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 = &part;
+                }
+            }
+
+            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;
 }