# NativeWindow Development ## When to Use `NativeWindow` is a local platform window of OpenHarmony. It provides APIs for you to create a native window from `Surface`, create a native window buffer from `SurfaceBuffer`, and request and flush a buffer. The following scenarios are common for native window development: * Drawing content using native C++ code and displaying the content on the screen * Requesting and flushing a buffer when adapting to EGL `eglswapbuffer` ## Available APIs | API| Description| | -------- | -------- | | OH_NativeWindow_CreateNativeWindowFromSurface (void \*pSurface) | Creates a `NativeWindow` instance. A new `NativeWindow` instance is created each time this function is called.| | OH_NativeWindow_DestroyNativeWindow (struct NativeWindow \*window) | Decreases the reference count of a `NativeWindow` instance by 1 and, when the reference count reaches 0, destroys the instance.| | OH_NativeWindow_CreateNativeWindowBufferFromSurfaceBuffer (void \*pSurfaceBuffer) | Creates a `NativeWindowBuffer` instance. A new `NativeWindowBuffer` instance is created each time this function is called.| | OH_NativeWindow_DestroyNativeWindowBuffer (struct NativeWindowBuffer \*buffer) | Decreases the reference count of a `NativeWindowBuffer` instance by 1 and, when the reference count reaches 0, destroys the instance.| | OH_NativeWindow_NativeWindowRequestBuffer (struct NativeWindow \*window struct NativeWindowBuffer \*\*buffer, int \*fenceFd) | Requests a `NativeWindowBuffer` through a `NativeWindow` instance for content production.| | OH_NativeWindow_NativeWindowFlushBuffer (struct NativeWindow \*window, struct NativeWindowBuffer \*buffer, int fenceFd, Region region) | Flushes the `NativeWindowBuffer` filled with the content to the buffer queue through a `NativeWindow` instance for content consumption.| | OH_NativeWindow_NativeWindowCancelBuffer (struct NativeWindow \*window, struct NativeWindowBuffer \*buffer) | Returns the `NativeWindowBuffer` to the buffer queue through a `NativeWindow` instance, without filling in any content. The `NativeWindowBuffer` can be used for another request.| | OH_NativeWindow_NativeWindowHandleOpt (struct NativeWindow \*window, int code,...) | Sets or obtains the attributes of a native window, including the width, height, and content format.| | OH_NativeWindow_GetBufferHandleFromNative (struct NativeWindowBuffer \*buffer) | Obtains the pointer to a `BufferHandle` of a `NativeWindowBuffer` instance.| | OH_NativeWindow_NativeObjectReference (void \*obj) | Adds the reference count of a native object.| | OH_NativeWindow_NativeObjectUnreference (void \*obj) | Decreases the reference count of a native object and, when the reference count reaches 0, destroys this object.| | OH_NativeWindow_GetNativeObjectMagic (void \*obj) | Obtains the magic ID of a native object.| ## How to Develop The following steps describe how to use `OH_NativeXComponent` in OpenHarmony to draw content using native C++ code and display the content on the screen. 1. Define an `XComponent` of the `texture` type in `index.ets` for content display. ```js XComponent({ id: 'xcomponentId', type: 'texture', libraryname: 'nativerender'}) .borderColor(Color.Red) .borderWidth(5) .onLoad(() => {}) .onDestroy(() => {}) ``` 2. Obtain an `OH_NativeXComponent` instance (named `nativeXComponent` in this example) by calling `napi_get_named_property`, and obtain a `NativeWindow` instance by registering the callback of the `OH_NativeXComponent` instance. ```c++ // Define a NAPI instance. napi_value exportInstance = nullptr; // Define an OH_NativeXComponent instance. OH_NativeXComponent *nativeXComponent = nullptr; // Use the OH_NATIVE_XCOMPONENT_OBJ export instance. napi_getname_property(env, exports, OH_NATIVE_XCOMPONENT_OBJ, &exportInstance); // Convert the NAPI instance to the OH_NativeXComponent instance. napi_unwarp(env, exportInstance, reinterpret_cast(&nativeXComponent)); ``` 3. Define the callback `OnSurfaceCreated`. During the creation of a `Surface`, the callback is used to initialize the rendering environment, for example, the `Skia` rendering environment, and write the content to be displayed to `NativeWindow`. ```c++ void OnSufaceCreatedCB(NativeXComponent* component, void* window) { // Obtain the width and height of the native window. uint64_t width_ = 0, height_ = 0; OH_NativeXComponent_GetXComponentSize(nativeXComponent, window, &width_, &height_); // Convert void* into a NativeWindow instance. NativeWindow is defined in native_window/external_window.h. NativeWindow* nativeWindow_ = (NativeWindow*)(window); // Set or obtain the NativeWindow attributes by calling OH_NativeWindow_NativeWindowHandleOpt. // 1. Use SET_USAGE to set the usage attribute of the native window, for example, to HBM_USE_CPU_READ. OH_NativeWindow_NativeWindowHandleOpt(nativeWindow_, SET_USAGE, HBM_USE_CPU_READ | HBM_USE_CPU_WRITE |HBM_USE_MEM_DMA); // 2. Use SET_BUFFER_GEOMETRY to set the width and height attributes of the native window. OH_NativeWindow_NativeWindowHandleOpt(nativeWindow_, SET_BUFFER_GEOMETRY, width_, height_); // 3. Use SET_FORMAT to set the format attribute of the native window, for example, to PIXEL_FMT_RGBA_8888. OH_NativeWindow_NativeWindowHandleOpt(nativeWindow_, SET_FORMAT, PIXEL_FMT_RGBA_8888); // 4. Use SET_STRIDE to set the stride attribute of the native window. OH_NativeWindow_NativeWindowHandleOpt(nativeWindow_, SET_STRIDE, 0x8); // Obtain the NativeWindowBuffer instance by calling OH_NativeWindow_NativeWindowRequestBuffer. struct NativeWindowBuffer* buffer = nullptr; int fenceFd; OH_NativeWindow_NativeWindowRequestBuffer(nativeWindow_, &buffer, &fenceFd); // Obtain the buffer handle by calling OH_NativeWindow_GetNativeBufferHandleFromNative. BufferHandle* bufferHandle = OH_NativeWindow_GetNativeBufferHandleFromNative(buffer); // Create a Skia bitmap using BufferHandle. SkBitmap bitmap; SkImageInfo imageInfo = ... bitmap.setInfo(imageInfo, bufferHandle->stride); bitmap.setPixels(bufferHandle->virAddr); // Create Skia Canvas and write the content to the native window. ... // After the write operation is complete, flush the buffer by using OH_NativeWindwo_NativeWindowFlushBuffer so that the data is displayed on the screen. Regoin region{nullptr, 0}; OH_NativeWindow_NativeWindowFlushBuffer(nativeWindow_, buffer, fenceFd, region) } ``` 4. Register the callback `OnSurfaceCreated` by using `OH_NativeXComponent_RegisterCallback`. ```c++ OH_NativeXComponent_Callback &callback_; callback_->OnSurfaceCreated = OnSufaceCreatedCB; callback_->OnSurfaceChanged = OnSufaceChangedCB; callback_->OnSurfaceDestoryed = OnSufaceDestoryedCB; callback_->DispatchTouchEvent = DispatchTouchEventCB; OH_NativeXComponent_RegisterCallback(nativeXComponent, callback_) ```