Index: content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java |
diff --git a/content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java b/content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java |
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index 0000000000000000000000000000000000000000..6a0e4f3cda863f0b6c522d6d371bd20a1cf8ed1c |
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+++ b/content/public/android/java/src/org/chromium/content/browser/androidoverlay/AndroidOverlayProviderImpl.java |
@@ -0,0 +1,120 @@ |
+// Copyright 2017 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+package org.chromium.content.browser.androidoverlay; |
+ |
+import android.content.Context; |
+import android.os.Handler; |
+import android.os.HandlerThread; |
+import android.os.IBinder; |
+ |
+import org.chromium.base.ContextUtils; |
+import org.chromium.base.annotations.CalledByNative; |
+import org.chromium.media.IAndroidOverlay; |
+import org.chromium.media.IAndroidOverlayCallback; |
+import org.chromium.media.IAndroidOverlayProvider; |
+ |
+/** |
+ * Singleton class to create and manage AndroidOverlay. Normally, you won't need |
+ * to access this directly. Instead, see the native wrappers in |
+ * dialog_surface_manager.cc for usage. |
+ * |
+ * The wrappers do roughly the following on the gpu side: |
+ * - Create an IAndroidOverlayCallback. For native, AndroidOverlayCallback hides |
+ * the threading issues and provides the java peer. |
+ * - Get an IAndroidOverlayManager from the browser via ChildProcessCallback . |
+ * - dialogSurface = IAndroidOverlayManager.createOverlay(callback) |
+ * This calls into the browser, and returns an IAndroidOverlay IBinder. |
+ * - Wrap the AndroidOverlay in a AndroidOverlayWrapper. This provides the JNI |
+ * bindings for native. |
+ * - Expect callbacks on the callback to let you know when the underlying |
+ * android surface state changes. |
+ * - Use the surface. |
+ * - Call IAndroidOverlay::release() to destroy the surface when done. |
+ */ |
+public class AndroidOverlayProviderImpl extends IAndroidOverlayProvider.Stub { |
+ private static final String TAG = "AOProviderImpl"; |
+ private static AndroidOverlayProviderImpl sInstance; |
+ private static final Object sLock = new Object(); |
+ |
+ private final Context mContext; |
+ |
+ // We maintain a thread with a Looper for the AndroidOverlays to use, |
+ // since Dialog requires one. We don't want this to be the native thread |
+ // that's used to create them, because it probably also has a native message |
+ // loop. Including a looper on it is not a good idea. We don't want to use |
+ // the UI thread, since it will process synchronous callbacks from Android. |
+ private final Object mLock = new Object(); |
+ private HandlerThread mThread; |
+ private Handler mHandler; |
+ |
+ // Number of AndroidOverlays that have been created but not released. |
+ private int mNumOverlays; |
+ |
+ // Maximum number of concurrent surfaces we allow. |
+ private static final int MAX_SURFACES = 1; |
+ |
+ private AndroidOverlayProviderImpl() { |
+ mContext = ContextUtils.getApplicationContext(); |
+ mNumOverlays = 0; |
+ } |
+ |
+ // Return the singleton instance, as a convenience. |
+ public static IBinder getInstance() { |
+ synchronized (sLock) { |
+ if (sInstance == null) sInstance = new AndroidOverlayProviderImpl(); |
+ |
+ return sInstance.asBinder(); |
+ } |
+ } |
+ |
+ @Override |
+ @CalledByNative |
boliu
2017/02/08 00:01:58
not needed, this doesn't generate jni headers
|
+ public IAndroidOverlay createOverlay(int rendererPid, int renderFrameId, |
+ IAndroidOverlayCallback callback, int x, int y, int width, int height) { |
+ // Note that we may be called on any random binder thread, so lock. |
+ synchronized (mLock) { |
+ // Limit the number of concurrent surfaces. |
+ if (mNumOverlays >= MAX_SURFACES) return null; |
+ |
+ startThreadIfNeededLocked(); |
+ |
+ mNumOverlays++; |
+ } |
+ |
+ return new DialogAndroidOverlay(rendererPid, renderFrameId, mContext, this, mHandler, |
+ callback, x, y, width, height); |
+ } |
+ |
+ /** |
+ * Called by AndroidOverlays when they no longer need the thread. |
+ * Called on some random thread. |
+ */ |
+ public void notifyReleased() { |
+ synchronized (mLock) { |
+ assert mNumOverlays > 0; |
+ mNumOverlays--; |
+ |
+ // We don't stop the looper thread here, else android can get mad when |
+ // it tries to send a message from the dialog on this thread. |
+ // AndroidOverlay might have to notify us separately to tell us |
+ // when it's done with the thread, if we don't want to wait until then |
+ // to start creating a new SV. |
+ // Instead, we just avoid shutting down the thread at all for now. |
+ } |
+ } |
+ |
+ /** |
+ * Make sure that mThread and mHandler are ready for use. Do nothing if |
+ * they already are. |
+ */ |
+ private void startThreadIfNeededLocked() { |
+ // Called with mLock held only. |
boliu
2017/02/08 00:01:58
synhronized blocks are re-entrant safe, so rather
|
+ if (mThread != null) return; |
+ |
+ mThread = new HandlerThread("AndroidOverlayThread"); |
+ mThread.start(); |
+ mHandler = new Handler(mThread.getLooper()); |
+ } |
+} |