Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
OpenHarmony
Docs
提交
8a237d1e
D
Docs
项目概览
OpenHarmony
/
Docs
大约 1 年 前同步成功
通知
159
Star
292
Fork
28
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
D
Docs
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
提交
8a237d1e
编写于
6月 26, 2023
作者:
S
shegangbin
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
add nativeimage,nativebuffer,nativevsync guidlines
Signed-off-by:
N
shegangbin
<
shegangbin1@huawei.com
>
上级
24d34dbd
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
314 addition
and
19 deletion
+314
-19
zh-cn/application-dev/napi/native-buffer-guidelines.md
zh-cn/application-dev/napi/native-buffer-guidelines.md
+71
-0
zh-cn/application-dev/napi/native-image-guidelines.md
zh-cn/application-dev/napi/native-image-guidelines.md
+176
-0
zh-cn/application-dev/napi/native-vsync-guidelines.md
zh-cn/application-dev/napi/native-vsync-guidelines.md
+48
-0
zh-cn/application-dev/napi/native-window-guidelines.md
zh-cn/application-dev/napi/native-window-guidelines.md
+19
-19
未找到文件。
zh-cn/application-dev/napi/native-buffer-guidelines.md
0 → 100644
浏览文件 @
8a237d1e
# NativeBuffer 开发指导
## 场景介绍
NativeBuffer是
`OpenHarmony`
提供
**共享内存**
的模块。开发者可以通过
`NativeBuffer`
接口实现共享内存的申请、使用、属性查询、释放等操作。
针对NativeBuffer,常见的开发场景如下:
*
通过
`NativeBuffer`
提供的
`NAPI`
接口申请
`NativeBuffer`
实例,获取内存的属性信息,把对应的ION内存映射到进程空间。
## 接口说明
| 接口名 | 描述 |
| -------- | -------- |
| OH_NativeBuffer_Alloc (const OH_NativeBuffer_Config
\*
config) | 通过OH_NativeBuffer_Config创建OH_NativeBuffer实例,每次调用都会产生一个新的OH_NativeBuffer实例。 |
| OH_NativeBuffer_Reference (OH_NativeBuffer
\*
buffer) | 将OH_NativeBuffer对象的引用计数加1。 |
| OH_NativeBuffer_Unreference (OH_NativeImage
\*
image, uint32_t textureId) | 将OH_NativeBuffer对象的引用计数减1,当引用计数为0的时候,该NativeBuffer对象会被析构掉。 |
| OH_NativeBuffer_GetConfig (OH_NativeBuffer
\*
buffer, OH_NativeBuffer_Config
\*
config) | 用于获取OH_NativeBuffer的属性。 |
| OH_NativeBuffer_Map (OH_NativeBuffer
\*
buffer, void
\*\*
virAddr) | 将OH_NativeBuffer对应的ION内存映射到进程空间。 |
| OH_NativeBuffer_Unmap (OH_NativeBuffer
\*
buffer) | 将OH_NativeBuffer对应的ION内存从进程空间移除。 |
| OH_NativeBuffer_GetSeqNum (OH_NativeBuffer
\*
buffer) | 获取OH_NativeBuffer的序列号。 |
详细的接口说明请参考
[
native_buffer
](
../reference/native-apis/_o_h___native_buffer.md
)
。
## 开发步骤
以下步骤描述了在
**OpenHarmony**
中如何使用
`NativeBuffer`
提供的
`NAPI`
接口,创建
`NativeBuffer`
实例获取内存的属性信息,并把对应的ION内存映射到进程空间。
1.
**创建`NativeBuffer`实例**
。
```
c++
OH_NativeBuffer_Config
config
{
.
width
=
0x100
,
.
height
=
0x100
,
.
format
=
GRAPHIC_PIXEL_FMT_RGBA_8888
,
.
usage
=
BUFFER_USAGE_CPU_READ
|
BUFFER_USAGE_CPU_WRITE
|
BUFFER_USAGE_MEM_DMA
};
OH_NativeBuffer
*
buffer
=
OH_NativeBuffer_Alloc
(
&
config
);
if
(
buffer
==
nullptr
)
{
return
;
}
```
2.
**将OH_NativeBuffer对应的ION内存映射到进程空间**
。
```
c++
// 将ION内存映射到进程空间
int32_t
ret
=
OH_NativeBuffer_Map
(
buffer
,
&
virAddr
);
if
(
ret
!=
OHOS
::
GSERROR_OK
)
{
return
;
}
// 将OH_NativeBuffer对应的ION内存从进程空间移除
ret
=
OH_NativeBuffer_Unmap
(
buffer
);
if
(
ret
!=
OHOS
::
GSERROR_OK
)
{
return
;
}
```
3.
**获取内存的属性信息**
。
```
c++
// 获取OH_NativeBuffer的属性
OH_NativeBuffer_Config
config
=
{};
OH_NativeBuffer_GetConfig
(
buffer
,
&
config
);
// 获取OH_NativeBuffer的序列号
uint32_t
hwBufferID
=
OH_NativeBuffer_GetSeqNum
(
buffer
);
```
4.
**销毁OH_NativeBuffer**
。
```
c++
// 调用OH_NativeBuffer_Unreference引用计数减1,之后buffer的引用计数为0,buffer会销毁
ret
=
OH_NativeBuffer_Unreference
(
buffer
);
if
(
ret
!=
OHOS
::
GSERROR_OK
)
{
return
;
}
```
\ No newline at end of file
zh-cn/application-dev/napi/native-image-guidelines.md
0 → 100644
浏览文件 @
8a237d1e
# NativeImage 开发指导
## 场景介绍
NativeImage是
`OpenHarmony`
提供
**Surface关联OpenGL外部纹理**
的模块,表示图形队列的消费者端。开发者可以通过
`NativeImage`
接口接收和使用
`Buffer`
,并将
`Buffer`
关联输出到OpenGL外部纹理。
针对NativeImage,常见的开发场景如下:
*
通过
`NativeImage`
提供的
`NAPI`
接口创建
`NativeImage`
实例作为消费者端,获取与该实例对应的
`NativeWindow`
作为生产者端。
`NativeWindow`
相关接口可用于填充
`Buffer`
内容并提交,
`NativeImage`
将
`Buffer`
内容更新到OpenGL外部纹理上。
## 接口说明
| 接口名 | 描述 |
| -------- | -------- |
| OH_NativeImage_Create (uint32_t textureId, uint32_t textureTarget) | 创建一个OH_NativeImage实例,该实例与OpenGL ES的纹理ID和纹理目标相关联。 |
| OH_NativeImage_AcquireNativeWindow (OH_NativeImage
\*
image) | 获取与OH_NativeImage相关联的OHNativeWindow指针,该OHNativeWindow后续不再需要时需要调用 OH_NativeWindow_DestroyNativeWindow释放。 |
| OH_NativeImage_AttachContext (OH_NativeImage
\*
image, uint32_t textureId) | 将OH_NativeImage实例附加到当前OpenGL ES上下文,且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES,并通过OH_NativeImage进行更新。 |
| OH_NativeImage_DetachContext (OH_NativeImage
\*
image) | 将OH_NativeImage实例从当前OpenGL ES上下文分离。 |
| OH_NativeImage_UpdateSurfaceImage (OH_NativeImage
\*
image) | 通过OH_NativeImage获取最新帧更新相关联的OpenGL ES纹理。 |
| OH_NativeImage_GetTimestamp (OH_NativeImage
\*
image) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的相关时间戳。 |
| OH_NativeImage_GetTransformMatrix (OH_NativeImage
\*
image, float matrix[16]) | 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的变化矩阵。 |
| OH_NativeImage_Destroy (OH_NativeImage
\*\*
image) | 销毁通过OH_NativeImage_Create创建的OH_NativeImage实例,销毁后该OH_NativeImage指针会被赋值为空。 |
详细的接口说明请参考
[
native_image
](
../reference/native-apis/_o_h___native_image.md
)
。
## 开发步骤
以下步骤描述了在
**OpenHarmony**
中如何使用
`NativeImage`
提供的
`NAPI`
接口,创建
`NativeImage`
实例作为消费者端,将数据内容更新到OpenGL外部纹理上。
1.
**初始化EGL环境**
。
```
c++
EGLDisplay
=
GetPlatformEglDisplay
(
EGL_PLATFORM_OHOS_KHR
,
EGL_DEFAULT_DISPLAY
,
NULL
);
if
(
eglDisplay_
==
EGL_NO_DISPLAY
)
{
std
::
cout
<<
"Failed to create EGLDisplay gl errno : "
<<
eglGetError
()
<<
std
::
endl
;
return
;
}
EGLint
major
,
minor
;
if
(
eglInitialize
(
eglDisplay_
,
&
major
,
&
minor
)
==
EGL_FALSE
)
{
std
::
cout
<<
"Failed to initialize EGLDisplay"
<<
std
::
endl
;
return
;
}
if
(
eglBindAPI
(
EGL_OPENGL_ES_API
)
==
EGL_FALSE
)
{
std
::
cout
<<
"Failed to bind OpenGL ES API"
<<
std
::
endl
;
return
;
}
unsigned
int
ret
;
EGLint
count
;
EGLint
config_attribs
[]
=
{
EGL_SURFACE_TYPE
,
EGL_WINDOW_BIT
,
EGL_RED_SIZE
,
8
,
EGL_GREEN_SIZE
,
8
,
EGL_BLUE_SIZE
,
8
,
EGL_ALPHA_SIZE
,
8
,
EGL_RENDERABLE_TYPE
,
EGL_OPENGL_ES3_BIT
,
EGL_NONE
};
ret
=
eglChooseConfig
(
eglDisplay_
,
config_attribs
,
&
config_
,
1
,
&
count
);
if
(
!
(
ret
&&
static_cast
<
unsigned
int
>
(
count
)
>=
1
))
{
std
::
cout
<<
"Failed to eglChooseConfig"
<<
std
::
endl
;
return
;
}
static
const
EGLint
context_attribs
[]
=
{
EGL_CONTEXT_CLIENT_VERSION
,
EGL_CONTEXT_CLIENT_VERSION_NUM
,
EGL_NONE
};
eglContext_
=
eglCreateContext
(
eglDisplay_
,
config_
,
EGL_NO_CONTEXT
,
context_attribs
);
if
(
eglContext_
==
EGL_NO_CONTEXT
)
{
std
::
cout
<<
"Failed to create egl context %{public}x, error:"
<<
eglGetError
()
<<
std
::
endl
;
return
;
}
eglMakeCurrent
(
eglDisplay_
,
EGL_NO_SURFACE
,
EGL_NO_SURFACE
,
eglContext_
);
std
::
cout
<<
"Create EGL context successfully, version"
<<
major
<<
"."
<<
minor
<<
std
::
endl
;
```
2.
**创建NativeImage实例**
。
```
c++
// 创建 OpenGL 纹理
GLuint
textureId
;
glGenTextures
(
1
,
&
textureId
);
// 创建 NativeImage 实例,关联 OpenGL 纹理
OH_NativeImage
*
image
=
OH_NativeImage_Create
(
textureId
,
GL_TEXTURE_2D
);
```
3.
**获取对应的数据生产者端NativeWindow**
。
```
c++
// 获取生产者NativeWindow
OHNativeWindow
*
nativeWindow
=
OH_NativeImage_AcquireNativeWindow
(
image
);
// 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 NativeWindowBuffer 实例
OH_NativeWindow_NativeWindowRequestBuffer
(
nativeWindow_
,
&
buffer
,
&
fenceFd
);
// 通过 OH_NativeWindow_GetNativeBufferHandleFromNative 获取 buffer 的 handle
BufferHandle
*
bufferHandle
=
OH_NativeWindow_GetNativeBufferHandleFromNative
(
buffer
);
```
4.
**将生产的内容写入NativeWindowBuffer**
。
1.
设置NativeWindowBuffer的属性
```
c++
// 设置 NativeWindowBuffer 的读写场景
int
code
=
SET_USAGE
;
int32_t
usage
=
BUFFER_USAGE_CPU_READ
|
BUFFER_USAGE_CPU_WRITE
|
BUFFER_USAGE_MEM_DMA
;
int32_t
ret
=
OH_NativeWindow_NativeWindowHandleOpt
(
nativeWindow
,
code
,
usage
);
// 设置 NativeWindowBuffer 的宽高
code
=
SET_BUFFER_GEOMETRY
;
int32_t
width
=
0x100
;
int32_t
height
=
0x100
;
ret
=
OH_NativeWindow_NativeWindowHandleOpt
(
nativeWindow
,
code
,
width
,
height
);
// 设置 NativeWindowBuffer 的步长
code
=
SET_STRIDE
;
int32_t
stride
=
0x8
;
ret
=
OH_NativeWindow_NativeWindowHandleOpt
(
nativeWindow
,
code
,
stride
);
// 设置 NativeWindowBuffer 的格式
code
=
SET_FORMAT
;
int32_t
format
=
PIXEL_FMT_RGBA_8888
;
ret
=
OH_NativeWindow_NativeWindowHandleOpt
(
nativeWindow
,
code
,
format
);
```
2.
从图形队列申请NativeWindowBuffer
```
c++
struct
NativeWindowBuffer
*
buffer
=
nullptr
;
int
fenceFd
;
// 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 NativeWindowBuffer 实例
OH_NativeWindow_NativeWindowRequestBuffer
(
nativeWindow
,
&
buffer
,
&
fenceFd
);
// 通过 OH_NativeWindow_GetNativeBufferHandleFromNative 获取 buffer 的 handle
BufferHandle
*
bufferHandle
=
OH_NativeWindow_GetNativeBufferHandleFromNative
(
buffer
);
```
3.
将生产的内容写入NativeWindowBuffer
```
c++
auto
data
=
static_cast
<
uint8_t
*>
(
buffer
->
sfbuffer
->
GetVirAddr
());
static
uint32_t
value
=
0x00
;
value
++
;
uint32_t
*
pixel
=
static_cast
<
uint32_t
*>
(
data
);
for
(
uint32_t
x
=
0
;
x
<
width
;
x
++
)
{
for
(
uint32_t
y
=
0
;
y
<
height
;
y
++
)
{
*
pixel
++
=
value
;
}
}
```
4.
提交NativeWindowBuffer到图形队列
```
c++
// 设置刷新区域,如果Region中的Rect为nullptr,或者rectNumber为0,则认为NativeWindowBuffer全部有内容更改。
Region
region
{
nullptr
,
0
};
// 通过OH_NativeWindow_NativeWindowFlushBuffer 提交给消费者使用,例如:显示在屏幕上。
OH_NativeWindow_NativeWindowFlushBuffer
(
nativeWindow
,
buffer
,
fenceFd
,
region
);
```
5.
**更新内容到OpenGL纹理**
。
```
c++
// 更新内容到OpenGL纹理。
int32_t
ret
=
OH_NativeImage_UpdateSurfaceImage
(
image
);
if
(
ret
!=
SURFACE_ERROR_OK
)
{
std
::
cout
<<
"OH_NativeImage_UpdateSurfaceImage failed"
<<
std
::
endl
;
return
-
1
;
}
// 获取最近调用OH_NativeImage_UpdateSurfaceImage的纹理图像的时间戳和变化矩阵。
int64_t
timeStamp
=
OH_NativeImage_GetTimestamp
(
image
);
if
(
timeStamp
==
SURFACE_ERROR_ERROR
)
{
std
::
cout
<<
"OH_NativeImage_GetTimestamp failed"
<<
std
::
endl
;
return
-
1
;
}
float
matrix
[
16
];
ret
=
OH_NativeImage_GetTransformMatrix
(
image
,
matrix
);
if
(
ret
!=
SURFACE_ERROR_OK
)
{
std
::
cout
<<
"OH_NativeImage_GetTransformMatrix failed"
<<
std
::
endl
;
return
-
1
;
}
```
6.
**解绑OpenGL纹理,绑定到新的外部纹理上**
。
```
c++
// 将OH_NativeImage实例从当前OpenGL ES上下文分离
ret
=
OH_NativeImage_DetachContext
(
image
);
if
(
ret
!=
SURFACE_ERROR_OK
)
{
std
::
cout
<<
"OH_NativeImage_DetachContext failed"
<<
std
::
endl
;
return
-
1
;
}
// 将OH_NativeImage实例附加到当前OpenGL ES上下文, 且该OpenGL ES纹理会绑定到 GL_TEXTURE_EXTERNAL_OES, 并通过OH_NativeImage进行更新
GLuint
textureId2
;
glGenTextures
(
1
,
&
textureId2
);
ret
=
OH_NativeImage_AttachContext
(
image
,
textureId2
);
```
zh-cn/application-dev/napi/native-vsync-guidelines.md
0 → 100644
浏览文件 @
8a237d1e
# NativeVsync 开发指导
## 场景介绍
NativeVsync模块用来获取系统VSync信号,提供了OH_NativeVSync实例的创建、销毁,以及VSync信号到来时调用设置的调用回调函数能力。
## 接口说明
| 接口名 | 描述 |
| -------- | -------- |
| OH_NativeVSync_Create (const char
\*
name, unsigned int length) | 创建一个OH_NativeVSync实例,每次调用都会产生一个新的实例。 |
| OH_NativeVSync_Destroy (OH_NativeVSync
\*
nativeVsync) | 销毁OH_NativeVSync实例。 |
| OH_NativeVSync_FrameCallback (long long timestamp, void
\*
data) | 回调函数的形式,timestamp表示时间戳,data为回调函数入参。 |
| OH_NativeVSync_RequestFrame (OH_NativeVSync
\*
nativeVsync, OH_NativeVSync_FrameCallback callback, void
\*
data) | 请求下一次VSync信号,当信号到来时,调用回调函数callback。 |
详细的接口说明请参考
[
native_vsync
](
../reference/native-apis/_native_vsync.md
)
。
## 开发步骤
以下步骤描述了在
**OpenHarmony**
中如何使用
`NativeVsync`
提供的
`NAPI`
接口,创建和销毁
`NativeVsync`
实例,以及如何设置VSync信号到来时想要调用的回调函数。
1.
**获取NativeVsync实例**
。
```
c++
char
name
[]
=
"hello_vsync"
;
OH_NativeVSync
*
nativeVSync
=
OH_NativeVSync_Create
(
name
,
strlen
(
name
));
```
2.
**
设置
VSync
信号到来时想要调用的回调函数
**
。
```
c++
static bool flag = false;
static void OnVSync(long long timestamp, void
*
data)
{
flag = true;
std::cout << "OnVSync: " << timestamp << std::endl;
}
OH_NativeVSync_FrameCallback callback = OnVSync;
OH_NativeVSync_RequestFrame(nativeVSync, callback, nullptr);
while (!flag) {
std::cout << "wait for vsync!
\n
";
sleep(1);
}
std::cout << "vsync come, end this thread
\n
";
```
3. **销毁NativeVsync实例**。
```
c++
OH_NativeVSync_Destroy(nativeVSync);
```
\ No newline at end of file
zh-cn/application-dev/napi/native-window-guidelines.md
浏览文件 @
8a237d1e
...
...
@@ -2,7 +2,7 @@
## 场景介绍
NativeWindow是
`OpenHarmony`
**本地平台化窗口**
,表示图形队列的生产者端。
接口能力包括从
`Surface`
构建
`NativeWindow`
的能力,从
`SurfaceBuffer`
构建出
`NativeWindowBuffer`
的能力,开发者可以通过
`NativeWindow`
接口进行申请和提交
`Buffer`
。
NativeWindow是
`OpenHarmony`
**本地平台化窗口**
,表示图形队列的生产者端。
开发者可以通过
`NativeWindow`
接口进行申请和提交
`Buffer`
,配置
`Buffer`
属性信息
。
针对NativeWindow,常见的开发场景如下:
*
通过
`NativeWindow`
提供的
`NAPI`
接口申请图形
`Buffer`
,并将生产图形内容写入图形
`Buffer`
,最终提交
`Buffer`
到图形队列
...
...
@@ -12,22 +12,22 @@ NativeWindow是`OpenHarmony`**本地平台化窗口**,表示图形队列的生
| 接口名 | 描述 |
| -------- | -------- |
| OH_NativeWindow_CreateNativeWindowFromSurface (void
\*
pSurface) | 创建
NativeWindow实例,每次调用都会产生一个新的
NativeWindow实例。 |
| OH_NativeWindow_DestroyNativeWindow (OHNativeWindow
\*
window) | 将
NativeWindow对象的引用计数减1,当引用计数为0的时候,该
NativeWindow对象会被析构掉。 |
| OH_NativeWindow_CreateNativeWindowBufferFromSurfaceBuffer (void
\*
pSurfaceBuffer) | 创建
NativeWindowBuffer实例,每次调用都会产生一个新的
NativeWindowBuffer实例。 |
| OH_NativeWindow_DestroyNativeWindowBuffer (OHNativeWindowBuffer
\*
buffer) | 将
NativeWindowBuffer对象的引用计数减1,当引用计数为0的时候,该
NativeWindowBuffer对象会被析构掉。 |
| OH_NativeWindow_NativeWindowRequestBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*\*
buffer, int
\*
fenceFd) | 通过
NativeWindow对象申请一块
NativeWindowBuffer,用以内容生产。 |
| OH_NativeWindow_NativeWindowFlushBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*
buffer, int fenceFd, Region region) | 通过
NativeWindow将生产好内容的
NativeWindowBuffer放回到Buffer队列中,用以内容消费。 |
| OH_NativeWindow_NativeWindowAbortBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*
buffer) | 通过NativeWindow将之前申请出来的NativeWindowBuffer返还到Buffer队列中,供下次再申请。 |
| OH_NativeWindow_NativeWindowHandleOpt (OHNativeWindow
\*
window, int code,...) | 设置/获取NativeWindow的属性,包括设置/获取宽高、内容格式等。 |
| OH_NativeWindow_GetBufferHandleFromNative (OHNativeWindowBuffer
\*
buffer) | 通过NativeWindowBuffer获取该buffer的BufferHandle指针。 |
| OH_NativeWindow_CreateNativeWindowFromSurface (void
\*
pSurface) | 创建
OHNativeWindow实例,每次调用都会产生一个新的OH
NativeWindow实例。 |
| OH_NativeWindow_DestroyNativeWindow (OHNativeWindow
\*
window) | 将
OHNativeWindow对象的引用计数减1,当引用计数为0的时候,该OH
NativeWindow对象会被析构掉。 |
| OH_NativeWindow_CreateNativeWindowBufferFromSurfaceBuffer (void
\*
pSurfaceBuffer) | 创建
OHNativeWindowBuffer实例,每次调用都会产生一个新的OH
NativeWindowBuffer实例。 |
| OH_NativeWindow_DestroyNativeWindowBuffer (OHNativeWindowBuffer
\*
buffer) | 将
OHNativeWindowBuffer对象的引用计数减1,当引用计数为0的时候,该OH
NativeWindowBuffer对象会被析构掉。 |
| OH_NativeWindow_NativeWindowRequestBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*\*
buffer, int
\*
fenceFd) | 通过
OHNativeWindow对象申请一块OH
NativeWindowBuffer,用以内容生产。 |
| OH_NativeWindow_NativeWindowFlushBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*
buffer, int fenceFd, Region region) | 通过
OHNativeWindow将生产好内容的OH
NativeWindowBuffer放回到Buffer队列中,用以内容消费。 |
| OH_NativeWindow_NativeWindowAbortBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*
buffer) | 通过
OH
NativeWindow将之前申请出来的NativeWindowBuffer返还到Buffer队列中,供下次再申请。 |
| OH_NativeWindow_NativeWindowHandleOpt (OHNativeWindow
\*
window, int code,...) | 设置/获取
OH
NativeWindow的属性,包括设置/获取宽高、内容格式等。 |
| OH_NativeWindow_GetBufferHandleFromNative (OHNativeWindowBuffer
\*
buffer) | 通过
OH
NativeWindowBuffer获取该buffer的BufferHandle指针。 |
| OH_NativeWindow_NativeObjectReference (void
\*
obj) | 增加一个NativeObject的引用计数。 |
| OH_NativeWindow_NativeObjectUnreference (void
\*
obj) | 减少一个NativeObject的引用计数,当引用计数减少为0时,该NativeObject将被析构掉。 |
| OH_NativeWindow_GetNativeObjectMagic (void
\*
obj) | 获取NativeObject的MagicId。 |
| OH_NativeWindow_NativeWindowSetScalingMode (OHNativeWindow
\*
window, uint32_t sequence, OHScalingMode scalingMode) | 设置
NativeWindow的缩放模式
。 |
| OH_NativeWindow_NativeWindowSetMetaData(OHNativeWindow
\*
window, uint32_t sequence, int32_t size, const OHHDRMetaData
\*
metaData) | 设置
NativeWindow的HDR静态元数据
。 |
| OH_NativeWindow_NativeWindowSetMetaDataSet(OHNativeWindow
\*
window, uint32_t sequence, OHHDRMetadataKey key, int32_t size, const uint8_t
\*
metaData) | 设置
NativeWindow的HDR静态元数据集
。 |
| OH_NativeWindow_NativeWindowSetTunnelHandle(OHNativeWindow
\*
window, const OHExtDataHandle
\*
handle) | 设置
NativeWindow的TunnelHandle
。 |
| OH_NativeWindow_NativeWindowSetScalingMode (OHNativeWindow
\*
window, uint32_t sequence, OHScalingMode scalingMode) | 设置
OHNativeWindow的缩放模式,此接口从API version 10开始废弃,不提供替代接口
。 |
| OH_NativeWindow_NativeWindowSetMetaData(OHNativeWindow
\*
window, uint32_t sequence, int32_t size, const OHHDRMetaData
\*
metaData) | 设置
OHNativeWindow的HDR静态元数据,此接口从API version 10开始废弃,不提供替代接口
。 |
| OH_NativeWindow_NativeWindowSetMetaDataSet(OHNativeWindow
\*
window, uint32_t sequence, OHHDRMetadataKey key, int32_t size, const uint8_t
\*
metaData) | 设置
OHNativeWindow的HDR静态元数据集,此接口从API version 10开始废弃,不提供替代接口
。 |
| OH_NativeWindow_NativeWindowSetTunnelHandle(OHNativeWindow
\*
window, const OHExtDataHandle
\*
handle) | 设置
OHNativeWindow的TunnelHandle,此接口从API version 10开始废弃,不提供替代接口
。 |
详细的接口说明请参考
[
native_window
](
../reference/native-apis/_native_window.md
)
。
...
...
@@ -35,7 +35,7 @@ NativeWindow是`OpenHarmony`**本地平台化窗口**,表示图形队列的生
以下步骤描述了在
**OpenHarmony**
中如何使用
`NativeWindow`
提供的
`NAPI`
接口,申请图形
`Buffer`
,并将生产图形内容写入图形
`Buffer`
后,最终提交
`Buffer`
到图形队列。
1.
**获取NativeWindow实例**
。可在
[
`OH_NativeXComponent_Callback`
](
../reference/native-apis/_o_h___native_x_component___callback.md
)
提供的接口中获取。
1.
**获取
OH
NativeWindow实例**
。可在
[
`OH_NativeXComponent_Callback`
](
../reference/native-apis/_o_h___native_x_component___callback.md
)
提供的接口中获取。
1.
在xxx.ets 中定义 XComponent。
```
ts
XComponent
({
id
:
'
xcomponentId
'
,
type
:
'
surface
'
,
libraryname
:
'
nativerender
'
})
...
...
@@ -62,25 +62,25 @@ NativeWindow是`OpenHarmony`**本地平台化窗口**,表示图形队列的生
// 定义回调函数
void OnSurfaceCreatedCB(OH_NativeXComponent
* component, void*
window)
{
// 可获取 NativeWindow 实例
// 可获取
OH
NativeWindow 实例
OHNativeWindow
*
nativeWindow = window;
// ...
}
void OnSurfaceChangedCB(OH_NativeXComponent
* component, void*
window)
{
// 可获取 NativeWindow 实例
// 可获取
OH
NativeWindow 实例
OHNativeWindow
*
nativeWindow = window;
// ...
}
void OnSurfaceDestroyedCB(OH_NativeXComponent
* component, void*
window)
{
// 可获取 NativeWindow 实例
// 可获取
OH
NativeWindow 实例
OHNativeWindow
*
nativeWindow = window;
// ...
}
void DispatchTouchEventCB(OH_NativeXComponent
* component, void*
window)
{
// 可获取 NativeWindow 实例
// 可获取
OH
NativeWindow 实例
OHNativeWindow
*
nativeWindow = window;
// ...
}
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录