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android5.1 自定义开机音乐动画

程序员文章站 2022-03-17 13:07:38
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开发平台:君正M200S

安卓系统:Android5.1

一、前言

        这几天做了一个自定义开机音乐动画的任务,再此记录一下,方便日后复习。若是哪里有误,敬请指教。

二、代码分析

        开机动画的源码在ingenic-android/frameworks/base/cmds/bootanimation这个目录下,这个目录有这几个文件:

    Android.mk,AudioPlayer.cpp,AudioPlayer.h,BootAnimation.cpp,BootAnimation.h,bootanimation_main.cpp

首先看下bootanimation_main.cpp,这个文件就一个mian函数,

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) {
        sp<ProcessState> proc(ProcessState::self());
        ProcessState::self()->startThreadPool();
        // create the boot animation object
        sp<BootAnimation> boot = new BootAnimation();
        IPCThreadState::self()->joinThreadPool();
    }
    return 0;
}

这里创建了一个bootanimation的对象,然后进入BootAnimation.cpp

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

在这里构造函数里创建了SurfaceComposerClient这个类,bootanimation通过SurfaceComposerClient类来与SurfaceFlinger服务建立连接。

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);

接着从BootAnimation.h里看到BootAnimation有个Thread的父类,会运行readyToRun()这个方法

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;
}
这个方法主要就是检测bootanimation.zip是否存在,然后运行threadLoop()
bool BootAnimation::threadLoop()
{
    bool r;
    // We have no bootanimation file, so we use the stock android logo
    // animation.
    if (mZip == NULL) {
        r = android();
    } else {
        r = movie();
    }

    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;
}
在这里可以看到如果没有bootanimation.zip,则运行android()启动安卓自带的开机画面,如果存在就运行movie();
bool BootAnimation::movie()
{
    String8 desString;

    if (!readFile("desc.txt", desString)) {
        ALOGE("readFile desc.txt failed");
        return false;
    }
    char const* s = desString.string();

    // Create and initialize an AudioPlayer if we have an audio_conf.txt file
    String8 audioConf;
    if (readFile("audio_conf.txt", audioConf)) {
        mAudioPlayer = new AudioPlayer;
        if (!mAudioPlayer->init(audioConf.string())) {
            ALOGE("mAudioPlayer.init failed");
            mAudioPlayer = NULL;
        }
    }

    Animation animation;

    // Parse the description file
    for (;;) {
        const char* endl = strstr(s, "\n");
        if (!endl) break;
        String8 line(s, endl - s);
        const char* l = line.string();
        int fps, width, height, count, pause;
        char path[ANIM_ENTRY_NAME_MAX];
        char color[7] = "000000"; // default to black if unspecified

        char pathType;
        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;
        }
        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;
    }

    // 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);

    // 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) {
                ALOGE("part.audioFile play srart");
                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);
            }
        }
    }

    return false;
}

然后解析zip文件中的内容,先是处理desc.txt和audio_conf.txt。

接下来是读取音乐和图片信息

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);
}

leaf是part0里的读到的文件,如果读到的是"audio.wav",则记录在part.audioFile这个变量中,所以音乐文件的名字和格式必须是audio.wav,此外我还放了3张图片,else里记录的就是这几张图片的信息。注意这些文件一定要在part0中

            if (r == 0 && mAudioPlayer != NULL && part.audioFile) {
                ALOGE("part.audioFile play srart");
                mAudioPlayer->playFile(part.audioFile);
            }
这里是播放音乐
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();
            }

这里就是处理图片的代码。


三、BootAnimation.zip制作

BootAnimation.zip里面有这么几个文件,desc.txt、audio_conf.txt和part0文件夹,part0文件夹里有需要播放的audio.wav音频文件和1.png、2.png、3.png这4个图片文件。

desc.txt里内容为

400 400 1
p 0 0 part0

第一位和第二位表示400X400的分辨率,第三位为帧率,意思是1秒播放一张图片;

p可能是固定格式吧,第二位代表循环播放,如果只播放1次可以给1,第三位是播放间隔,第四位是文件夹名称。

audio_conf.txt是音频的参数配置

card=0
device=0
period_size=1024
period_count=4

mixer "Digital Playback Volume"=31 31
mixer "Headphone Volume"=15 15
mixer "Digital Capture Volume"=15 15
mixer "Mic1 Volume"=5
mixer "Mic2 Volume"=0
mixer "Bypass1 Volume"=0
mixer "Bypass2 Volume"=0
mixer "ADC High Pass Filter Switch"=On
mixer "ADC Wind Noise Filter Switch"=Inactive
mixer "Mic1 Diff Switch"=On
mixer "Mic Stereo Switch"=Off
mixer "ADC Stereo Switch"=On
mixer "Bypass1 Diff Switch"=Off
mixer "Mic1 Bias Switch"=Off
mixer "Mic2 Bias Switch"=Off
mixer "AILatt Mux"=AIPN1
mixer "AIL Mux"=AIPN1
mixer "AOLO Vmux"=LO-ON
mixer "AOHP Vmux"=HP-ON
mixer "AOLO Mux"=DACL/R
mixer "AOHP Mux"=DACL/R
mixer "ADC Mux"=AIL/L

不同芯片配置名称和参数可能不一样,可以在adb中输入tinymix查询ctl。

准备好这些文件后,打开ubuntu终端,制作bootanimation.zip

#cd  bootanimation/

#zip -r -X -Z store ../bootanimation ./

接着打开安卓adb终端,将bootanimation.zip放入安卓系统

#adb remount    //开发系统修改权限

#adb push ../bootanimation.zip /system/media/   //push文件

然后重启验证效果。

四、参考文献

最后感谢各位前辈的分享

https://blog.csdn.net/briblue/article/details/51104230    //Android Framework中的线程Thread及它的threadLoop方法

https://blog.csdn.net/kris_fei/article/details/78130095    //[RK3288][Android6.0] 调试笔记 --- RT5640的ctl name列表

https://blog.csdn.net/ni357103403/article/details/50970303   //android 开机动画desc.txt格式介绍

https://blog.csdn.net/luoshengyang/article/details/7857163   //Android应用程序与SurfaceFlinger服务的连接过程分析

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