Lines Matching full:update
101 // Each sprite update record includes a reference to its associated sprite so we can in doUpdateSprites()
123 SpriteUpdate& update = updates.editItemAt(i); in doUpdateSprites() local
125 if (update.state.surfaceControl == NULL && update.state.wantSurfaceVisible()) { in doUpdateSprites()
126 update.state.surfaceWidth = update.state.icon.width(); in doUpdateSprites()
127 update.state.surfaceHeight = update.state.icon.height(); in doUpdateSprites()
128 update.state.surfaceDrawn = false; in doUpdateSprites()
129 update.state.surfaceVisible = false; in doUpdateSprites()
130 update.state.surfaceControl = in doUpdateSprites()
131 obtainSurface(update.state.surfaceWidth, update.state.surfaceHeight, in doUpdateSprites()
132 update.state.displayId, update.state.skipScreenshot); in doUpdateSprites()
133 if (update.state.surfaceControl != NULL) { in doUpdateSprites()
134 update.surfaceChanged = surfaceChanged = true; in doUpdateSprites()
143 SpriteUpdate& update = updates.editItemAt(i); in doUpdateSprites() local
144 if (update.state.surfaceControl == nullptr) { in doUpdateSprites()
148 if (update.state.wantSurfaceVisible()) { in doUpdateSprites()
149 int32_t desiredWidth = update.state.icon.width(); in doUpdateSprites()
150 int32_t desiredHeight = update.state.icon.height(); in doUpdateSprites()
152 if (update.state.surfaceWidth != desiredWidth || in doUpdateSprites()
153 update.state.surfaceHeight != desiredHeight) { in doUpdateSprites()
156 update.state.surfaceControl->updateDefaultBufferSize(desiredWidth, desiredHeight); in doUpdateSprites()
157 update.state.surfaceWidth = desiredWidth; in doUpdateSprites()
158 update.state.surfaceHeight = desiredHeight; in doUpdateSprites()
159 update.state.surfaceDrawn = false; in doUpdateSprites()
160 update.surfaceChanged = surfaceChanged = true; in doUpdateSprites()
162 if (update.state.surfaceVisible) { in doUpdateSprites()
163 t.hide(update.state.surfaceControl); in doUpdateSprites()
164 update.state.surfaceVisible = false; in doUpdateSprites()
170 if (update.state.dirty & DIRTY_DISPLAY_ID) { in doUpdateSprites()
171 t.reparent(update.state.surfaceControl, mParentSurfaceProvider(update.state.displayId)); in doUpdateSprites()
181 SpriteUpdate& update = updates.editItemAt(i); in doUpdateSprites() local
183 if ((update.state.dirty & DIRTY_BITMAP) && update.state.surfaceDrawn) { in doUpdateSprites()
184 update.state.surfaceDrawn = false; in doUpdateSprites()
185 update.surfaceChanged = surfaceChanged = true; in doUpdateSprites()
188 if (update.state.surfaceControl != NULL && !update.state.surfaceDrawn in doUpdateSprites()
189 && update.state.wantSurfaceVisible()) { in doUpdateSprites()
190 sp<Surface> surface = update.state.surfaceControl->getSurface(); in doUpdateSprites()
191 if (update.state.icon.draw(surface)) { in doUpdateSprites()
192 update.state.surfaceDrawn = true; in doUpdateSprites()
193 update.surfaceChanged = surfaceChanged = true; in doUpdateSprites()
200 SpriteUpdate& update = updates.editItemAt(i); in doUpdateSprites() local
202 bool wantSurfaceVisibleAndDrawn = update.state.wantSurfaceVisible() in doUpdateSprites()
203 && update.state.surfaceDrawn; in doUpdateSprites()
204 bool becomingVisible = wantSurfaceVisibleAndDrawn && !update.state.surfaceVisible; in doUpdateSprites()
205 bool becomingHidden = !wantSurfaceVisibleAndDrawn && update.state.surfaceVisible; in doUpdateSprites()
206 if (update.state.surfaceControl != NULL && in doUpdateSprites()
209 (update.state.dirty & in doUpdateSprites()
216 && (becomingVisible || (update.state.dirty & DIRTY_ALPHA))) { in doUpdateSprites()
217 t.setAlpha(update.state.surfaceControl, in doUpdateSprites()
218 update.state.alpha); in doUpdateSprites()
222 && (becomingVisible || (update.state.dirty & (DIRTY_POSITION in doUpdateSprites()
225 update.state.surfaceControl, in doUpdateSprites()
226 update.state.positionX - update.state.icon.hotSpotX, in doUpdateSprites()
227 update.state.positionY - update.state.icon.hotSpotY); in doUpdateSprites()
232 || (update.state.dirty & DIRTY_TRANSFORMATION_MATRIX))) { in doUpdateSprites()
234 update.state.surfaceControl, in doUpdateSprites()
235 update.state.transformationMatrix.dsdx, in doUpdateSprites()
236 update.state.transformationMatrix.dtdx, in doUpdateSprites()
237 update.state.transformationMatrix.dsdy, in doUpdateSprites()
238 update.state.transformationMatrix.dtdy); in doUpdateSprites()
243 (update.state.dirty & in doUpdateSprites()
246 p.writeInt32(static_cast<int32_t>(update.state.icon.style)); in doUpdateSprites()
247 p.writeFloat(update.state.icon.hotSpotX); in doUpdateSprites()
248 p.writeFloat(update.state.icon.hotSpotY); in doUpdateSprites()
249 p.writeBool(update.state.icon.drawNativeDropShadow); in doUpdateSprites()
253 // update mouse cursor in the host OS. in doUpdateSprites()
254 t.setMetadata(update.state.surfaceControl, gui::METADATA_MOUSE_CURSOR, p); in doUpdateSprites()
257 int32_t surfaceLayer = mOverlayLayer + update.state.layer; in doUpdateSprites()
259 && (becomingVisible || (update.state.dirty & DIRTY_LAYER))) { in doUpdateSprites()
260 t.setLayer(update.state.surfaceControl, surfaceLayer); in doUpdateSprites()
264 (becomingVisible || (update.state.dirty & DIRTY_SKIP_SCREENSHOT))) { in doUpdateSprites()
266 update.state.skipScreenshot ? ISurfaceComposerClient::eSkipScreenshot : 0; in doUpdateSprites()
267 t.setFlags(update.state.surfaceControl, flags, in doUpdateSprites()
272 t.show(update.state.surfaceControl); in doUpdateSprites()
274 update.state.surfaceVisible = true; in doUpdateSprites()
275 update.surfaceChanged = surfaceChanged = true; in doUpdateSprites()
277 t.hide(update.state.surfaceControl); in doUpdateSprites()
279 update.state.surfaceVisible = false; in doUpdateSprites()
280 update.surfaceChanged = surfaceChanged = true; in doUpdateSprites()
297 const SpriteUpdate& update = updates.itemAt(i); in doUpdateSprites() local
299 if (update.surfaceChanged) { in doUpdateSprites()
300 update.sprite->setSurfaceLocked(update.state.surfaceControl, in doUpdateSprites()
301 update.state.surfaceWidth, update.state.surfaceHeight, in doUpdateSprites()
302 update.state.surfaceDrawn, update.state.surfaceVisible); in doUpdateSprites()
307 // Clear the sprite update vector outside the lock. It is very important that in doUpdateSprites()