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f0a9d469
编写于
7月 04, 2023
作者:
O
openharmony_ci
提交者:
Gitee
7月 04, 2023
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!20156 补充NDK资料
Merge pull request !20156 from shegangbin/ndk_doc
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-41
zh-cn/application-dev/napi/native-buffer-guidelines.md
zh-cn/application-dev/napi/native-buffer-guidelines.md
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-0
zh-cn/application-dev/napi/native-image-guidelines.md
zh-cn/application-dev/napi/native-image-guidelines.md
+229
-0
zh-cn/application-dev/napi/native-vsync-guidelines.md
zh-cn/application-dev/napi/native-vsync-guidelines.md
+56
-0
zh-cn/application-dev/napi/native-window-guidelines.md
zh-cn/application-dev/napi/native-window-guidelines.md
+25
-41
未找到文件。
zh-cn/application-dev/napi/native-buffer-guidelines.md
0 → 100644
浏览文件 @
f0a9d469
# 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Native API接口申请
`OH_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_NativeBuffer
\*
buffer) | 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Native API接口,创建
`OH_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。
**头文件**
```
c++
#include <native_buffer/native_buffer.h>
```
1.
**创建OH_NativeBuffer实例**
。
```
c++
OH_NativeBuffer_Config
config
{
.
width
=
0x100
,
.
height
=
0x100
,
};
OH_NativeBuffer
*
buffer
=
OH_NativeBuffer_Alloc
(
&
config
);
if
(
buffer
==
nullptr
)
{
std
::
cout
<<
"OH_NativeBuffer_Alloc Failed"
<<
std
::
endl
;
}
```
2.
**将OH_NativeBuffer对应的ION内存映射到进程空间**
。
应用如需要访问这块buffer的内存空间,需要通过OH_NativeBuffer_Map接口将buffer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
void
*
virAddr
=
nullptr
;
int32_t
ret
=
OH_NativeBuffer_Map
(
buffer
,
&
virAddr
);
// 映射后通过第二个参数virAddr返回内存的首地址
if
(
ret
!=
0
)
{
std
::
cout
<<
"OH_NativeBuffer_Map Failed"
<<
std
::
endl
;
}
// 使用后请及时将OH_NativeBuffer对应的ION内存从进程空间移除
ret
=
OH_NativeBuffer_Unmap
(
buffer
);
if
(
ret
!=
0
)
{
std
::
cout
<<
"OH_NativeBuffer_Unmap Failed"
<<
std
::
endl
;
}
```
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
!=
0
)
{
std
::
cout
<<
"OH_NativeBuffer_Unreference Failed"
<<
std
::
endl
;
}
```
\ No newline at end of file
zh-cn/application-dev/napi/native-image-guidelines.md
0 → 100644
浏览文件 @
f0a9d469
# 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Native API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。本模块需要配合NativeWindow、NativeBuffer、EGL、GLES3模块一起使用。
## 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Native API接口,创建
`OH_NativeImage`
实例作为消费者端,将数据内容更新到OpenGL外部纹理上。
**头文件**
```
c++
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl3.h>
#include <native_image/native_image.h>
#include <native_window/external_window.h>
#include <native_buffer/native_buffer.h>
```
1.
**初始化EGL环境**
。
这里提供一份初始化EGL环境的代码示例
```c++
#include <EGL/egl.h>
#include <EGL/eglext.h>
using GetPlatformDisplayExt = PFNEGLGETPLATFORMDISPLAYEXTPROC;
constexpr const char* EGL_EXT_PLATFORM_WAYLAND = "EGL_EXT_platform_wayland";
constexpr const char* EGL_KHR_PLATFORM_WAYLAND = "EGL_KHR_platform_wayland";
constexpr int32_t EGL_CONTEXT_CLIENT_VERSION_NUM = 2;
constexpr char CHARACTER_WHITESPACE = ' ';
constexpr const char* CHARACTER_STRING_WHITESPACE = " ";
constexpr const char* EGL_GET_PLATFORM_DISPLAY_EXT = "eglGetPlatformDisplayEXT";
EGLContext eglContext_ = EGL_NO_CONTEXT;
EGLDisplay eglDisplay_ = EGL_NO_DISPLAY;
static inline EGLConfig config_;
// 检查egl扩展
static bool CheckEglExtension(const char* extensions, const char* extension)
{
size_t extlen = strlen(extension);
const char* end = extensions + strlen(extensions);
while (extensions < end) {
size_t n = 0;
if (*extensions == CHARACTER_WHITESPACE) {
extensions++;
continue;
}
n = strcspn(extensions, CHARACTER_STRING_WHITESPACE);
if (n == extlen && strncmp(extension, extensions, n) == 0) {
return true;
}
extensions += n;
}
return false;
}
// 获取当前的显示设备
static EGLDisplay GetPlatformEglDisplay(EGLenum platform, void* native_display, const EGLint* attrib_list)
{
static GetPlatformDisplayExt eglGetPlatformDisplayExt = NULL;
if (!eglGetPlatformDisplayExt) {
const char* extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
if (extensions &&
(CheckEglExtension(extensions, EGL_EXT_PLATFORM_WAYLAND) ||
CheckEglExtension(extensions, EGL_KHR_PLATFORM_WAYLAND))) {
eglGetPlatformDisplayExt = (GetPlatformDisplayExt)eglGetProcAddress(EGL_GET_PLATFORM_DISPLAY_EXT);
}
}
if (eglGetPlatformDisplayExt) {
return eglGetPlatformDisplayExt(platform, native_display, attrib_list);
}
return eglGetDisplay((EGLNativeDisplayType)native_display);
}
static void InitEGLEnv()
{
// 获取当前的显示设备
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;
}
EGLint major, minor;
// 初始化EGLDisplay
if (eglInitialize(eglDisplay_, &major, &minor) == EGL_FALSE) {
std::cout << "Failed to initialize EGLDisplay" << std::endl;
}
// 绑定图形绘制的API为OpenGLES
if (eglBindAPI(EGL_OPENGL_ES_API) == EGL_FALSE) {
std::cout << "Failed to bind OpenGL ES API" << std::endl;
}
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 };
// 获取一个有效的系统配置信息
ret = eglChooseConfig(eglDisplay_, config_attribs, &config_, 1, &count);
if (!(ret && static_cast<unsigned int>(count) >= 1)) {
std::cout << "Failed to eglChooseConfig" << std::endl;
}
static const EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, EGL_CONTEXT_CLIENT_VERSION_NUM, EGL_NONE };
// 创建上下文
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;
}
// 关联上下文
eglMakeCurrent(eglDisplay_, EGL_NO_SURFACE, EGL_NO_SURFACE, eglContext_);
// EGL环境初始化完成
std::cout << "Create EGL context successfully, version" << major << "." << minor << std::endl;
}
```
2.
**创建OH_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
);
```
4.
**将生产的内容写入NativeWindowBuffer**
。
1.
从NativeWindow中获取NativeWindowBuffer
```
c++
OHNativeWindowBuffer
*
buffer
=
nullptr
;
int
fenceFd
;
// 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 OHNativeWindowBuffer 实例
OH_NativeWindow_NativeWindowRequestBuffer
(
nativeWindow
,
&
buffer
,
&
fenceFd
);
BufferHandle
*
handle
=
OH_NativeWindow_GetBufferHandleFromNative
(
buffer
);
int
code
=
SET_BUFFER_GEOMETRY
;
int32_t
width
=
0x100
;
int32_t
height
=
0x100
;
ret
=
OH_NativeWindow_NativeWindowHandleOpt
(
nativeWindow
,
code
,
width
,
height
);
```
3.
将生产的内容写入NativeWindowBuffer
```
c++
static
uint32_t
value
=
0x00
;
value
++
;
uint32_t
*
pixel
=
static_cast
<
uint32_t
*>
(
handle
->
virAddr
);
for
(
uint32_t
x
=
0
;
x
<
width
;
x
++
)
{
for
(
uint32_t
y
=
0
;
y
<
height
;
y
++
)
{
*
pixel
++
=
value
;
}
}
```
4.
将NativeWindowBuffer提交到NativeWindow
```
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.
用完需要销毁NativeWindow
```
c++
OH_NativeWindow_DestroyNativeWindow
(
nativeWindow
);
```
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
!=
0
)
{
std
::
cout
<<
"OH_NativeImage_UpdateSurfaceImage failed"
<<
std
::
endl
;
}
// 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
);
float
matrix
[
16
];
ret
=
OH_NativeImage_GetTransformMatrix
(
image
,
matrix
);
if
(
ret
!=
0
)
{
std
::
cout
<<
"OH_NativeImage_GetTransformMatrix failed"
<<
std
::
endl
;
}
```
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
!=
0
)
{
std
::
cout
<<
"OH_NativeImage_DetachContext failed"
<<
std
::
endl
;
}
// 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
);
```
7.
**OH_NativeImage实例使用完需要销毁掉**
。
```
c++
// 销毁OH_NativeImage实例
OH_NativeImage_Destroy
(
&
image
);
```
zh-cn/application-dev/napi/native-vsync-guidelines.md
0 → 100644
浏览文件 @
f0a9d469
# 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、销毁以及设置VSync回调函数的能力,VSync信号到来时会调用已设置的VSync回调函数。
## 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Native API接口,创建和销毁
`OH_NativeVsync`
实例,以及如何设置VSync回调函数。
**头文件**
```
c++
#include <native_vsync/native_vsync.h>
```
1.
**首先需要准备一个VSync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
;
// 回调函数必须是OH_NativeVSync_FrameCallback类型
```
2.
**
创建
OH_NativeVsync
实例
**
。
```
c++
char name[] = "hello_vsync";
OH_NativeVSync
*
nativeVSync = OH_NativeVSync_Create(name, strlen(name));
```
3. **通过OH_NativeVsync实例设置VSync回调函数**。
```
c++
OH_NativeVSync_RequestFrame(nativeVSync, callback, nullptr);
while (!flag) { // 判断flag值,上面的VSync回调函数被执行后才会跳出while循环,表示已经接收到VSync信号
std::cout << "wait for vsync!
\n
";
sleep(1);
}
std::cout << "vsync come, end this thread
\n
";
```
4. **销毁OH_NativeVsync实例**。
```
c++
OH_NativeVSync_Destroy(nativeVSync); // 如不需要接收VSync信号,请及时销毁OH_NativeVsync实例
```
\ No newline at end of file
zh-cn/application-dev/napi/native-window-guidelines.md
浏览文件 @
f0a9d469
...
...
@@ -2,40 +2,32 @@
## 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
*
通过
`NativeWindow`
提供的
Native API
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
*
在适配EGL层的
`eglswapbuffer`
接口时,进行申请和提交
`Buffer`
## 接口说明
| 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_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_NativeWindowRequestBuffer (OHNativeWindow
\*
window, OHNativeWindowBuffer
\*\*
buffer, int
\*
fenceFd) | 通过OHNativeWindow对象申请一块OHNativeWindowBuffer,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OHNativeWindowBuffer放回到Buffer队列中,用以内容消费。 |
| OH_NativeWindow_NativeWindowHandleOpt (OHNativeWindow
\*
window, int code,...) | 设置/获取OHNativeWindow的属性,包括设置/获取宽高、内容格式等。 |
详细的接口说明请参考
[
native_window
](
../reference/native-apis/_native_window.md
)
。
## 开发步骤
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。
以下步骤描述了在
**OpenHarmony**
中如何使用
`NativeWindow`
提供的
Native API
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。
**头文件**
```
c++
#include <native_window/external_window.h>
```
1.
**获取OHNativeWindow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 +54,25 @@ 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;
// ...
}
...
...
@@ -98,38 +90,30 @@ NativeWindow是`OpenHarmony`**本地平台化窗口**,表示图形队列的生
OH_NativeXComponent_RegisterCallback
(
nativeXComponent
,
&
callback_
);
```
2.
**设置
NativeWindowBuffer的属性**
。使用
`OH_NativeWindow_NativeWindowHandleOpt`
设置
`
NativeWindowBuffer`
的属性。
2.
**设置
OHNativeWindowBuffer的属性**
。使用
`OH_NativeWindow_NativeWindowHandleOpt`
设置
`OH
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
// 设置 OHNativeWindowBuffer 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
// 设置
OH
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
);
```
3.
**从图形队列申请NativeWindowBuffer**
。
3.
**从图形队列申请
OH
NativeWindowBuffer**
。
```
c++
struct
NativeWindowBuffer
*
buffer
=
nullptr
;
OH
NativeWindowBuffer
*
buffer
=
nullptr
;
int
fenceFd
;
// 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取 NativeWindowBuffer 实例
// 通过 OH_NativeWindow_NativeWindowRequestBuffer 获取
OH
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**
。
4.
**将生产的内容写入
OH
NativeWindowBuffer**
。
```
c++
auto
image
=
static_cast
<
uint8_t
*>
(
buffer
->
sfbuffer
->
GetVirAddr
());
static
uint32_t
value
=
0x00
;
...
...
@@ -143,9 +127,9 @@ NativeWindow是`OpenHarmony`**本地平台化窗口**,表示图形队列的生
}
```
5.
**提交NativeWindowBuffer到图形队列**
。
5.
**提交
OH
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。
// 设置刷新区域,如果Region中的Rect为nullptr,或者rectNumber为0,则认为
OH
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
);
...
...
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