Android原生(Native)C开发 -- framebuffer篇

虽然现在能通过交叉环境编译程序,并push到Android上执行,但那只是console台程序,是不是有些单调呢?下面就要看如何通过Linux的 framebuffer 技术在Android上画图形,关于Linux的framebuffer技术,这里就不再详细讲解了,请大家google一下。
操作framebuffer的主要步骤如下:
1、打开一个可用的FrameBuffer设备;
2、通过mmap调用把显卡的物理内存空间映射到用户空间;
3、更改内存空间里的像素数据并显示;
4、退出时关闭framebuffer设备。
下面的这个例子简单地用framebuffer画了一个渐变的进度条,代码 framebuffer.c 如下:



 

#include <unistd.h>
 
#include <stdio.h>
 
#include <stdlib.h>
 
#include <fcntl.h>
 
#include <linux/fb.h>
 
#include <sys/mman.h>
 

inline static unsigned short int make16color(unsigned char r, unsigned char g, unsigned char b)
 
{
 
  return (
 
      (((r >> 3) & 31) << 11) |
 
      (((g >> 2) & 63) << 5)  |
 
      ((b >> 3) & 31)        );
 
}
 

int main() {
 
  int fbfd = 0;
 
  struct fb_var_screeninfo vinfo;
 
  struct fb_fix_screeninfo finfo;
 
  long int screensize = 0;
 
  char *fbp = 0;
 
  int x = 0, y = 0;
 
  int guage_height = 20, step = 10;
 
  long int location = 0;
 

  // Open the file for reading and writing
 
  fbfd = open("/dev/graphics/fb0", O_RDWR);
 
  if (!fbfd) {
 
    printf("Error: cannot open framebuffer device.\n");
 
    exit(1);
 
  }
 
  printf("The framebuffer device was opened successfully.\n");
 

  // Get fixed screen information
 
  if (ioctl(fbfd, FBIOGET_FSCREENINFO, &finfo)) {
 
    printf("Error reading fixed information.\n");
 
    exit(2);
 
  }
 

  // Get variable screen information
 
  if (ioctl(fbfd, FBIOGET_VSCREENINFO, &vinfo)) {
 
    printf("Error reading variable information.\n");
 
    exit(3);
 
  }
 

  printf("sizeof(unsigned short) = %d\n", sizeof(unsigned short));
 
  printf("%dx%d, %dbpp\n", vinfo.xres, vinfo.yres, vinfo.bits_per_pixel );
 
  printf("xoffset:%d, yoffset:%d, line_length: %d\n", vinfo.xoffset, vinfo.yoffset, finfo.line_length );
 

  // Figure out the size of the screen in bytes
 
  screensize = vinfo.xres * vinfo.yres * vinfo.bits_per_pixel / 8;;
 

  // Map the device to memory
 
  fbp = (char *)mmap(0, screensize, PROT_READ | PROT_WRITE, MAP_SHARED,
 
             fbfd, 0);
 

  if ((int)fbp == -1) {
 
    printf("Error: failed to map framebuffer device to memory.\n");
 
    exit(4);
 
  }
 
  printf("The framebuffer device was mapped to memory successfully.\n");
 

  //set to black color first
 
  memset(fbp, 0, screensize);
 
  //draw rectangle
 
  y = (vinfo.yres - guage_height) / 2 - 2;       // Where we are going to put the pixel
 
  for (x = step - 2; x < vinfo.xres - step + 2; x++) {
 
    location = (x+vinfo.xoffset) * (vinfo.bits_per_pixel/8) +
 
      (y+vinfo.yoffset) * finfo.line_length;
 

    *((unsigned short int*)(fbp + location)) = 255;
 
  }
 

  y = (vinfo.yres + guage_height) / 2 + 2;       // Where we are going to put the pixel
 
  for (x = step - 2; x < vinfo.xres - step + 2; x++) {
 
    location = (x+vinfo.xoffset) * (vinfo.bits_per_pixel/8) +
 
      (y+vinfo.yoffset) * finfo.line_length;
 

    *((unsigned short int*)(fbp + location)) = 255;
 
  }
 

  x = step - 2;
 
  for (y = (vinfo.yres - guage_height) / 2 - 2; y < (vinfo.yres + guage_height) / 2 + 2; y++) {
 
    location = (x+vinfo.xoffset) * (vinfo.bits_per_pixel/8) +
 
      (y+vinfo.yoffset) * finfo.line_length;
 

    *((unsigned short int*)(fbp + location)) = 255;
 
  }
 

  x = vinfo.xres - step + 2;
 
  for (y = (vinfo.yres - guage_height) / 2 - 2; y < (vinfo.yres + guage_height) / 2 + 2; y++) {
 
    location = (x+vinfo.xoffset) * (vinfo.bits_per_pixel/8) +
 
      (y+vinfo.yoffset) * finfo.line_length;
 

    *((unsigned short int*)(fbp + location)) = 255;
 
  }
 

  // Figure out where in memory to put the pixel
 
  for ( x = step; x < vinfo.xres - step; x++ ) {
 
    for ( y = (vinfo.yres - guage_height) / 2; y < (vinfo.yres + guage_height) / 2; y++ ) {
 
      location = (x+vinfo.xoffset) * (vinfo.bits_per_pixel/8) +
 
    (y+vinfo.yoffset) * finfo.line_length;
 

      if ( vinfo.bits_per_pixel == 32 ) {
 
    *(fbp + location) = 100;        // Some blue
 
    *(fbp + location + 1) = 15+(x-100)/2;     // A little green
 
    *(fbp + location + 2) = 200-(y-100)/5;    // A lot of red
 
    *(fbp + location + 3) = 0;      // No transparency
 
      } else { //assume 16bpp
 
    unsigned char b = 255 * x / (vinfo.xres - step);
 
    unsigned char g = 255;     // (x - 100)/6 A little green
 
    unsigned char r = 255;    // A lot of red
 
    unsigned short int t = make16color(r, g, b);
 
    *((unsigned short int*)(fbp + location)) = t;
 
      }
 
    }
 
    //printf("x = %d, temp = %d\n", x, temp);
 
    //sleep to see it
 
    usleep(200);
 
  }
 
  //clean framebuffer
 
  munmap(fbp, screensize);
 
  close(fbfd);
 

  return 0;
 
}


好,然后我们建立Android.mk和相应的目录架构(如下图):
framebuffer dir arch




jni目录里面Android.mk里面的内容如下图:

Android.mk

最后确认你已经安装好ndk-build, 并且在你的path当中,然后用ndk-build来生成可执行文件:
ndk-build framebuffer
注意,在Android环境,framebuffer设备不是象linux一样的 /dev/fb0,而是 /dev/graphics/fb0

fbfd = open(”/dev/graphics/fb0″, O_RDWR);

复制代码


打开framebuffer设备,

fbp = (char *)mmap(0, screensize, PROT_READ | PROT_WRITE, MAP_SHARED,fbfd, 0);



将设备map到一块内存,然后就可以操作这块内存空间来显示你想画的图形了。
最后别忘了关闭设备:

munmap(fbp, screensize);

close(fbfd);




用adb push把 生成的文件"libs/armeabi/framebuffer" push 到 模拟器(已经启动)或者你的手机(已经链接上usb)里面,然后运行,如下图:
framebuffer run on avd


作者:Aries @ 米狗族
网站: http://www.meegozu.com/thread-370-1-1.html
欢迎转载,但请保留以上信息。
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