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Android example source code file (SurfaceHolder.java)

This example Android source code file (SurfaceHolder.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

android, badsurfacetypeexception, callback, canvas, deprecated, drawing, graphics, memory_type_gpu, memory_type_hardware, memory_type_normal, memory_type_push_buffers, paint, runtimeexception, surface, surface_type_gpu, surface_type_normal, surface_type_push_buffers, surfaceholder, ui

The SurfaceHolder.java Android example source code

/*
 * Copyright (C) 2006 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package android.view;

import android.graphics.Canvas;
import android.graphics.Rect;
import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_NORMAL;
import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_HARDWARE;
import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_GPU;
import static android.view.WindowManager.LayoutParams.MEMORY_TYPE_PUSH_BUFFERS;

/**
 * Abstract interface to someone holding a display surface.  Allows you to
 * control the surface size and format, edit the pixels in the surface, and
 * monitor changes to the surface.  This interface is typically available
 * through the {@link SurfaceView} class.
 * 
 * <p>When using this interface from a thread different than the one running
 * its {@link SurfaceView}, you will want to carefully read the
 * {@link #lockCanvas} and {@link Callback#surfaceCreated Callback.surfaceCreated}.
 */
public interface SurfaceHolder {
    /**
     * Surface type.
     * 
     * @see #SURFACE_TYPE_NORMAL
     * @see #SURFACE_TYPE_PUSH_BUFFERS
     */
    
    /** Surface type: creates a regular surface, usually in main, non
     * contiguous, cached/buffered RAM. */
    public static final int SURFACE_TYPE_NORMAL = MEMORY_TYPE_NORMAL;
    /** Surface type: creates a suited to be used with DMA engines and
     * hardware accelerators. 
     * @deprecated this is ignored, this value is set automatically when needed.
     */
    @Deprecated
    public static final int SURFACE_TYPE_HARDWARE = MEMORY_TYPE_HARDWARE;
    /** Surface type: creates a surface suited to be used with the GPU 
     * @deprecated this is ignored, this value is set automatically when needed.
     */
    @Deprecated
    public static final int SURFACE_TYPE_GPU = MEMORY_TYPE_GPU;
    /** Surface type: creates a "push" surface, that is a surface that 
     * doesn't owns its buffers. With such a surface lockCanvas will fail. */
    public static final int SURFACE_TYPE_PUSH_BUFFERS = MEMORY_TYPE_PUSH_BUFFERS;

    /**
     * Exception that is thrown from {@link #lockCanvas} when called on a Surface
     * whose is SURFACE_TYPE_PUSH_BUFFERS.
     */
    public static class BadSurfaceTypeException extends RuntimeException {
        public BadSurfaceTypeException() {
        }

        public BadSurfaceTypeException(String name) {
            super(name);
        }
    }

    /**
     * A client may implement this interface to receive information about
     * changes to the surface.  When used with a {@link SurfaceView}, the
     * Surface being held is only available between calls to
     * {@link #surfaceCreated(SurfaceHolder)} and
     * {@link #surfaceDestroyed(SurfaceHolder).  The Callback is set with
     * {@link SurfaceHolder#addCallback SurfaceHolder.addCallback} method.
     */
    public interface Callback {
        /**
         * This is called immediately after the surface is first created.
         * Implementations of this should start up whatever rendering code
         * they desire.  Note that only one thread can ever draw into
         * a {@link Surface}, so you should not draw into the Surface here
         * if your normal rendering will be in another thread.
         * 
         * @param holder The SurfaceHolder whose surface is being created.
         */
        public void surfaceCreated(SurfaceHolder holder);

        /**
         * This is called immediately after any structural changes (format or
         * size) have been made to the surface.  You should at this point update
         * the imagery in the surface.  This method is always called at least
         * once, after {@link #surfaceCreated}.
         * 
         * @param holder The SurfaceHolder whose surface has changed.
         * @param format The new PixelFormat of the surface.
         * @param width The new width of the surface.
         * @param height The new height of the surface.
         */
        public void surfaceChanged(SurfaceHolder holder, int format, int width,
                int height);

        /**
         * This is called immediately before a surface is being destroyed. After
         * returning from this call, you should no longer try to access this
         * surface.  If you have a rendering thread that directly accesses
         * the surface, you must ensure that thread is no longer touching the 
         * Surface before returning from this function.
         * 
         * @param holder The SurfaceHolder whose surface is being destroyed.
         */
        public void surfaceDestroyed(SurfaceHolder holder);
    }

    /**
     * Add a Callback interface for this holder.  There can several Callback
     * interfaces associated to a holder.
     * 
     * @param callback The new Callback interface.
     */
    public void addCallback(Callback callback);

    /**
     * Removes a previously added Callback interface from this holder.
     * 
     * @param callback The Callback interface to remove.
     */
    public void removeCallback(Callback callback);

    /**
     * Use this method to find out if the surface is in the process of being
     * created from Callback methods. This is intended to be used with
     * {@link Callback#surfaceChanged}.
     * 
     * @return true if the surface is in the process of being created.
     */
    public boolean isCreating();
    
    /**
     * Sets the surface's type. 
     * 
     * @param type The surface's memory type.
     */
    public void setType(int type);

    /**
     * Make the surface a fixed size.  It will never change from this size.
     * When working with a {link SurfaceView}, this must be called from the
     * same thread running the SurfaceView's window.
     * 
     * @param width The surface's width.
     * @param height The surface's height.
     */
    public void setFixedSize(int width, int height);

    /**
     * Allow the surface to resized based on layout of its container (this is
     * the default).  When this is enabled, you should monitor
     * {@link Callback#surfaceChanged} for changes to the size of the surface.
     * When working with a {link SurfaceView}, this must be called from the
     * same thread running the SurfaceView's window.
     */
    public void setSizeFromLayout();

    /**
     * Set the desired PixelFormat of the surface.  The default is OPAQUE.
     * When working with a {link SurfaceView}, this must be called from the
     * same thread running the SurfaceView's window.
     * 
     * @param format A constant from PixelFormat.
     * 
     * @see android.graphics.PixelFormat
     */
    public void setFormat(int format);

    /**
     * Enable or disable option to keep the screen turned on while this
     * surface is displayed.  The default is false, allowing it to turn off.
     * Enabling the option effectivelty.
     * This is safe to call from any thread.
     * 
     * @param screenOn Supply to true to force the screen to stay on, false
     * to allow it to turn off.
     */
    public void setKeepScreenOn(boolean screenOn);
    
    /**
     * Start editing the pixels in the surface.  The returned Canvas can be used
     * to draw into the surface's bitmap.  A null is returned if the surface has
     * not been created or otherwise can not be edited.  You will usually need
     * to implement {@link Callback#surfaceCreated Callback.surfaceCreated}
     * to find out when the Surface is available for use.
     * 
     * <p>The content of the Surface is never preserved between unlockCanvas() and
     * lockCanvas(), for this reason, every pixel within the Surface area
     * must be written. The only exception to this rule is when a dirty
     * rectangle is specified, in which case, non dirty pixels will be
     * preserved.
     * 
     * <p>If you call this repeatedly when the Surface is not ready (before
     * {@link Callback#surfaceCreated Callback.surfaceCreated} or after
     * {@link Callback#surfaceDestroyed Callback.surfaceDestroyed}), your calls
     * will be throttled to a slow rate in order to avoid consuming CPU.
     * 
     * <p>If null is not returned, this function internally holds a lock until
     * the corresponding {@link #unlockCanvasAndPost} call, preventing
     * {@link SurfaceView} from creating, destroying, or modifying the surface
     * while it is being drawn.  This can be more convenience than accessing
     * the Surface directly, as you do not need to do special synchronization
     * with a drawing thread in {@link Callback#surfaceDestroyed
     * Callback.surfaceDestroyed}.
     * 
     * @return Canvas Use to draw into the surface.
     */
    public Canvas lockCanvas();

    
    /**
     * Just like {@link #lockCanvas()} but allows to specify a dirty rectangle.
     * Every
     * pixel within that rectangle must be written; however pixels outside
     * the dirty rectangle will be preserved by the next call to lockCanvas().
     * 
     * @see android.view.SurfaceHolder#lockCanvas
     * 
     * @param dirty Area of the Surface that will be modified.
     * @return Canvas Use to draw into the surface.
     */
    public Canvas lockCanvas(Rect dirty);

    /**
     * Finish editing pixels in the surface.  After this call, the surface's
     * current pixels will be shown on the screen, but its content is lost,
     * in particular there is no guarantee that the content of the Surface
     * will remain unchanged when lockCanvas() is called again.
     * 
     * @see #lockCanvas()
     *
     * @param canvas The Canvas previously returned by lockCanvas().
     */
    public void unlockCanvasAndPost(Canvas canvas);

    /**
     * Retrieve the current size of the surface.  Note: do not modify the
     * returned Rect.  This is only safe to call from the thread of
     * {@link SurfaceView}'s window, or while inside of
     * {@link #lockCanvas()}.
     * 
     * @return Rect The surface's dimensions.  The left and top are always 0.
     */
    public Rect getSurfaceFrame();

    /**
     * Direct access to the surface object.  The Surface may not always be
     * available -- for example when using a {@link SurfaceView} the holder's
     * Surface is not created until the view has been attached to the window
     * manager and performed a layout in order to determine the dimensions
     * and screen position of the Surface.    You will thus usually need
     * to implement {@link Callback#surfaceCreated Callback.surfaceCreated}
     * to find out when the Surface is available for use.
     * 
     * <p>Note that if you directly access the Surface from another thread,
     * it is critical that you correctly implement
     * {@link Callback#surfaceCreated Callback.surfaceCreated} and
     * {@link Callback#surfaceDestroyed Callback.surfaceDestroyed} to ensure
     * that thread only accesses the Surface while it is valid, and that the
     * Surface does not get destroyed while the thread is using it.
     * 
     * <p>This method is intended to be used by frameworks which often need
     * direct access to the Surface object (usually to pass it to native code).
     * When designing APIs always use SurfaceHolder to pass surfaces around
     * as opposed to the Surface object itself. A rule of thumb is that
     * application code should never have to call this method.
     * 
     * @return Surface The surface.
     */
    public Surface getSurface();
}

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