Refactor bootanimation into a shared lib.
We would like to reuse the animation parts of it in Android things.
This refactors the audio part into the _main and gets callbacks from
the BootAnimation class at interesting times. This will be the same
approach we take to integrate with it.
BUG: 37992717
Test: Built locally and pushed to a bullhead, works with sound.
Change-Id: I5eaca07c25eeb5edeab07d7ae7a29945e0e2cd37
diff --git a/cmds/bootanimation/bootanimation_main.cpp b/cmds/bootanimation/bootanimation_main.cpp
index 3689d5e..c11d905 100644
--- a/cmds/bootanimation/bootanimation_main.cpp
+++ b/cmds/bootanimation/bootanimation_main.cpp
@@ -27,13 +27,77 @@
#include <utils/Log.h>
#include <utils/SystemClock.h>
#include <utils/threads.h>
+#include <android-base/properties.h>
#include "BootAnimation.h"
+#include "audioplay.h"
using namespace android;
// ---------------------------------------------------------------------------
+namespace {
+
+// Create a typedef for readability.
+typedef android::BootAnimation::Animation Animation;
+
+static const char PLAY_SOUND_PROP_NAME[] = "persist.sys.bootanim.play_sound";
+static const char BOOT_COMPLETED_PROP_NAME[] = "sys.boot_completed";
+static const char POWER_CTL_PROP_NAME[] = "sys.powerctl";
+static const char BOOTREASON_PROP_NAME[] = "ro.boot.bootreason";
+static const std::vector<std::string> PLAY_SOUND_BOOTREASON_BLACKLIST {
+ "kernel_panic",
+ "Panic",
+ "Watchdog",
+};
+
+class InitAudioThread : public Thread {
+public:
+ InitAudioThread(uint8_t* exampleAudioData, int exampleAudioLength)
+ : Thread(false),
+ mExampleAudioData(exampleAudioData),
+ mExampleAudioLength(exampleAudioLength) {}
+private:
+ virtual bool threadLoop() {
+ audioplay::create(mExampleAudioData, mExampleAudioLength);
+ // Exit immediately
+ return false;
+ }
+
+ uint8_t* mExampleAudioData;
+ int mExampleAudioLength;
+};
+
+bool playSoundsAllowed() {
+ // Only play sounds for system boots, not runtime restarts.
+ if (android::base::GetBoolProperty(BOOT_COMPLETED_PROP_NAME, false)) {
+ return false;
+ }
+ // no audio while shutting down
+ if (!android::base::GetProperty(POWER_CTL_PROP_NAME, "").empty()) {
+ return false;
+ }
+ // Read the system property to see if we should play the sound.
+ // If it's not present, default to allowed.
+ if (!property_get_bool(PLAY_SOUND_PROP_NAME, 1)) {
+ return false;
+ }
+
+ // Don't play sounds if this is a reboot due to an error.
+ char bootreason[PROPERTY_VALUE_MAX];
+ if (property_get(BOOTREASON_PROP_NAME, bootreason, nullptr) > 0) {
+ for (const auto& str : PLAY_SOUND_BOOTREASON_BLACKLIST) {
+ if (strcasecmp(str.c_str(), bootreason) == 0) {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+} // namespace
+
+
int main()
{
setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);
@@ -71,10 +135,50 @@
ALOGI("Waiting for SurfaceFlinger took %" PRId64 " ms", totalWaited);
}
+ // TODO: Move audio code to a new class that just exports the callbacks.
+ sp<InitAudioThread> initAudioThread = nullptr;
+
+ auto initCallback = [&](const Vector<Animation::Part>& parts) {
+ const Animation::Part* partWithAudio = nullptr;
+ for (const Animation::Part& part : parts) {
+ if (part.audioData != nullptr) {
+ partWithAudio = ∂
+ }
+ }
+
+ if (partWithAudio == nullptr) {
+ return;
+ }
+
+ ALOGD("found audio.wav, creating playback engine");
+ initAudioThread = new InitAudioThread(partWithAudio->audioData,
+ partWithAudio->audioLength);
+ initAudioThread->run("BootAnimation::InitAudioThread", PRIORITY_NORMAL);
+
+ };
+
+ auto partCallback = [&](int partNumber, const Animation::Part& part,
+ int playNumber) {
+ // only play audio file the first time we animate the part
+ if (playNumber == 0 && part.audioData && playSoundsAllowed()) {
+ ALOGD("playing clip for part%d, size=%d",
+ partNumber, part.audioLength);
+ // Block until the audio engine is finished initializing.
+ if (initAudioThread != nullptr) {
+ initAudioThread->join();
+ }
+ audioplay::playClip(part.audioData, part.audioLength);
+ }
+ };
+
// create the boot animation object
- sp<BootAnimation> boot = new BootAnimation();
+ sp<BootAnimation> boot = new BootAnimation(initCallback, partCallback);
IPCThreadState::self()->joinThreadPool();
+
+ // we've finally played everything we're going to play
+ audioplay::setPlaying(false);
+ audioplay::destroy();
}
return 0;
}