"起始位置的指针,如果没有,返回null。        const char* endl = strstr(s, "\n");        if (!endl) break;//取得文件一行内容        String8 line(s, endl - s);        const char* l = line.string();        int fps, width, height, count, pause;        char path[256];        char pathType;//从文件第一行中读取宽度,高度,帧数//480 854 10 <---> width height fps        if (sscanf(l, "%d %d %d", &width, &height, &fps) == 3) {            //LOGD("> w=%d, h=%d, fps=%d", fps, width, height);            animation.width = (width > 0 ? width : mWidth);            animation.height = (height > 0 ? height : mHeight);            animation.fps = fps;//p 1 2 folder1 <---> pathType count pause path        }else if (sscanf(l, " %c %d %d %s", &pathType, &count, &pause, path) == 4) {            //LOGD("> type=%c, count=%d, pause=%d, path=%s", pathType, count, pause, path);            Animation::Part part;//一个part描述一个动画文件夹内容            part.playUntilComplete = pathType == 'c';            part.count = count;            part.pause = pause;            part.path = path;            animation.parts.add(part);        }        s = ++endl;    }    //读取动画个数    const size_t pcount = animation.parts.size();//遍历zip压缩包中的所有文件    for (size_t i=0 ; i<numEntries ; i++) {        char name[256];        ZipEntryRO entry = zip.findEntryByIndex(i);//读取压缩包中的文件名称,所在目录的路径        if (zip.getEntryFileName(entry, name, 256) == 0) {            const String8 entryName(name);            const String8 path(entryName.getPathDir());            const String8 leaf(entryName.getPathLeaf());            if (leaf.size() > 0) {                for (int j=0 ; j<pcount ; j++) {                    if (path == animation.parts[j].path) {                        int method;                        //获取文件信息                        if (zip.getEntryInfo(entry, &method, 0, 0, 0, 0, 0)) {                            if (method == ZipFileRO::kCompressStored) {                                FileMap* map = zip.createEntryFileMap(entry);                                if (map) {                                    Animation::Frame frame;                                    frame.name = leaf;                                    frame.map = map;                                    Animation::Part& part(animation.parts.editItemAt(j));                                    part.frames.add(frame);                                }                            }                        }                    }                }            }        }    }    // 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 (int 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;            for (int 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.map->getDataPtr(),                            frame.map->getDataLength());                }                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 (int j=0 ; j<fcount ; j++) {                const Animation::Frame& frame(part.frames[j]);                glDeleteTextures(1, &frame.tid);            }        }    }    soundstop();    return false;}


更多相关文章

  1. Android中的帧动画与补间动画的使用
  2. android中的多线程基础问题
  3. (源码)200多种Android动画效果的强悍框架、外卖020的演示客户端、a
  4. 从源码分析RxJava在Android里线程切换的实现
  5. Android UI 的更新及其线程模型
  6. Android多线程编程和线程池
  7. Android中的线程状态之AsyncTask详解
  8. Android Tween动画之RotateAnimation实现图片不停旋转效果实例介

随机推荐

  1. android ndk 常用宏定义
  2. Android(安卓)下拉刷新上拉加载 PullToRe
  3. Android 水平平分布局和垂直平分布局
  4. Android安装使用过程
  5. android 实现序列化 浅析一
  6. android -- 小功能 手势操作GestureDetec
  7. Android 速度检测demo
  8. Android Liftcycle
  9. Android:可复制内容的TextView、EditText
  10. Android组件通信