Android开机动画制作
2015-04-22 17:22
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在Android手机中开机动画一般位于”system/media“中,可以通过下面的命令获取
解压开机动画里面有个desc.txt文件,配置动画播放的一些参数,以及动画播放的资源图片,下面是desc.txt常用的一些参数
在Android系统启动时,init.c解析init.rc 中定义的”service bootanim /system/bin/bootanimation”
在frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp中的startBootAnim()启动开机动画
android对于解析bootanimation.zip的代码位于frameworks/base/cmds/bootanimation/下,在BootAnimation.cpp中的BootAnimation::movie()解析开机动画包。
在基本了解配置的工作流程后,接下来时怎么制作开bootanimation.zip包了,在准备好图片资源和写好配置文件后(具体配置可以参考我上传的bootanimation.zip 里面包含多个开机动画包或从手机pull一个出来),接下来打包压缩测试我们的开机动画包了,在压缩的时候注意一定要选择存储压缩,在Linux上压缩时可以用下面的命令
压缩完成后,会在上一级目录生成bootanimation.zip文件,我们可以通过以下命令测试生存的bootanimation文件
在开机以后,也可以执行下面的命令来运行开机动画
adb pull system/media/bootanimation.zip .
解压开机动画里面有个desc.txt文件,配置动画播放的一些参数,以及动画播放的资源图片,下面是desc.txt常用的一些参数
720 1280 25 //720 1280代表图片的像素为720x1280,而25代表帧数,也就每一秒播放25张图; p 1 60 generic1 //p代表标志符,1代表循环次数为1次,60代表离读取generic2的停顿间隔的帧数(间隔60帧再读取下一部分文件),generic1代表对应的文件夹 p 1 0 generic2 p 0 0 generic3 //这里的generic3循环次数为0,直到系统加载完成前
#p代表定义一个部分。 #p后面的第一个数是重复播放这一部分次数。如果这个数为0,就无限循环播放 #p后面第二个数是播放下一个部分前的延迟帧数 #字符串定义了加载文件的路径其中generic1表示bootanimation.zip中存放图片资源的目录,
在Android系统启动时,init.c解析init.rc 中定义的”service bootanim /system/bin/bootanimation”
<strong>system/core/rootdir/init.rc</strong></span><span style="font-size:14px;"> service bootanim /system/bin/bootanimation class core user graphics group graphics audio disabled oneshot</span>
在frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp中的startBootAnim()启动开机动画
void SurfaceFlinger::startBootAnim() { // start boot animation mBootFinished = false; property_set("service.bootanim.exit", "0"); property_set("ctl.start", "bootanim"); //设置"ctl.start"属性开始播放动画 }在frameworks/native/services/surfaceflinger/SurfaceFlinger.cpp中的bootFinished()中发送开机动画完成指令
void SurfaceFlinger::bootFinished() { property_set("service.bootanim.exit", "1"); property_set("ctl.stop", "bootanim"); }
android对于解析bootanimation.zip的代码位于frameworks/base/cmds/bootanimation/下,在BootAnimation.cpp中的BootAnimation::movie()解析开机动画包。
bool BootAnimation::movie() { char value[PROPERTY_VALUE_MAX]; String8 desString; if (!readFile("desc.txt", desString)) { //读取bootanimation.zip里面的配置文件 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) { //开始解析配置文件里每一行的值 // 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)); pthread_mutex_init(&mp_lock, NULL); pthread_cond_init(&mp_cond, NULL); property_get("persist.sys.silent", value, "null"); if (strncmp(value, "1", 1) != 0) { playBackgroundMusic(); } 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); /*calculate if we need to runtime save memory * condition: runtime free memory is less than the textures that will used. * needSaveMem default to be false */ GLint mMaxTextureSize; bool needSaveMem = false; GLuint mTextureid; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize); //ALOGD("freemem:%ld, %d", getFreeMemory(), mMaxTextureSize); if(getFreeMemory() < mMaxTextureSize * mMaxTextureSize * fcount / 1024) { ALOGD("Use save memory method, maybe small fps in actual."); needSaveMem = true; glGenTextures(1, &mTextureid); glBindTexture(GL_TEXTURE_2D, mTextureid); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } 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) { 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 && !needSaveMem) { glBindTexture(GL_TEXTURE_2D, frame.tid); } else { if (!needSaveMem && 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 (!needSaveMem && part.count != 1) { for (size_t j=0 ; j<fcount ; j++) { const Animation::Frame& frame(part.frames[j]); glDeleteTextures(1, &frame.tid); } } if (needSaveMem) { glDeleteTextures(1, &mTextureid); } } ALOGD("waiting for media player to complete."); struct timespec timeout; clock_gettime(CLOCK_REALTIME, &timeout); timeout.tv_sec += 5; //timeout after 5s. pthread_mutex_lock(&mp_lock); while (!isMPlayerCompleted) { int err = pthread_cond_timedwait(&mp_cond, &mp_lock, &timeout); if (err == ETIMEDOUT) { break; } } pthread_mutex_unlock(&mp_lock); ALOGD("media player is completed."); pthread_cond_destroy(&mp_cond); pthread_mutex_destroy(&mp_lock); return false; }
在基本了解配置的工作流程后,接下来时怎么制作开bootanimation.zip包了,在准备好图片资源和写好配置文件后(具体配置可以参考我上传的bootanimation.zip 里面包含多个开机动画包或从手机pull一个出来),接下来打包压缩测试我们的开机动画包了,在压缩的时候注意一定要选择存储压缩,在Linux上压缩时可以用下面的命令
#以store方式压缩,进入配置文件当前的目录执行下面命令 zip -0 -r ../bootanimation.zip ./*
压缩完成后,会在上一级目录生成bootanimation.zip文件,我们可以通过以下命令测试生存的bootanimation文件
adb root adb remount adb push bootanimation.zip system/media/ adb shell chmod 644 system/media/bootanimation.zip #我测试的时候没改权限,也运行起来了,测试之前最好先把自己的bootanimation.zip备份一份,并记住权限 adb reboot
在开机以后,也可以执行下面的命令来运行开机动画
adb shell bootanimation adb shell setprop ctl.start bootanim #执行开机动画 getprop ctl.start bootanim #停止开机动画
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