Files
android_bootable_recovery/gui/patternpassword.cpp
Ethan Yonker fbb4353a24 Update minuitwrp graphics in line with latest minui
Note: events.cpp is still old code renamed to cpp to make it
easier to call functions like gr_fb_width().

I had to modify AOSP fbdev code to provide a separate memory
surface for drawing to as drawing directly to the framebuffer
resulted in rendering taking about 5 times longer.

I also modified AOSP adf code to provide a separate memory surface
for drawing for the same performance reasons. The Nexus 9 supports
adf graphics.

Overlay graphics work on at least one device. Overlay provides a
separate memory buffer already so performance is good.

I do not have a drm device yet that I know of. I made some attempt
to update the drm code to determine the correct pixel format based
on the drm graphics format, but what is available in pixel flinger
and what is available in drm do not line up all that well. Reports
are that the Pixel C is using drm graphics, but performance is
slow, likely due to the use of a mmap instead of a memory buffyer.

Change-Id: Ibd45bccca6ac2cb826037aa9b2aa5065cf683eed
2016-01-27 10:53:13 -06:00

457 lines
10 KiB
C++

#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <sys/types.h>
#include <time.h>
#include <unistd.h>
#include <stdlib.h>
#include <string>
#include <sstream>
extern "C" {
#include "../twcommon.h"
}
#include "../minuitwrp/minui.h"
#include "rapidxml.hpp"
#include "objects.hpp"
GUIPatternPassword::GUIPatternPassword(xml_node<>* node)
: GUIObject(node)
{
xml_attribute<>* attr;
xml_node<>* child;
// 3x3 is the default.
mGridSize = 3;
mDots = new Dot[mGridSize * mGridSize];
mConnectedDots = new int[mGridSize * mGridSize];
ResetActiveDots();
mTrackingTouch = false;
mNeedRender = true;
ConvertStrToColor("blue", &mDotColor);
ConvertStrToColor("white", &mActiveDotColor);
ConvertStrToColor("blue", &mLineColor);
mDotImage = mActiveDotImage = NULL;
mDotCircle = mActiveDotCircle = NULL;
mDotRadius = 50;
mLineWidth = 35;
mAction = NULL;
mUpdate = 0;
if (!node)
return;
LoadPlacement(FindNode(node, "placement"), &mRenderX, &mRenderY, &mRenderW, &mRenderH, &mPlacement);
mAction = new GUIAction(node);
child = FindNode(node, "dot");
if(child)
{
mDotColor = LoadAttrColor(child, "color", mDotColor);
mActiveDotColor = LoadAttrColor(child, "activecolor", mActiveDotColor);
mDotRadius = LoadAttrIntScaleX(child, "radius", mDotRadius);
mDotImage = LoadAttrImage(child, "image");
mActiveDotImage = LoadAttrImage(child, "activeimage");
}
child = FindNode(node, "line");
if(child)
{
mLineColor = LoadAttrColor(child, "color", mLineColor);
mLineWidth = LoadAttrIntScaleX(child, "width", mLineWidth);
}
child = FindNode(node, "data");
if(child)
mPassVar = LoadAttrString(child, "name", "");
child = FindNode(node, "size");
if(child) {
mSizeVar = LoadAttrString(child, "name", "");
// Use the configured default, if set.
size_t size = LoadAttrInt(child, "default", mGridSize);
Resize(size);
}
if(!mDotImage || !mDotImage->GetResource() || !mActiveDotImage || !mActiveDotImage->GetResource())
{
mDotCircle = gr_render_circle(mDotRadius, mDotColor.red, mDotColor.green, mDotColor.blue, mDotColor.alpha);
mActiveDotCircle = gr_render_circle(mDotRadius/2, mActiveDotColor.red, mActiveDotColor.green, mActiveDotColor.blue, mActiveDotColor.alpha);
}
else
mDotRadius = mDotImage->GetWidth()/2;
SetRenderPos(mRenderX, mRenderY, mRenderW, mRenderH);
}
GUIPatternPassword::~GUIPatternPassword()
{
delete mDotImage;
delete mActiveDotImage;
delete mAction;
delete[] mDots;
delete[] mConnectedDots;
if(mDotCircle)
gr_free_surface(mDotCircle);
if(mActiveDotCircle)
gr_free_surface(mActiveDotCircle);
}
void GUIPatternPassword::ResetActiveDots()
{
mConnectedDotsLen = 0;
mCurLineX = mCurLineY = -1;
for(size_t i = 0; i < mGridSize * mGridSize; ++i)
mDots[i].active = false;
}
int GUIPatternPassword::SetRenderPos(int x, int y, int w, int h)
{
mRenderX = x;
mRenderY = y;
if (w || h)
{
mRenderW = w;
mRenderH = h;
mAction->SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
}
CalculateDotPositions();
return 0;
}
void GUIPatternPassword::CalculateDotPositions(void)
{
const int num_gaps = mGridSize - 1;
const int step_x = (mRenderW - mDotRadius*2) / num_gaps;
const int step_y = (mRenderH - mDotRadius*2) / num_gaps;
int x = mRenderX;
int y = mRenderY;
/* Order is important for keyphrase generation:
*
* 0 1 2 3 ... n-1
* n n+1 n+2 n+3 ... 2n-1
* 2n 2n+1 2n+2 2n+3 ... 3n-1
* 3n 3n+1 3n+2 3n+3 ... 4n-1
* : : : :
* n*n-1
*/
for(size_t r = 0; r < mGridSize; ++r)
{
for(size_t c = 0; c < mGridSize; ++c)
{
mDots[mGridSize*r + c].x = x;
mDots[mGridSize*r + c].y = y;
x += step_x;
}
x = mRenderX;
y += step_y;
}
}
int GUIPatternPassword::Render(void)
{
if(!isConditionTrue())
return 0;
gr_color(mLineColor.red, mLineColor.green, mLineColor.blue, mLineColor.alpha);
for(size_t i = 1; i < mConnectedDotsLen; ++i) {
const Dot& dp = mDots[mConnectedDots[i-1]];
const Dot& dc = mDots[mConnectedDots[i]];
gr_line(dp.x + mDotRadius, dp.y + mDotRadius, dc.x + mDotRadius, dc.y + mDotRadius, mLineWidth);
}
if(mConnectedDotsLen > 0 && mTrackingTouch) {
const Dot& dc = mDots[mConnectedDots[mConnectedDotsLen-1]];
gr_line(dc.x + mDotRadius, dc.y + mDotRadius, mCurLineX, mCurLineY, mLineWidth);
}
for(size_t i = 0; i < mGridSize * mGridSize; ++i) {
if(mDotCircle) {
gr_blit(mDotCircle, 0, 0, gr_get_width(mDotCircle), gr_get_height(mDotCircle), mDots[i].x, mDots[i].y);
if(mDots[i].active) {
gr_blit(mActiveDotCircle, 0, 0, gr_get_width(mActiveDotCircle), gr_get_height(mActiveDotCircle), mDots[i].x + mDotRadius/2, mDots[i].y + mDotRadius/2);
}
} else {
if(mDots[i].active) {
gr_blit(mActiveDotImage->GetResource(), 0, 0, mActiveDotImage->GetWidth(), mActiveDotImage->GetHeight(),
mDots[i].x + (mDotRadius - mActiveDotImage->GetWidth()/2), mDots[i].y + (mDotRadius - mActiveDotImage->GetHeight()/2));
} else {
gr_blit(mDotImage->GetResource(), 0, 0, mDotImage->GetWidth(), mDotImage->GetHeight(), mDots[i].x, mDots[i].y);
}
}
}
return 0;
}
int GUIPatternPassword::Update(void)
{
if(!isConditionTrue())
return 0;
int res = mNeedRender ? 2 : 1;
mNeedRender = false;
return res;
}
void GUIPatternPassword::Resize(size_t n) {
if(mGridSize == n)
return;
delete[] mDots;
delete[] mConnectedDots;
mGridSize = n;
mDots = new Dot[n*n];
mConnectedDots = new int[n*n];
ResetActiveDots();
CalculateDotPositions();
mTrackingTouch = false;
mNeedRender = true;
}
static int pow(int x, int i)
{
while(i-- > 1)
x *= x;
return x;
}
static bool IsInCircle(int x, int y, int ox, int oy, int r)
{
return pow(x - ox, 2) + pow(y - oy, 2) <= pow(r, 2);
}
int GUIPatternPassword::InDot(int x, int y)
{
for(size_t i = 0; i < mGridSize * mGridSize; ++i) {
if(IsInCircle(x, y, mDots[i].x + mDotRadius, mDots[i].y + mDotRadius, mDotRadius*3))
return i;
}
return -1;
}
bool GUIPatternPassword::DotUsed(int dot_idx)
{
for(size_t i = 0; i < mConnectedDotsLen; ++i) {
if(mConnectedDots[i] == dot_idx)
return true;
}
return false;
}
void GUIPatternPassword::ConnectDot(int dot_idx)
{
if(mConnectedDotsLen >= mGridSize * mGridSize)
{
LOGERR("mConnectedDots in GUIPatternPassword has overflown!\n");
return;
}
mConnectedDots[mConnectedDotsLen++] = dot_idx;
mDots[dot_idx].active = true;
}
void GUIPatternPassword::ConnectIntermediateDots(int next_dot_idx)
{
if(mConnectedDotsLen == 0)
return;
const int prev_dot_idx = mConnectedDots[mConnectedDotsLen-1];
int px = prev_dot_idx % mGridSize;
int py = prev_dot_idx / mGridSize;
int nx = next_dot_idx % mGridSize;
int ny = next_dot_idx / mGridSize;
/*
* We connect all dots that are in a straight line between the previous dot
* and the next one. This is simple for 3x3, but is more complicated for
* larger grids.
*
* Weirdly, Android doesn't do the logical thing when it comes to connecting
* dots between two points. Rather than simply adding all points that lie
* on the line between the start and end points, it instead only connects
* dots that are adjacent in only three directions -- horizontal, vertical
* and diagonal (45°).
*
* So we can just iterate over the correct axes, taking care to ensure that
* the order in which the intermediate points are added to the pattern is
* correct.
*/
int x = px;
int y = py;
int Dx = (nx > px) ? 1 : -1;
int Dy = (ny > py) ? 1 : -1;
// Vertical lines.
if(px == nx)
Dx = 0;
// Horizontal lines.
else if(py == ny)
Dy = 0;
// Diagonal lines (|∆x| = |∆y|).
else if(abs(px - nx) == abs(py - ny))
;
// No valid intermediate dots.
else
return;
// Iterate along axis, adding dots in the correct order.
while((Dy == 0 || y != ny - Dy) && (Dx == 0 || x != nx - Dx)) {
x += Dx;
y += Dy;
int idx = mGridSize * y + x;
if(!DotUsed(idx))
ConnectDot(idx);
}
}
int GUIPatternPassword::NotifyTouch(TOUCH_STATE state, int x, int y)
{
if(!isConditionTrue())
return -1;
switch (state)
{
case TOUCH_START:
{
const int dot_idx = InDot(x, y);
if(dot_idx == -1)
break;
mTrackingTouch = true;
ResetActiveDots();
ConnectDot(dot_idx);
DataManager::Vibrate("tw_button_vibrate");
mCurLineX = x;
mCurLineY = y;
mNeedRender = true;
break;
}
case TOUCH_DRAG:
{
if(!mTrackingTouch)
break;
const int dot_idx = InDot(x, y);
if(dot_idx != -1 && !DotUsed(dot_idx))
{
ConnectIntermediateDots(dot_idx);
ConnectDot(dot_idx);
DataManager::Vibrate("tw_button_vibrate");
}
mCurLineX = x;
mCurLineY = y;
mNeedRender = true;
break;
}
case TOUCH_RELEASE:
{
if(!mTrackingTouch)
break;
mNeedRender = true;
mTrackingTouch = false;
PatternDrawn();
ResetActiveDots();
break;
}
default:
break;
}
return 0;
}
int GUIPatternPassword::NotifyVarChange(const std::string& varName, const std::string& value)
{
if(!isConditionTrue())
return 0;
if(varName == mSizeVar) {
Resize(atoi(value.c_str()));
mUpdate = true;
}
return 0;
}
std::string GUIPatternPassword::GeneratePassphrase()
{
char pattern[mConnectedDotsLen];
for(size_t i = 0; i < mConnectedDotsLen; i++) {
pattern[i] = (char) mConnectedDots[i];
}
std::stringstream pass;
for(size_t i = 0; i < mConnectedDotsLen; i++) {
int digit = pattern[i] & 0xff;
/*
* Okay, rant time.
* It turns out that Android and CyanogenMod have *two* separate methods
* for generating passphrases from patterns. This is a legacy issue, as
* Android only supports 3x3 grids, and so we need to support both.
* Luckily, CyanogenMod is in the same boat as us and needs to support
* Android's 3x3 encryption style.
*
* In order to generate a 3x3 passphrase, add 1 to each dot index
* and concatenate the string representation of the integers. No
* padding should be added.
*
* For *all* other NxN passphrases (until a 16x16 grid comes along),
* they are generated by taking "%.2x" for each dot index and
* concatenating the results (without adding 1).
*/
if(mGridSize == 3)
// Android (legacy) 3x3 grids.
pass << digit + 1;
else {
// Other NxN grids.
char buffer[3];
snprintf(buffer, 3, "%.2x", digit);
pass << std::string(buffer);
}
}
return pass.str();
}
void GUIPatternPassword::PatternDrawn()
{
if(!mPassVar.empty() && mConnectedDotsLen > 0)
DataManager::SetValue(mPassVar, GeneratePassphrase());
if(mAction)
mAction->doActions();
}