libviewer.so on Android, delete hello_skia_app
This spins off parts of 5620 to bake while we work through how to do the rest of libviewer.so -> viewer.apk. Change-Id: I1cbf135cc952eeb7593e80a5a752dcadaa2dbb00 Reviewed-on: https://skia-review.googlesource.com/5656 Reviewed-by: Derek Sollenberger <djsollen@google.com> Commit-Queue: Mike Klein <mtklein@chromium.org>
This commit is contained in:
parent
9f549358b3
commit
a92c383e2f
20
BUILD.gn
20
BUILD.gn
@ -1311,8 +1311,8 @@ if (skia_enable_tools) {
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testonly = true
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}
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if (skia_enable_gpu && (is_linux || is_win || is_mac)) {
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executable("viewer") {
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if (skia_enable_gpu && (is_android || is_linux || is_win || is_mac)) {
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source_set("viewer_sources") {
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sources = [
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"tools/viewer/GMSlide.cpp",
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"tools/viewer/ImageSlide.cpp",
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@ -1389,6 +1389,22 @@ if (skia_enable_tools) {
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}
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testonly = true
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}
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if (is_android) {
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shared_library("libviewer") {
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deps = [
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":viewer_sources",
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]
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testonly = true
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}
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} else {
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executable("viewer") {
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deps = [
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":viewer_sources",
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]
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testonly = true
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}
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}
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}
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if (skia_enable_gpu) {
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@ -1,17 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.example"
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android:versionCode="1"
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android:versionName="1.0">
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<uses-sdk android:minSdkVersion="15" />
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<application android:label="@string/app_name" android:icon="@drawable/ic_launcher" android:debuggable="true">
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<activity android:name="HelloSkiaActivity"
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android:label="@string/app_name"
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android:theme="@android:style/Theme.Black.NoTitleBar">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@ -1,39 +0,0 @@
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HelloSkia
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=========
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Intro
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-----
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This is a minimal Android app that uses JNI and Skia to do rendering.
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Setup
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-----
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These instructions need to be followed only once to setup your copy of HelloSkia. Path parts that
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are surrounded with curly braces should be replaced with the paths that are described.
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1. Follow the quick start guide on building Skia for Android.
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2. Copy {Skia root directory}/trunk/out/config/android-{your architecture}/{Relase or
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Debug}/lib.target/libskia_android.so into {HellSkia root directory}/jni/skia/libskia_android.so
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3. Copy {Skia root directory}/trunk/include into {HellSkia root directory}/jni/skia. This should be
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done so that the path {HellSkia root directory}/jni/skia/include is a folder that contains, to name
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just a few, the folders config and core.
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Building
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--------
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The following assumes that the platform-tools directory of the Android SDK and the Android NDK
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directory are both on the system path. This also assumes that adb is working and connected with some
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device or virtual device.
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1. Open a terminal to the HelloSkia root directory and enter these commands:
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$ ndk-build # Builds the modules inside of jni/
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$ ant debug # Builds the Activity and packages it with all resources and modules of jni/
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$ adb install -r bin/HelloSkia-debug.apk # Installs the app onto a device
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2. To run the app, open your Android device's launcher and start the application labeled
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HelloSkiaActivity.
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@ -1,92 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project name="HelloSkia" default="help">
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<!-- The local.properties file is created and updated by the 'android' tool.
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It contains the path to the SDK. It should *NOT* be checked into
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Version Control Systems. -->
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<property file="local.properties" />
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<!-- The ant.properties file can be created by you. It is only edited by the
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'android' tool to add properties to it.
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This is the place to change some Ant specific build properties.
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Here are some properties you may want to change/update:
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source.dir
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The name of the source directory. Default is 'src'.
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out.dir
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The name of the output directory. Default is 'bin'.
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For other overridable properties, look at the beginning of the rules
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files in the SDK, at tools/ant/build.xml
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Properties related to the SDK location or the project target should
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be updated using the 'android' tool with the 'update' action.
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This file is an integral part of the build system for your
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application and should be checked into Version Control Systems.
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-->
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<property file="ant.properties" />
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<!-- if sdk.dir was not set from one of the property file, then
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get it from the ANDROID_HOME env var.
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This must be done before we load project.properties since
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the proguard config can use sdk.dir -->
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<property environment="env" />
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<condition property="sdk.dir" value="${env.ANDROID_HOME}">
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<isset property="env.ANDROID_HOME" />
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</condition>
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<!-- The project.properties file is created and updated by the 'android'
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tool, as well as ADT.
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This contains project specific properties such as project target, and library
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dependencies. Lower level build properties are stored in ant.properties
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(or in .classpath for Eclipse projects).
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This file is an integral part of the build system for your
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application and should be checked into Version Control Systems. -->
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<loadproperties srcFile="project.properties" />
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<!-- quick check on sdk.dir -->
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<fail
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message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
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unless="sdk.dir"
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/>
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<!--
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Import per project custom build rules if present at the root of the project.
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This is the place to put custom intermediary targets such as:
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-pre-build
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-pre-compile
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-post-compile (This is typically used for code obfuscation.
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Compiled code location: ${out.classes.absolute.dir}
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If this is not done in place, override ${out.dex.input.absolute.dir})
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-post-package
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-post-build
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-pre-clean
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-->
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<import file="custom_rules.xml" optional="true" />
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<!-- Import the actual build file.
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To customize existing targets, there are two options:
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- Customize only one target:
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- copy/paste the target into this file, *before* the
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<import> task.
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- customize it to your needs.
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- Customize the whole content of build.xml
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- copy/paste the content of the rules files (minus the top node)
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into this file, replacing the <import> task.
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- customize to your needs.
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***********************
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****** IMPORTANT ******
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***********************
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In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
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in order to avoid having your file be overridden by tools such as "android update project"
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-->
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<!-- version-tag: 1 -->
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<import file="${sdk.dir}/tools/ant/build.xml" />
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</project>
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@ -1,42 +0,0 @@
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LOCAL_PATH := $(call my-dir)
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##
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# Sets up a module for the skia shared object to be copied into the apk.
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##
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include $(CLEAR_VARS)
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# Name for referencing this module in other modules
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LOCAL_MODULE := skia_android
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# Local filename of the skia shared object
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LOCAL_SRC_FILES := skia/libskia_android.so
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# Makes this module into shared object that is simply copied into the apk
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include $(PREBUILT_SHARED_LIBRARY)
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##
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# Sets up the JNI module that our app calls into to draw things with skia.
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##
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include $(CLEAR_VARS) # clear out the variables of the previous module
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# Name of the module that the app will reference with System.loadLibrary
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LOCAL_MODULE := hello_skia_ndk
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# List of the source files compiled for this module
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LOCAL_SRC_FILES := helloskia.cpp
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# Makes the skia shared object get pulled in as a reference
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LOCAL_SHARED_LIBRARIES := skia_android
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# jnigraphics defines the function AndroidBitmap_lockPixels, which we need in order to draw into
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# android.graphics.Bitmap
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LOCAL_LDLIBS := -ljnigraphics
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# Allows the compiler to find the Skia header files
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/skia/include/config \
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$(LOCAL_PATH)/skia/include/core
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include $(BUILD_SHARED_LIBRARY)
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@ -1,77 +0,0 @@
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include <math.h>
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#include <jni.h>
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#include <android/bitmap.h>
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#include "SkCanvas.h"
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#include "SkGraphics.h"
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#include "SkSurface.h"
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#include "SkString.h"
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#include "SkTime.h"
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/**
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* Draws something into the given bitmap
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* @param env
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* @param thiz
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* @param dstBitmap The bitmap to place the results of skia into
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* @param elapsedTime The number of milliseconds since the app was started
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*/
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extern "C"
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JNIEXPORT void JNICALL Java_com_example_HelloSkiaActivity_drawIntoBitmap(JNIEnv* env,
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jobject thiz, jobject dstBitmap, jlong elapsedTime)
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{
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// Grab the dst bitmap info and pixels
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AndroidBitmapInfo dstInfo;
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void* dstPixels;
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AndroidBitmap_getInfo(env, dstBitmap, &dstInfo);
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AndroidBitmap_lockPixels(env, dstBitmap, &dstPixels);
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SkImageInfo info = SkImageInfo::MakeN32Premul(dstInfo.width, dstInfo.height);
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// Create a surface from the given bitmap
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sk_sp<SkSurface> surface(SkSurface::MakeRasterDirect(info, dstPixels, dstInfo.stride));
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SkCanvas* canvas = surface->getCanvas();
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// Draw something "interesting"
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// Clear the canvas with a white color
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canvas->drawColor(SK_ColorWHITE);
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// Setup a SkPaint for drawing our text
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SkPaint paint;
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paint.setColor(SK_ColorBLACK); // This is a solid black color for our text
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paint.setTextSize(SkIntToScalar(30)); // Sets the text size to 30 pixels
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paint.setAntiAlias(true); // We turn on anti-aliasing so that the text to looks good.
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// Draw some text
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SkString text("Skia is Best!");
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SkScalar fontHeight = paint.getFontSpacing();
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canvas->drawText(text.c_str(), text.size(), // text's data and length
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10, fontHeight, // X and Y coordinates to place the text
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paint); // SkPaint to tell how to draw the text
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// Adapt the SkPaint for drawing blue lines
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paint.setAntiAlias(false); // Turning off anti-aliasing speeds up the line drawing
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paint.setColor(0xFF0000FF); // This is a solid blue color for our lines
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paint.setStrokeWidth(SkIntToScalar(2)); // This makes the lines have a thickness of 2 pixels
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// Draw some interesting lines using trig functions
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for (int i = 0; i < 100; i++)
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{
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float x = (float)i / 99.0f;
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float offset = elapsedTime / 1000.0f;
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canvas->drawLine(sin(x * M_PI + offset) * 800.0f, 0, // first endpoint
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cos(x * M_PI + offset) * 800.0f, 800, // second endpoint
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paint); // SkPapint to tell how to draw the line
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}
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// Unlock the dst's pixels
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AndroidBitmap_unlockPixels(env, dstBitmap);
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}
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system edit
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# "ant.properties", and override values to adapt the script to your
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# project structure.
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#
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# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
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#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
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# Project target.
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target=Google Inc.:Google APIs:15
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Before Width: | Height: | Size: 5.1 KiB |
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">HelloSkiaActivity</string>
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</resources>
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@ -1,74 +0,0 @@
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package com.example;
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import java.util.Timer;
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import java.util.TimerTask;
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import android.app.Activity;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.os.Bundle;
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import android.os.SystemClock;
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import android.util.Log;
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import android.view.View;
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public class HelloSkiaActivity extends Activity
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{
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private SkiaDrawView fMainView;
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/** Called when the activity is first created. */
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@Override
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public void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// Makes and sets a SkiaDrawView as the only thing seen in this activity
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fMainView = new SkiaDrawView(this);
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setContentView(fMainView);
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try {
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// Load Skia and then the app shared object in this order
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System.loadLibrary("skia_android");
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System.loadLibrary("hello_skia_ndk");
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} catch (UnsatisfiedLinkError e) {
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Log.d("HelloSkia", "Link Error: " + e);
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return;
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}
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// Set a timer that will periodically request an update of the SkiaDrawView
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Timer fAnimationTimer = new Timer();
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fAnimationTimer.schedule(new TimerTask() {
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public void run()
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{
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// This will request an update of the SkiaDrawView, even from other threads
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fMainView.postInvalidate();
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}
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}, 0, 5); // 0 means no delay before the timer starts; 5 means repeat every 5 milliseconds
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}
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private class SkiaDrawView extends View {
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Bitmap fSkiaBitmap;
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public SkiaDrawView(Context ctx) {
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super(ctx);
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}
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@Override
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protected void onSizeChanged(int w, int h, int oldw, int oldh)
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{
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// Create a bitmap for skia to draw into
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fSkiaBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
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}
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@Override
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protected void onDraw(Canvas canvas) {
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// Call into our C++ code that renders to the bitmap using Skia
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drawIntoBitmap(fSkiaBitmap, SystemClock.elapsedRealtime());
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// Present the bitmap on the screen
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canvas.drawBitmap(fSkiaBitmap, 0, 0, null);
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}
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}
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private native void drawIntoBitmap(Bitmap image, long elapsedTime);
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}
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Reference in New Issue
Block a user