189 lines
6.0 KiB
Java
189 lines
6.0 KiB
Java
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/*
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* Copyright (C) 2022 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.app;
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import android.annotation.NonNull;
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import android.annotation.SystemApi;
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import android.os.Parcel;
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import android.os.Parcelable;
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import android.view.Display;
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import androidx.annotation.FloatRange;
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import androidx.annotation.IntRange;
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import com.android.internal.annotations.Immutable;
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import com.android.internal.util.Preconditions;
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/**
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* GameModeConfiguration is the game's platform configuration for a game mode.
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* <p>
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* Only the game modes that are enabled by OEMs will have an active configuration, whereas game
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* modes opted in by the game will not.
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*
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* @hide
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*/
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@Immutable
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@SystemApi
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public final class GameModeConfiguration implements Parcelable {
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// Default value indicating that no FPS override will be applied as game intervention, or
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// default to the current display mode's frame rate.
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public static final int FPS_OVERRIDE_NONE = 0;
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public static final @NonNull Creator<GameModeConfiguration> CREATOR = new Creator<>() {
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@Override
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public GameModeConfiguration createFromParcel(Parcel in) {
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return new GameModeConfiguration(in);
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}
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@Override
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public GameModeConfiguration[] newArray(int size) {
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return new GameModeConfiguration[size];
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}
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};
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/**
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* Builder for {@link GameModeConfiguration}.
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*
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* @hide
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*/
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@SystemApi
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public static final class Builder {
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/** Constructs a new Builder for a game mode’s configuration. */
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public Builder() {
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}
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/** Constructs a new builder by copying from an existing game mode configuration. */
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public Builder(@NonNull GameModeConfiguration configuration) {
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mFpsOverride = configuration.mFpsOverride;
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mScalingFactor = configuration.mScalingFactor;
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}
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/**
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* Sets the scaling factor used for game resolution downscaling.
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* <br>
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*
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* @param scalingFactor the desired scaling factor ranged from 0.1 to 1.0 inclusively
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* @throws IllegalArgumentException if the scaling factor is not in range of [0.1, 1.0]
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*/
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@NonNull
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public GameModeConfiguration.Builder setScalingFactor(
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@FloatRange(from = 0.1, to = 1.0) float scalingFactor) {
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Preconditions.checkArgument(scalingFactor >= 0.1 && scalingFactor <= 1.0,
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"Scaling factor should fall between 0.1 and 1.0 (inclusive)");
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mScalingFactor = scalingFactor;
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return this;
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}
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/**
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* Sets the FPS override used for game frame rate throttling.
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* <br>
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* The list of valid throttled frame rates can be queried by
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* <ol>
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* <li>Obtain display modes by calling {@link Display#getSupportedModes}
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* <li>For each mode, get valid FPS by getting the divisor of the
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* {@link Display.Mode#getRefreshRate()} that is >= 30,
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* e.g. when Display.Mode#getRefreshRate() is 120 Hz, the valid FPS
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* of this mode is 120, 60, 40, 30
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* <li>Aggregate the valid FPS of each mode to get the full list
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* </ol>
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* <br>
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*
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* @param fpsOverride the desired non-negative FPS override value, default to
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* {@link #FPS_OVERRIDE_NONE}.
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* @throws IllegalArgumentException if the provided value is negative
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*/
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@NonNull
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public GameModeConfiguration.Builder setFpsOverride(@IntRange(from = 0) int fpsOverride) {
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Preconditions.checkArgument(fpsOverride >= 0,
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"FPS override should be non-negative");
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mFpsOverride = fpsOverride;
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return this;
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}
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/**
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* Builds a GameModeConfiguration.
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*/
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@NonNull
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public GameModeConfiguration build() {
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return new GameModeConfiguration(mScalingFactor, mFpsOverride);
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}
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;
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private float mScalingFactor;
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private int mFpsOverride;
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}
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GameModeConfiguration(float scalingFactor, int fpsOverride) {
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this.mScalingFactor = scalingFactor;
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this.mFpsOverride = fpsOverride;
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}
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GameModeConfiguration(Parcel in) {
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this.mScalingFactor = in.readFloat();
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this.mFpsOverride = in.readInt();
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}
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@Override
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public int describeContents() {
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return 0;
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}
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@Override
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public void writeToParcel(@NonNull Parcel dest, int flags) {
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dest.writeFloat(mScalingFactor);
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dest.writeInt(mFpsOverride);
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}
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/**
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* Gets the scaling factor used for game resolution downscaling.
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*/
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public float getScalingFactor() {
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return mScalingFactor;
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}
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/**
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* Gets the FPS override used for frame rate throttling.
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*/
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public int getFpsOverride() {
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return mFpsOverride;
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}
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@Override
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public boolean equals(Object obj) {
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if (obj == this) {
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return true;
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}
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if (!(obj instanceof GameModeConfiguration)) {
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return false;
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}
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GameModeConfiguration config = (GameModeConfiguration) obj;
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return config.mFpsOverride == this.mFpsOverride
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&& config.mScalingFactor == this.mScalingFactor;
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}
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@Override
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public int hashCode() {
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int result = 7;
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result = 31 * result + mFpsOverride;
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result = 31 * result + Float.floatToIntBits(mScalingFactor);
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return result;
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}
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private final float mScalingFactor;
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private final int mFpsOverride;
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}
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