android开机动画多长时间_Android开机动画启动流程

voidBootAnimation::onFirstRef() {

status_t err= mSession->linkToComposerDeath(this);//注册surfaceflinger死亡消息的通知书

ALOGE_IF(err, "linkToComposerDeath failed (%s)", strerror(-err));if (err ==NO_ERROR) {

run("BootAnimation", PRIORITY_DISPLAY);//开跑

}

}

linkTocomposerDeath的作用是当surfaceflinger死掉是,BootAnimation就会得到通知。

如下,收到通知后就退出动画了,因为surfaceflinger都挂掉了,播放不了了。

void BootAnimation::binderDied(const wp&who)

{//woah, surfaceflinger died!

ALOGD("SurfaceFlinger died, exiting...");//calling requestExit() is not enough here because the Surface code//might be blocked on a condition variable that will never be updated.

kill( getpid(), SIGKILL );//收到surfaceflinger死亡的消息,好吧自己也跟着去了。

requestExit();

}

另一个函数run()在BootAnimation的父类Thead里,用来创建一个线程并跑起来。

父类

system/core/libutils/Threads.cpp

status_t Thread::run(const char*name, int32_t priority, size_t stack)

{

...if(mCanCallJava) {

res= createThreadEtc(_threadLoop,//创建线程

this, name, priority, stack, &mThread);

}else{

res=androidCreateRawThreadEtc(_threadLoop,this, name, priority, stack, &mThread);

}

....

}

创建_threadLoop线程

int Thread::_threadLoop(void*user)

{

....do{boolresult;if(first) {

first= false;

self->mStatus = self->readyToRun();//这个函数被bootanimation重写了

result = (self->mStatus ==NO_ERROR);if (result && !self->exitPending()) {

...

result= self->threadLoop();//这个函数被bootanimation重写了

}

}else{

result= self->threadLoop();

}

...return 0;

}

readyToRun函数实现

status_t BootAnimation::readyToRun() {

mAssets.addDefaultAssets();

spdtoken(SurfaceComposerClient::getBuiltInDisplay(

ISurfaceComposer::eDisplayIdMain));

DisplayInfo dinfo;

status_t status= SurfaceComposerClient::getDisplayInfo(dtoken, &dinfo);if(status)return -1;charvalue[PROPERTY_VALUE_MAX];

property_get("persist.panel.orientation", value, "0");int orient = atoi(value) / 90;if(orient == eOrientation90 || orient ==eOrientation270) {int temp =dinfo.h;

dinfo.h=dinfo.w;

dinfo.w=temp;

}

Rect destRect(dinfo.w, dinfo.h);

mSession->setDisplayProjection(dtoken, orient, destRect, destRect);//create the native surface

sp control = session()->createSurface(String8("BootAnimation"),

dinfo.w, dinfo.h, PIXEL_FORMAT_RGB_565);

SurfaceComposerClient::openGlobalTransaction();

control->setLayer(0x40000000);

SurfaceComposerClient::closeGlobalTransaction();

sp 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)returnNO_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.

chardecrypt[PROPERTY_VALUE_MAX];

property_get("vold.decrypt", decrypt, "");bool encryptedAnimation = atoi(decrypt) != 0 || !strcmp("trigger_restart_min_framework", decrypt);if ((encryptedAnimation &&(access(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE, R_OK)== 0) &&(mZip.open(SYSTEM_ENCRYPTED_BOOTANIMATION_FILE)== NO_ERROR)) ||((access(USER_BOOTANIMATION_FILE, R_OK)== 0) &&(mZip.open(USER_BOOTANIMATION_FILE)== NO_ERROR)) ||((access(SYSTEM_BOOTANIMATION_FILE, R_OK)== 0) &&(mZip.open(SYSTEM_BOOTANIMATION_FILE)==NO_ERROR))) {

mAndroidAnimation= false;

}returnNO_ERROR;

}

threadloop实现

boolBootAnimation::threadLoop()

{boolr;if(mAndroidAnimation) {

r= android();//显示android默认动画

} else{

r= movie();//显示自定义的动画

}//No need to force exit anymore

property_set(EXIT_PROP_NAME, "0");

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();returnr;

}

movie()的实现

boolBootAnimation::movie()

{//读取bootanimation.zip文件并解释//clear screen//下面是循环显示

for (int i=0 ; i

glBindTexture(GL_TEXTURE_2D,0);for (int r=0 ; !part.count || r

if(exitPending() && !part.playUntilComplete)break;for (int j=0 ; 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) {structtimespec spec;

spec.tv_sec= (now + delay) / 1000000000;

spec.tv_nsec= (now + delay) % 1000000000;interr;do{

err= clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &spec, NULL);

}while (err<0 && errno ==EINTR);

}

checkExit();//检测是否退出动画

}

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

glDeleteTextures(1, &frame.tid);

}

}

}return false;

}

那么到movie为止,动画是在播放了,而且还在循环检测是否退出,即checkExit()

checkExit()的实现

voidBootAnimation::checkExit() {//Allow surface flinger to gracefully request shutdown

charvalue[PROPERTY_VALUE_MAX];

property_get(EXIT_PROP_NAME, value,"0");//属性为1,说明要退出了

int exitnow =atoi(value);if(exitnow) {

requestExit();

}

}

property_get(EXIT_PROP_NAME, value, "0");检测这个属性,=1就退出动画

#define EXIT_PROP_NAME "service.bootanim.exit"

这个属性就是上面讲到的,等到launcher跑起来后就会置1

那动画是什么时候退出的?

当launcher应用程序主线程跑起来后,如果主线程处于空闲,就会向ActivityManagerService发送一个activityIdle的消息。

应用程序主线程是ActivityThread.java来描述的,activityIdle是这个类来实现的

private classIdler implements MessageQueue.IdleHandler {

...

IActivityManager am=ActivityManagerNative.getDefault();

...try{

am.activityIdle(a.token, a.createdConfig, stopProfiling);

a.createdConfig= null;

}catch(RemoteException ex) {//Ignore

}

....

}

上面的ActivityManagerNavtive.getDefault()得到am

来到frameworks/base/core/java/android/app/ActivityManagerNative.java

static publicIActivityManager getDefault() {return gDefault.get();//getDefault的实现

}private static final Singleton gDefault = new Singleton() {protectedIActivityManager create() {

IBinder b= ServiceManager.getService("activity");if (false) {

Log.v("ActivityManager", "default service binder =" +b);

}

IActivityManager am=asInterface(b);if (false) {

Log.v("ActivityManager", "default service =" +am);

}returnam;

}

};

gDefault实际上是IActivityManager,往下看

class ActivityManagerProxy implements IActivityManager

{

ActivityManagerProxy实现了IActivityManager

那么am.activityIdle()就是ActivityManagerProxy里的函数,如下

public voidactivityIdle(IBinder token, Configuration config, boolean stopProfiling)

throws RemoteException

{

...

mRemote.transact(ACTIVITY_IDLE_TRANSACTION, data, reply, IBinder.FLAG_ONEWAY);//发送ACTIVITY_IDLE_TRANSACTION

....

}

发送了ACTIVITY_IDLE_TRANSACTION的进程间通信,这个消息被ActivityManagerNative接收处理了。

case ACTIVITY_IDLE_TRANSACTION: {//收到消息

data.enforceInterface(IActivityManager.descriptor);

IBinder token=data.readStrongBinder();

Configuration config= null;if (data.readInt() != 0) {

config=Configuration.CREATOR.createFromParcel(data);

}

boolean stopProfiling= data.readInt() != 0;if (token != null) {

activityIdle(token, config, stopProfiling);//这个函数在ActivityManagerService被重写

}

reply.writeNoException();return true;

}

收到消息后就调用了activityIdle函数,这个函数被ActivityManagerService重写了,如下

frameworks/base/services/java/com/android/server/am/ActivityManagerService.java

@Overridepublic final voidactivityIdle(IBinder token, Configuration config, boolean stopProfiling) {

finallong origId =Binder.clearCallingIdentity();

synchronized (this) {

ActivityStack stack=ActivityRecord.getStackLocked(token);if (stack != null) {

ActivityRecord r=mStackSupervisor.activityIdleInternalLocked(token,false, config);if(stopProfiling) {if ((mProfileProc == r.app) && (mProfileFd != null)) {try{

mProfileFd.close();

}catch(IOException e) {

}

clearProfilerLocked();

}

}

}

}

Binder.restoreCallingIdentity(origId);

}

调用activityIdleInternalLocked函数,在下面实现

frameworks/base/services/java/com/android/server/am/ActivityStackSupervisor.java

final ActivityRecord activityIdleInternalLocked(final IBinder token, boolean fromTimeout,

Configuration config) {

....if(enableScreen) {

mService.enableScreenAfterBoot();//调ActivityManagerService类的enableScreenAfterBoot()函数

}

....if(activityRemoved) {

resumeTopActivitiesLocked();

}returnr;

}

来到frameworks/base/services/java/com/android/server/am/ActivityManagerService.java

voidenableScreenAfterBoot() {

EventLog.writeEvent(EventLogTags.BOOT_PROGRESS_ENABLE_SCREEN,

SystemClock.uptimeMillis());

mWindowManager.enableScreenAfterBoot();//调WindowManagerService类里的enableScreenAfterBoot()函数

synchronized (this) {

updateEventDispatchingLocked();

}

}

来到frameworks/base/services/java/com/android/server/wm/WindowManagerService.java

public void enableScreenAfterBoot() {

....

performEnableScreen();

}

performEnableScreen()实现

public void performEnableScreen() {

.....

surfaceFlinger.transact(IBinder.FIRST_CALL_TRANSACTION, // BOOT_FINISHED

data, null, 0);

....

}

发送了FIRST_CALL_TRANSACTION的请求

因为从下面知道FIRST_CALL_TRANSACTION = BOOT_FINISHED

所以BnSurfaceComposer收到消息

frameworks/native/include/gui/ISurfaceComposer.h

class BnSurfaceComposer: public BnInterface{public:enum{//Note: BOOT_FINISHED must remain this value, it is called from//Java by ActivityManagerService.

BOOT_FINISHED =IBinder::FIRST_CALL_TRANSACTION,

...

};virtual status_t onTransact(uint32_t code, const Parcel&data,

Parcel* reply, uint32_t flags = 0);

};

frameworks/native/libs/gui/ISurfaceComposer.cpp

status_t BnSurfaceComposer::onTransact(

uint32_t code,const Parcel& data, Parcel*reply, uint32_t flags)

{switch(code) {

....caseBOOT_FINISHED: {

CHECK_INTERFACE(ISurfaceComposer, data, reply);

bootFinished();//调用 bootFinished()

returnNO_ERROR;

}

....

}//should be unreachable

returnNO_ERROR;

}

bootFinished()函数BpSurfaceComposer里实现,但发现没有,他又发了一个BOOT_FINISHED,死循环了,其实没有。bootFinished()被SurfaceFlinger类重写了

class BpSurfaceComposer : public BpInterface{virtual voidbootFinished()

{

Parcel data, reply;

data.writeInterfaceToken(ISurfaceComposer::getInterfaceDescriptor());

remote()->transact(BnSurfaceComposer::BOOT_FINISHED, data, &reply);

}

重写

frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp

void SurfaceFlinger::bootFinished()

{

...

property_set("service.bootanim.exit", "1");

}

把service.bootanim.exit写成1,然后bootanimation进程的checkExit()检测到就退出进程,停止播放。

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