harmony 鸿蒙NativeWindow Development

  • 2022-08-09
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NativeWindow Development

When to Use

NativeWindow is a local platform-based window that represents the producer of a graphics queue. It provides APIs for you to request and flush a buffer and configure buffer attributes.

The following scenarios are common for NativeWindow development:

  • Request a graphics buffer by using the native API provided by NativeWindow, write the produced graphics content to the buffer, and flush the buffer to the graphics queue.
  • Request and flush a buffer when adapting to the eglswapbuffer interface at the EGL.

Available APIs

API Description
OH_NativeWindow_NativeWindowRequestBuffer (OHNativeWindow *window, OHNativeWindowBuffer **buffer, int *fenceFd) Requests an OHNativeWindowBuffer through an OHNativeWindow instance for content production.
OH_NativeWindow_NativeWindowFlushBuffer (OHNativeWindow *window, OHNativeWindowBuffer *buffer, int fenceFd, Region region) Flushes the OHNativeWindowBuffer filled with the content to the buffer queue through an OHNativeWindow instance for content consumption.
OH_NativeWindow_NativeWindowHandleOpt (OHNativeWindow *window, int code,…) Sets or obtains the attributes of an OHNativeWindow, including the width, height, and content format.

For details about the APIs, see native_window.

How to Develop

The following describes how to use the native APIs provided by NativeWindow to request a graphics buffer, write the produced graphics content to the buffer, and flush the buffer to the graphics queue.

Adding Dynamic Link Libraries

Add the following libraries to CMakeLists.txt:

libace_ndk.z.so
libnative_window.so

Header File

#include <ace/xcomponent/native_interface_xcomponent.h>
#include <native_window/external_window.h>
  1. Obtain an OHNativeWindow instance.

    You can call the APIs provided by OH_NativeXComponent_Callback to obtain an OHNativeWindow instance. An example code snippet is provided below. For details about how to use the <XComponent>, see XComponent Development.

    1. Add an <XComponent> to the .ets file. ts XComponent({ id: 'xcomponentId', type: 'surface', libraryname: 'entry'}) .width(360) .height(360)
    2. Obtain NativeXComponent at the native C++ layer. c++ napi_value exportInstance = nullptr; // Parse the attribute of the wrapped NativeXComponent pointer. napi_get_named_property(env, exports, OH_NATIVE_XCOMPONENT_OBJ, &exportInstance); OH_NativeXComponent *nativeXComponent = nullptr; // Use the napi_unwrap API to parse the NativeXComponent instance pointer. napi_unwrap(env, exportInstance, reinterpret_cast<void**>(&nativeXComponent)); // Obtain the XComponent ID. char idStr[OH_XCOMPONENT_ID_LEN_MAX + 1] = {}; uint64_t idSize = OH_XCOMPONENT_ID_LEN_MAX + 1; OH_NativeXComponent_GetXComponentId(nativeXComponent, idStr, &idSize);
    3. Define OH_NativeXComponent_Callback. c++ // Define the callback. void OnSurfaceCreatedCB(OH_NativeXComponent* component, void* window) { // Obtain an OHNativeWindow instance. OHNativeWindow* nativeWindow = static_cast<OHNativeWindow*>(window); // ... } void OnSurfaceChangedCB(OH_NativeXComponent* component, void* window) { // Obtain an OHNativeWindow instance. OHNativeWindow* nativeWindow = static_cast<OHNativeWindow*>(window); // ... } void OnSurfaceDestroyedCB(OH_NativeXComponent* component, void* window) { // Obtain an OHNativeWindow instance. OHNativeWindow* nativeWindow = static_cast<OHNativeWindow*>(window); // ... } void DispatchTouchEventCB(OH_NativeXComponent* component, void* window) { // Obtain an OHNativeWindow instance. OHNativeWindow* nativeWindow = static_cast<OHNativeWindow*>(window); // ... } c++ // Initialize OH_NativeXComponent_Callback. OH_NativeXComponent_Callback callback; callback.OnSurfaceCreated = OnSurfaceCreatedCB; callback.OnSurfaceChanged = OnSurfaceChangedCB; callback.OnSurfaceDestroyed = OnSurfaceDestroyedCB; callback.DispatchTouchEvent = DispatchTouchEventCB;
    4. Register OH_NativeXComponent_Callback with NativeXComponent. c++ // Register the callback. OH_NativeXComponent_RegisterCallback(nativeXComponent, &callback);
  2. Set the attributes of an OHNativeWindowBuffer by using OH_NativeWindow_NativeWindowHandleOpt.

    // Set the width and height of the OHNativeWindowBuffer.
    int32_t code = SET_BUFFER_GEOMETRY;
    int32_t width = 0x100;
    int32_t height = 0x100;
    // The nativeWindow instance is obtained from the callback in the previous step.
    int32_t ret = OH_NativeWindow_NativeWindowHandleOpt(nativeWindow, code, width, height);
    
  3. Request an OHNativeWindowBuffer from the graphics queue.

    OHNativeWindowBuffer* buffer = nullptr;
    int fenceFd;
    // Obtain the OHNativeWindowBuffer instance by calling OH_NativeWindow_NativeWindowRequestBuffer.
    OH_NativeWindow_NativeWindowRequestBuffer(nativeWindow, &buffer, &fenceFd);
    // Obtain the buffer handle by calling OH_NativeWindow_GetBufferHandleFromNative.
    BufferHandle* bufferHandle = OH_NativeWindow_GetBufferHandleFromNative(buffer);
    
  4. Map memory.

    #include <sys/mman.h>
    
    
    // Use mmap() to obtain the memory virtual address of buffer handle.
    void* mappedAddr = mmap(bufferHandle->virAddr, bufferHandle->size, PROT_READ|PROT_WRITE, MAP_SHARED, bufferHandle->fd, 0);
    if (mappedAddr == MAP_FAILED) {
        // mmap failed
    }
    
  5. Write the produced content to the OHNativeWindowBuffer.

    static uint32_t value = 0x00;
    value++;
    uint32_t *pixel = static_cast<uint32_t *>(mappedAddr); // Use the address obtained by mmap() to access the memory.
    for (uint32_t x = 0; x < width; x++) {
        for (uint32_t y = 0;  y < height; y++) {
            *pixel++ = value;
        }
    }
    
  6. Flush the OHNativeWindowBuffer to the graphics queue.

    // Set the refresh region. If Rect in Region is a null pointer or rectNumber is 0, all contents in the OHNativeWindowBuffer are changed.
    Region region{nullptr, 0};
    // Flush the buffer to the consumer through OH_NativeWindow_NativeWindowFlushBuffer, for example, by displaying it on the screen.
    OH_NativeWindow_NativeWindowFlushBuffer(nativeWindow, buffer, fenceFd, region);
    
  7. Unmap memory.

    // Unmap the memory when the memory is no longer required.
    int result = munmap(mappedAddr, bufferHandle->size);
    if (result == -1) {
        // munmap failed
    }
    

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