diff options
34 files changed, 1475 insertions, 687 deletions
diff --git a/api/9.xml b/api/9.xml index 3056e47ebfb8..27629b7fb1b9 100644 --- a/api/9.xml +++ b/api/9.xml @@ -73399,16 +73399,6 @@ visibility="public" > </field> -<field name="CAMERA_ID_DEFAULT" - type="int" - transient="false" - volatile="false" - static="true" - final="false" - deprecated="not deprecated" - visibility="public" -> -</field> </class> <interface name="Camera.AutoFocusCallback" abstract="true" @@ -86967,6 +86957,19 @@ <parameter name="listener" type="android.media.MediaRecorder.OnInfoListener"> </parameter> </method> +<method name="setOrientationHint" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="degrees" type="int"> +</parameter> +</method> <method name="setOutputFile" return="void" abstract="false" diff --git a/api/current.xml b/api/current.xml index 833fb6bd6603..fb3b998e5fe6 100644 --- a/api/current.xml +++ b/api/current.xml @@ -73399,16 +73399,6 @@ visibility="public" > </field> -<field name="CAMERA_ID_DEFAULT" - type="int" - transient="false" - volatile="false" - static="true" - final="false" - deprecated="not deprecated" - visibility="public" -> -</field> </class> <interface name="Camera.AutoFocusCallback" abstract="true" @@ -86967,6 +86957,19 @@ <parameter name="listener" type="android.media.MediaRecorder.OnInfoListener"> </parameter> </method> +<method name="setOrientationHint" + return="void" + abstract="false" + native="false" + synchronized="false" + static="false" + final="false" + deprecated="not deprecated" + visibility="public" +> +<parameter name="degrees" type="int"> +</parameter> +</method> <method name="setOutputFile" return="void" abstract="false" diff --git a/core/java/android/hardware/Camera.java b/core/java/android/hardware/Camera.java index 275e2eb4a8c8..378189e6fcbe 100644 --- a/core/java/android/hardware/Camera.java +++ b/core/java/android/hardware/Camera.java @@ -211,8 +211,7 @@ public class Camera { * blocking the main application UI thread. * * @param cameraId the hardware camera to access, between 0 and - * {@link #getNumberOfCameras()}-1. Use {@link #CAMERA_ID_DEFAULT} - * to access the default camera. + * {@link #getNumberOfCameras()}-1. * @return a new Camera object, connected, locked and ready for use. * @throws RuntimeException if connection to the camera service fails (for * example, if the camera is in use by another process). @@ -222,18 +221,21 @@ public class Camera { } /** - * The id for the default camera. - * @see #open(int) - */ - public static int CAMERA_ID_DEFAULT = 0; - - /** - * Equivalent to Camera.open(Camera.CAMERA_ID_DEFAULT). - * Creates a new Camera object to access the default camera. + * Creates a new Camera object to access the first back-facing camera on the + * device. If the device does not have a back-facing camera, this returns + * null. * @see #open(int) */ public static Camera open() { - return new Camera(CAMERA_ID_DEFAULT); + int numberOfCameras = getNumberOfCameras(); + CameraInfo cameraInfo = new CameraInfo(); + for (int i = 0; i < numberOfCameras; i++) { + getCameraInfo(i, cameraInfo); + if (cameraInfo.facing == CameraInfo.CAMERA_FACING_BACK) { + return new Camera(i); + } + } + return null; } Camera(int cameraId) { diff --git a/core/res/res/values/attrs_manifest.xml b/core/res/res/values/attrs_manifest.xml index b26b7f1d9514..f31dfec94cdb 100644 --- a/core/res/res/values/attrs_manifest.xml +++ b/core/res/res/values/attrs_manifest.xml @@ -90,10 +90,9 @@ <attr name="manageSpaceActivity" format="string" /> <!-- Option to let applications specify that user data can/cannot be - cleared. Some applications might not want to clear user data. Such - applications can explicitly set this value to false. This flag is - turned on by default unless explicitly set to false - by applications. --> + cleared. This flag is turned on by default. + <em>This attribute is usable only by applications + included in the system image. Third-party apps cannot use it.</em> --> <attr name="allowClearUserData" format="boolean" /> <!-- Option to let applications specify that user data should diff --git a/core/tests/coretests/src/android/bluetooth/BluetoothStressTest.java b/core/tests/coretests/src/android/bluetooth/BluetoothStressTest.java index 892dc8a4d9d0..d30c5e8bfc2c 100644 --- a/core/tests/coretests/src/android/bluetooth/BluetoothStressTest.java +++ b/core/tests/coretests/src/android/bluetooth/BluetoothStressTest.java @@ -94,6 +94,21 @@ public class BluetoothStressTest extends InstrumentationTestCase { mTestUtils.disable(adapter); } + public void testAcceptPair() { + int iterations = BluetoothTestRunner.sPairIterations; + BluetoothAdapter adapter = BluetoothAdapter.getDefaultAdapter(); + BluetoothDevice device = adapter.getRemoteDevice(BluetoothTestRunner.sPairAddress); + mTestUtils.enable(adapter); + + for (int i = 0; i < iterations; i++) { + mTestUtils.writeOutput("acceptPair iteration " + (i + 1) + " of " + iterations); + mTestUtils.acceptPair(adapter, device, BluetoothTestRunner.sPairPasskey, + BluetoothTestRunner.sPairPin); + mTestUtils.unpair(adapter, device); + } + mTestUtils.disable(adapter); + } + public void testConnectA2dp() { int iterations = BluetoothTestRunner.sConnectA2dpIterations; BluetoothAdapter adapter = BluetoothAdapter.getDefaultAdapter(); diff --git a/core/tests/coretests/src/android/bluetooth/BluetoothTestUtils.java b/core/tests/coretests/src/android/bluetooth/BluetoothTestUtils.java index a9025fb660d3..f40d8577eac0 100644 --- a/core/tests/coretests/src/android/bluetooth/BluetoothTestUtils.java +++ b/core/tests/coretests/src/android/bluetooth/BluetoothTestUtils.java @@ -635,6 +635,17 @@ public class BluetoothTestUtils extends Assert { } public void pair(BluetoothAdapter adapter, BluetoothDevice device, int passkey, byte[] pin) { + pairOrAcceptPair(adapter, device, passkey, pin, true); + } + + public void acceptPair(BluetoothAdapter adapter, BluetoothDevice device, int passkey, + byte[] pin) { + pairOrAcceptPair(adapter, device, passkey, pin, false); + } + + private void pairOrAcceptPair(BluetoothAdapter adapter, BluetoothDevice device, int passkey, + byte[] pin, boolean pair) { + String methodName = pair ? "pair()" : "acceptPair()"; int mask = PairReceiver.PAIR_FLAG; int pairMask = PairReceiver.PAIR_STATE_BONDING | PairReceiver.PAIR_STATE_BONDED; @@ -642,7 +653,7 @@ public class BluetoothTestUtils extends Assert { mReceivers.add(pairReceiver); if (!adapter.isEnabled()) { - fail("pair() bluetooth not enabled"); + fail(methodName + " bluetooth not enabled"); } int state = device.getBondState(); @@ -656,10 +667,12 @@ public class BluetoothTestUtils extends Assert { break; case BluetoothDevice.BOND_NONE: assertFalse(adapter.getBondedDevices().contains(device)); - assertTrue(device.createBond()); + if (pair) { + assertTrue(device.createBond()); + } break; default: - fail("pair() invalide state: state=" + state); + fail(methodName + " invalide state: state=" + state); } long s = System.currentTimeMillis(); @@ -669,8 +682,8 @@ public class BluetoothTestUtils extends Assert { assertTrue(adapter.getBondedDevices().contains(device)); if ((pairReceiver.getFiredFlags() & mask) == mask && (pairReceiver.getPairFiredFlags() & pairMask) == pairMask) { - writeOutput(String.format("pair() completed in %d ms: device=%s", - (System.currentTimeMillis() - s), device)); + writeOutput(String.format("%s completed in %d ms: device=%s", + methodName, (System.currentTimeMillis() - s), device)); mReceivers.remove(pairReceiver); mContext.unregisterReceiver(pairReceiver); return; @@ -682,9 +695,9 @@ public class BluetoothTestUtils extends Assert { int firedFlags = pairReceiver.getFiredFlags(); int pairFiredFlags = pairReceiver.getPairFiredFlags(); pairReceiver.resetFiredFlags(); - fail(String.format("pair() timeout: state=%d (expected %d), flags=0x%x (expected 0x%x), " - + "pairFlags=0x%x (expected 0x%x)", state, BluetoothDevice.BOND_BONDED, firedFlags, - mask, pairFiredFlags, pairMask)); + fail(String.format("%s timeout: state=%d (expected %d), flags=0x%x (expected 0x%x), " + + "pairFlags=0x%x (expected 0x%x)", methodName, state, BluetoothDevice.BOND_BONDED, + firedFlags, mask, pairFiredFlags, pairMask)); } public void unpair(BluetoothAdapter adapter, BluetoothDevice device) { diff --git a/docs/html/guide/developing/tools/proguard.jd b/docs/html/guide/developing/tools/proguard.jd new file mode 100644 index 000000000000..6abbd36f136e --- /dev/null +++ b/docs/html/guide/developing/tools/proguard.jd @@ -0,0 +1,187 @@ +page.title=ProGuard +@jd:body + + <div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#enabling">Enabling ProGuard</a></li> + + <li><a href="#configuring">Configuring ProGuard</a></li> + + <li> + <a href="#decoding">Decoding Obfuscated Stack Traces</a> + + <ol> + <li><a href="#considerations">Debugging considerations for published + applications</a></li> + </ol> + </li> + </ol> + + <h2>See also</h2> + + <ol> + <li><a href="http://proguard.sourceforge.net/manual/introduction.html">ProGuard + Manual</a></li> + + <li><a href="http://proguard.sourceforge.net/manual/retrace/introduction.html">ProGuard + ReTrace Manual</a></li> + </ol> + </div> + </div> + + <p>The ProGuard tool shrinks, optimizes, and obfuscates your code by removing unused code and + renaming classes, fields, and methods with semantically obscure names. The result is a smaller + sized <code>.apk</code> file that is more difficult to reverse engineer. Because ProGuard makes your + application harder to reverse engineer, it is important that you use it + when your application utilizes features that are sensitive to security like when you are + <a href="{@docRoot}guide/publishing/licensing.html">Licensing Your Applications</a>.</p> + + <p>ProGuard is integrated into the Android build system, so you do not have to invoke it + manually. ProGuard runs only when you build your application in release mode, so you do not + have to deal with obfuscated code when you build your application in debug mode. + Having ProGuard run is completely optional, but highly recommended.</p> + + <p>This document describes how to enable and configure ProGuard as well as use the + <code>retrace</code> tool to decode obfuscated stack traces.</p> + + <h2 id="enabling">Enabling ProGuard</h2> + + <p>When you create an Android project, a <code>proguard.cfg</code> file is automatically + generated in the root directory of the project. This file defines how ProGuard optimizes and + obfuscates your code, so it is very important that you understand how to customize it for your + needs. The default configuration file only covers general cases, so you most likely have to edit + it for your own needs. See the following section about <a href="#configuring">Configuring ProGuard</a> for information on + customizing the ProGuard configuration file.</p> + + <p>To enable ProGuard so that it runs as part of an Ant or Eclipse build, set the + <code>proguard.config</code> property in the <code><project_root>/default.properties</code> + file. The path can be an absolute path or a path relative to the project's root.</p> +<p>If you left the <code>proguard.cfg</code> file in its default location (the project's root directory), +you can specify its location like this:</p> +<pre class="no-pretty-print"> +proguard.config=proguard.cfg +</pre> +<p> +You can also move the the file to anywhere you want, and specify the absolute path to it: +</p> +<pre class="no-pretty-print"> +proguard.config=/path/to/proguard.cfg +</pre> + + + <p>When you build your application in release mode, either by running <code>ant release</code> or + by using the <em>Export Wizard</em> in Eclipse, the build system automatically checks to see if + the <code>proguard.config</code> property is set. If it is, ProGuard automatically processes + the application's bytecode before packaging everything into an <code>.apk</code> file. Building in debug mode + does not invoke ProGuard, because it makes debugging more cumbersome.</p> + + <p>ProGuard outputs the following files after it runs:</p> + + <dl> + <dt><code>dump.txt</code></dt> + <dd>Describes the internal structure of all the class files in the <code>.apk</code> file</dd> + + <dt><code>mapping.txt</code></dt> + <dd>Lists the mapping between the original and obfuscated class, method, and field names. + This file is important when you receive a bug report from a release build, because it + translates the obfuscated stack trace back to the original class, method, and member names. + See <a href="#decoding">Decoding Obfuscated Stack Traces</a> for more information.</dd> + + <dt><code>seeds.txt</code></dt> + <dd>Lists the classes and members that are not obfuscated</dd> + + <dt><code>usage.txt</code></dt> + <dd>Lists the code that was stripped from the <code>.apk</code></dd> + </ul> + + <p>These files are located in the following directories:</p> + + <ul> + <li><code><project_root>/bin/proguard</code> if you are using Ant.</li> + + <li><code><project_root>/proguard</code> if you are using Eclipse.</li> + </ul> + + + <p class="caution"><strong>Caution:</strong> Every time you run a build in release mode, these files are + overwritten with the latest files generated by ProGuard. Save a copy of them each time you release your + application in order to de-obfuscate bug reports from your release builds. + For more information on why saving these files is important, see + <a href="#considerations">Debugging considerations for published applications</a>. + </p> + + <h2 id="configuring">Configuring ProGuard</h2> + + <p>For some situations, the default configurations in the <code>proguard.cfg</code> file will + suffice. However, many situations are hard for ProGuard to analyze correctly and it might remove code + that it thinks is not used, but your application actually needs. Some examples include:</p> + + <ul> + <li>a class that is referenced only in the <code>AndroidManifest.xml</code> file</li> + + <li>a method called from JNI</li> + + <li>dynamically referenced fields and methods</li> + </ul> + + <p>The default <code>proguard.cfg</code> file tries to cover general cases, but you might + encounter exceptions such as <code>ClassNotFoundException</code>, which happens when ProGuard + strips away an entire class that your application calls.</p> + + <p>You can fix errors when ProGuard strips away your code by adding a <code>-keep</code> line in + the <code>proguard.cfg</code> file. For example:</p> + <pre> +-keep public class <MyClass> +</pre> + + <p>There are many options and considerations when using the <code>-keep</code> option, so it is + highly recommended that you read the <a href="http://proguard.sourceforge.net/manual/introduction.html">ProGuard + Manual</a> for more information about customizing your configuration file. The <a href= + "http://proguard.sourceforge.net/manual/usage.html#keepoverview">Overview of Keep options</a> and + <a href="http://proguard.sourceforge.net/index.html#/manual/examples.html">Examples section</a> + are particularly helpful. The <a href= + "http://proguard.sourceforge.net/manual/troubleshooting.html">Troubleshooting</a> section of the + ProGuard Manual outlines other common problems you might encounter when your code gets stripped + away.</p> + + <h2 id="decoding">Decoding Obfuscated Stack Traces</h2> + + <p>When your obfuscated code outputs a stack trace, the method names are obfuscated, which makes + debugging hard, if not impossible. Fortunately, whenever ProGuard runs, it outputs a + <code><project_root>/bin/proguard/mapping.txt</code> file, which shows you the original + class, method, and field names mapped to their obfuscated names.</p> + + <p>The <code>retrace.bat</code> script on Windows or the <code>retrace.sh</code> script on Linux + or Mac OS X can convert an obfuscated stack trace to a readable one. It is located in the + <code><sdk_root>/tools/proguard/</code> directory. The syntax for executing the + <code>retrace</code> tool is:</p> + <pre>retrace.bat|retrace.sh [-verbose] mapping.txt [<stacktrace_file>]</pre> + <p>For example:</p> + + <pre>retrace.bat -verbose mapping.txt obfuscated_trace.txt</pre> + + <p>If you do not specify a value for <em><stacktrace_file></em>, the <code>retrace</code> tool reads + from standard input.</p> + + <h3 id="considerations">Debugging considerations for published applications</h3> + + <p>Save the <code>mapping.txt</code> file for every release that you publish to your users. + By retaining a copy of the <code>mapping.txt</code> file for each release build, + you ensure that you can debug a problem if a user encounters a bug and submits an obfuscated stack trace. + A project's <code>mapping.txt</code> file is overwritten every time you do a release build, so you must be + careful about saving the versions that you need.</p> + + <p>For example, say you publish an application and continue developing new features of + the application for a new version. You then do a release build using ProGuard soon after. The + build overwrites the previous <code>mapping.txt</code> file. A user submits a bug report + containing a stack trace from the application that is currently published. You no longer have a way + of debugging the user's stack trace, because the <code>mapping.txt</code> file associated with the version + on the user's device is gone. There are other situations where your <code>mapping.txt</code> file can be overwritten, so + ensure that you save a copy for every release that you anticipate you have to debug.</p> + + <p>How you save the <code>mapping.txt</code> file is your decision. For example, you can rename them to + include a version or build number, or you can version control them along with your source + code.</p>
\ No newline at end of file diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 9c0fcffc4bd2..545807eb1894 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -375,7 +375,7 @@ <li><a href="<?cs var:toroot ?>guide/developing/tools/layoutopt.html">layoutopt</a></li> <li><a href="<?cs var:toroot ?>guide/developing/tools/othertools.html#mksdcard">mksdcard</a></li> <li><a href="<?cs var:toroot ?>guide/developing/tools/monkey.html">Monkey</a></li> - <li class="toggle-list"> + <li class="toggle-list"> <div> <a href="<?cs var:toroot?>guide/developing/tools/monkeyrunner_concepts.html"> <span class="en">monkeyrunner</span> @@ -403,6 +403,7 @@ </li> </ul> </li> + <li><a href="<?cs var:toroot ?>guide/developing/tools/proguard.html">Proguard</a></li> <li><a href="<?cs var:toroot ?>guide/developing/tools/adb.html#sqlite">sqlite3</a></li> <li><a href="<?cs var:toroot ?>guide/developing/tools/traceview.html" >Traceview</a></li> <li><a href="<?cs var:toroot ?>guide/developing/tools/zipalign.html" >zipalign</a></li> diff --git a/docs/html/guide/topics/manifest/application-element.jd b/docs/html/guide/topics/manifest/application-element.jd index 786223fcc4a9..9ac07fd884e5 100644 --- a/docs/html/guide/topics/manifest/application-element.jd +++ b/docs/html/guide/topics/manifest/application-element.jd @@ -3,8 +3,7 @@ page.title=<application> <dl class="xml"> <dt>syntax:</dt> -<dd><pre class="stx"><application android:<a href="#clear">allowClearUserData</a>=["true" | "false"] - android:<a href="#reparent">allowTaskReparenting</a>=["true" | "false"] +<dd><pre class="stx"><application android:<a href="#reparent">allowTaskReparenting</a>=["true" | "false"] android:<a href="#agent">backupAgent</a>="<i>string</i>" android:<a href="#debug">debuggable</a>=["true" | "false"] android:<a href="#desc">description</a>="<i>string resource</i>" @@ -49,12 +48,6 @@ cannot be overridden by the components.</dd> <dt>attributes</dt> <dd><dl class="attr"> -<dt><a name="clear"></a>{@code android:allowClearUserData}</dt> -<dd>Whether or not users are given the option to remove user data — -"{@code true}" if they are, and "{@code false}" if not. If the value is -"{@code true}", as it is by default, the application manager includes an -option that allows users to clear the data.</dd> - <dt><a name="reparent"></a>{@code android:allowTaskReparenting}</dt> <dd>Whether or not activities that the application defines can move from the task that started them to the task they have an affinity for when that task diff --git a/docs/html/index.jd b/docs/html/index.jd index 049df62dacb2..1302188bc91a 100644 --- a/docs/html/index.jd +++ b/docs/html/index.jd @@ -22,7 +22,7 @@ Learn more »</a></p> </div> <!-- end annoucement --> </div> <!-- end annoucement-block --> </div><!-- end topAnnouncement --> - <div id="carouselMain" style="height:200px"> <!-- this height can be + <div id="carouselMain" style="height:205px"> <!-- this height can be adjusted based on the content height --> </div> <div class="clearer"></div> @@ -129,14 +129,14 @@ href="{@docRoot}resources/dashboard/platform-versions.html">Learn more »</ 'sdk': { 'layout':"imgLeft", 'icon':"sdk-small.png", - 'name':"Android 2.2", - 'img':"froyo-android.png", - 'title':"Get Android 2.2!", - 'desc': "<p>The Android 2.2 platform is now available for the Android SDK, along with new " -+ "tools, documentation, and a new NDK. " -+ "For information about new features and APIs, read the " -+ "<a href='{@docRoot}sdk/android-2.2.html'>version notes</a>.</p>" -+ "<p>If you have an existing SDK, add Android 2.2 as an " + 'name':"Android 2.3", + 'img':"gingerdroid.png", + 'title':"Android 2.3 is here!", + 'desc': "<p>Android 2.3 is now available for the Android SDK. In addition, new " ++ "tools and documentation are available, plus a new NDK that offers more than ever. " ++ "For more information about what's in Android 2.3, read the " ++ "<a href='{@docRoot}sdk/android-2.3.html'>version notes</a>.</p>" ++ "<p>If you have an existing SDK, add Android 2.3 as an " + "<a href='{@docRoot}sdk/adding-components.html'>SDK " + "component</a>. If you're new to Android, install the " + "<a href='{@docRoot}sdk/index.html'>SDK starter package</a>." diff --git a/docs/html/sdk/ndk/index.jd b/docs/html/sdk/ndk/index.jd index 9e88d944601d..11e6642ceb2c 100644 --- a/docs/html/sdk/ndk/index.jd +++ b/docs/html/sdk/ndk/index.jd @@ -60,511 +60,500 @@ padding: .25em 1em; </style> <div class="toggleable open"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-opened.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 4b</a> <em>(June 2010)</em> - <div class="toggleme"> -<dl> -<dt>NDK r4b notes:</dt> -<dd><p>Includes fixes for several issues in the NDK build and debugging scripts -— if you are using NDK r4, we recommend downloading the NDK r4b build. For -detailed information the changes in this release, read the CHANGES.TXT document -included in the downloaded NDK package.</p></dd> -</dl> - -<dl> -<dt>General notes:</dt> - -<dd> -<ul> -<li>Provides a simplified build system through the new <code>ndk-build</code> build -command. </li> -<li>Adds support for easy native debugging of generated machine code on production -devices through the new <code>ndk-gdb</code> command.</li> -<li>Adds a new Android-specific ABI for ARM-based CPU architectures, -<code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code> -ABI to include these CPU instruction set extensions: -<ul> -<li>Thumb-2 instructions</li> -<li>VFP hardware FPU instructions (VFPv3-D16)</li> -<li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32. -Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and -others.</li> -</ul> -<li>Adds a new <code>cpufeatures</code> static library (with sources) that lets -your app detect the host device's CPU features at runtime. Specifically, -applications can check for ARMv7-A support, as well as VFPv3-D32 and NEON -support, then provide separate code paths as needed.</li> -<li>Adds a sample application, <code>hello-neon</code>, that illustrates how to -use the <code>cpufeatures</code> library to check CPU features and then provide -an optimized code path using NEON instrinsics, if -supported by the CPU.</li> -<li>Lets you generate machine code for either or both of the instruction sets -supported by the NDK. For example, you can build for both ARMv5 and ARMv7-A -architectures at the same time and have everything stored to your application's -final <code>.apk</code>.</li> -<li>To ensure that your applications are available to users only if their -devices are capable of running them, Android Market now filters applications -based on the instruction set information included in your application — no -action is needed on your part to enable the filtering. Additionally, the Android -system itself also checks your application at install time and allows the -installation to continue only if the application provides a library that is -compiled for the device's CPU architecture.</li> -<li>Adds support for Android 2.2, including a new stable API for accessing -the pixel buffers of {@link android.graphics.Bitmap} objects from native -code.</li> -</ul> -</dd> -</dl> -</div> -</div> - -<div class="toggleable closed"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 3</a> <em>(March 2010)</em> - <div class="toggleme"> - -<dl> -<dt>General notes:</dt> - -<dd> -<ul> -<li>Adds OpenGL ES 2.0 native library support.</li> -<li>Adds a sample application,<code>hello-gl2</code>, that illustrates the use of -OpenGL ES 2.0 vertex and fragment shaders.</li> -<li>The toolchain binaries have been refreshed for this release with GCC 4.4.0, which should generate slightly more compact and efficient machine code than the previous one (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use to build your machine code.</li> -</ul> -</dd> -</dl> -</div> -</div> - -<div class="toggleable closed"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 2</a> <em>(September 2009)</em> - <div class="toggleme"> - -<p>Originally released as "Android 1.6 NDK, Release 1".</p> -<dl> -<dt>General notes:</dt> -<dd> -<ul> -<li>Adds OpenGL ES 1.1 native library support.</li> -<li>Adds a sample application, <code>san-angeles</code>, that renders 3D -graphics through the native OpenGL ES APIs, while managing activity -lifecycle with a {@link android.opengl.GLSurfaceView} object. -</li> -</ul> -</dd> -</dl> - </div> -</div> - -<div class="toggleable closed"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 1</a> <em>(June 2009)</em> - <div class="toggleme"> - -<p>Originally released as "Android 1.5 NDK, Release 1".</p> -<dl> -<dt>General notes:</dt> -<dd> -<ul> -<li>Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1 -instructions. </li> -<li>Includes system headers for stable native APIs, documentation, and sample -applications.</li> -</ul> -</dd> - -</dl> - </div> -</div> - - -<h2 id="overview">What is the Android NDK?</h2> - -<p>The Android NDK is a toolset that lets you embed components that make use -of native code in your Android applications. -</p> - -<p>Android applications run in the Dalvik virtual machine. The NDK allows -you to implement parts of your applications using native-code languages -such as C and C++. This can provide benefits to certain classes of applications, -in the form of reuse of existing code and in some cases increased speed.</p> - -<p>The NDK provides:</p> - -<ul> -<li>A set of tools and build files used to generate native code libraries from C -and C++ sources</li> -<li>A way to embed the corresponding native libraries into an application package -file (<code>.apk</code>) that can be deployed on Android devices</li> -<li>A set of native system headers and libraries that will be supported in all -future versions of the Android platform, starting from Android 1.5 </li> -<li>Documentation, samples, and tutorials</li> -</ul> - -<p>The latest release of the NDK supports these ARM instruction sets:</p> -<ul> -<li>ARMv5TE (including Thumb-1 instructions)</li> -<li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with -optional support for NEON/VFPv3-D32 instructions)</li> -</ul> - -<p>Future releases of the NDK will also support:</p> - -<ul> -<li>x86 instructions (see CPU-ARCH-ABIS.TXT for more information)</li> -</ul> - -<p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will -run only on devices such as the Verizon Droid or Google Nexus One that have a -compatible CPU. The main difference between the two instruction sets is that -ARMv7-A supports hardware FPU, Thumb-2, and NEON instructions. You can target -either or both of the instruction sets — ARMv5TE is the default, but -switching to ARMv7-A is as easy as adding a single line to the application's -Application.mk file, without needing to change anything else in the file. You -can also build for both architectures at the same time and have everything -stored in the final <code>.apk</code>. For complete information is provided in the -CPU-ARCH-ABIS.TXT in the NDK package. </p> - -<p>The NDK provides stable headers for libc (the C library), libm (the Math -library), OpenGL ES (3D graphics library), the JNI interface, and other -libraries, as listed in the section below.</p> - -<p>The NDK will not benefit most applications. As a developer, you will need -to balance its benefits against its drawbacks; notably, using native code does -not result in an automatic performance increase, but does always increase -application complexity. Typical good candidates for the NDK are self-contained, -CPU-intensive operations that don't allocate much memory, such as signal processing, -physics simulation, and so on. Simply re-coding a method to run in C usually does -not result in a large performance increase. The NDK can, however, can be -an effective way to reuse a large corpus of existing C/C++ code.</p> - -<p>Please note that the NDK <em>does not</em> enable you to develop native-only -applications. Android's primary runtime remains the Dalvik virtual machine.</p> - -<h2 id="contents">Contents of the NDK</h2> - -<h4>Development tools</h4> - -<p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that -can generate native ARM binaries on Linux, OS X, and Windows (with Cygwin) -platforms.</p> - -<p>It provides a set of system headers for stable native APIs that are -guaranteed to be supported in all later releases of the platform:</p> - -<ul> -<li>libc (C library) headers</li> -<li>libm (math library) headers</li> -<li>JNI interface headers</li> -<li>libz (Zlib compression) headers</li> -<li>liblog (Android logging) header</li> -<li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li> -<li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li> -<li>A Minimal set of headers for C++ support</li> -</ul> - -<p>The NDK also provides a build system that lets you work efficiently with your -sources, without having to handle the toolchain/platform/CPU/ABI details. You -create very short build files to describe which sources to compile and which -Android application will use them — the build system compiles the sources -and places the shared libraries directly in your application project. </p> - -<p class="caution"><strong>Important:</strong> With the exception of the -libraries listed above, native system libraries in the Android platform are -<em>not</em> stable and may change in future platform versions. -Your applications should <em>only</em> make use of the stable native system -libraries provided in this NDK. </p> - -<h4>Documentation</h4> - -<p>The NDK package includes a set of documentation that describes the -capabilities of the NDK and how to use it to create shared libraries for your -Android applications. In this release, the documentation is provided only in the -downloadable NDK package. You can find the documentation in the -<code><ndk>/docs/</code> directory. Included are these files:</p> - -<ul> -<li>INSTALL.TXT — describes how to install the NDK and configure it for -your host system</li> -<li>OVERVIEW.TXT — provides an overview of the NDK capabilities and -usage</li> -<li>ANDROID-MK.TXT — describes the use of the Android.mk file, which -defines the native sources you want to compile</li> -<li>APPLICATION-MK.TXT — describes the use of the Application.mk file, -which describes the native sources required by your Android application</li> -<li>HOWTO.TXT — information about common tasks associated with NDK -development.</li> -<li>SYSTEM-ISSUES.TXT — known issues in the Android system images -that you should be aware of, if you are developing using the NDK. </li> -<li>STABLE-APIS.TXT — a complete list of the stable APIs exposed -by headers in the NDK.</li> -<li>CPU-ARCH-ABIS.TXT — a description of supported CPU architectures -and how to target them. </li> -<li>CPU-FEATURES.TXT — a description of the <code>cpufeatures</code> -static library that lets your application code detect the target device's -CPU family and the optional features at runtime. </li> -<li>CPU-ARM-NEON.TXT — a description of how to build with optional -ARM NEON / VFPv3-D32 instructions. </li> -<li>CHANGES.TXT — a complete list of changes to the NDK across all -releases.</li> -</ul> - -<p>Additionally, the package includes detailed information about the "bionic" -C library provided with the Android platform that you should be aware of, if you -are developing using the NDK. You can find the documentation in the -<code><ndk>/docs/system/libc/</code> directory:</p> - -<ul> -<li>OVERVIEW.TXT — provides an overview of the "bionic" C library and the -features it offers.</li> -</ul> - -<h4>Sample applications</h4> - -<p>The NDK includes sample Android applications that illustrate how to use -native code in your Android applications. For more information, see -<a href="#samples">Using the Sample Applications</a>.</p> - -<h2 id="requirements">System and Software Requirements</h2> - -<p>The sections below describe the system and software requirements for using -the Android NDK, as well as platform compatibility considerations that affect -appplications using libraries produced with the NDK. </p> - -<h4>The Android SDK</h4> -<ul> - <li>A complete Android SDK installation (including all dependencies) is -required.</li> - <li>Android 1.5 SDK or later version is required.</li> -</ul> - -<h4>Supported operating systems</h4> -<ul> - <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li> - <li>Mac OS X 10.4.8 or later (x86 only)</li> - <li>Linux (32- or 64-bit, tested on Linux Ubuntu Dapper Drake)</li> -</ul> - -<h4>Required development tools</h4> -<ul> - <li>For all development platforms, GNU Make 3.81 or later is required. Earlier -versions of GNU Make might work but have not been tested.</li> - <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li> - <li>For Windows, <a -href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK -will <em>not</em> work with Cygwin 1.5 installations.</li> -</ul> - -<h4>Android platform compatibility</h4> -<ul> - <li>The native libraries created by the Android NDK can only be used on -devices running the Android 1.5 platform version or later. This is due to -toolchain and ABI related changes that make the native libraries incompatible -with 1.0 and 1.1 system images.</li> - <li>For this reason, you should use native libraries produced with the NDK in -applications that are deployable to devices running the Android 1.5 platform -version or later. </li> - <li>To ensure compatibility, an application using a native library -produced with the NDK <em>must</em> declare a <a -href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code><uses-sdk></code></a> -element in its manifest file, with an <code>android:minSdkVersion</code> attribute -value of "3" or higher. For example: - -<pre style="margin:1em;"><manifest> - ... - <uses-sdk android:minSdkVersion="3" /> - ... -</manifest></pre> -</li> - -<li>If you use this NDK to create a native library that uses the -OpenGL ES APIs, the application containing the library can be deployed only to -devices running the minimum platform versions described in the table below. -To ensure compatibility, make sure that your application declares the proper -<code>android:minSdkVersion</code></a> attribute value, as given in the table.</p> - -<table style="margin:1em;"> -<tr> -<th>OpenGL ES Version Used</th> -<th>Compatible Android Platform(s)</th> -<th>Required uses-sdk Attribute</th> -</tr> -<tr><td>OpenGL ES 1.1</td><td>Android 1.6 and higher</td><td><code>android:minSdkVersion="4"</code></td></tr> -<tr><td>OpenGL ES 2.0</td><td>Android 2.0 and higher</td><td><code>android:minSdkVersion="5"</code></td></tr> -</table> - -<p>For more information about API Level and its relationship to Android -platform versions, see <a href="{@docRoot}guide/appendix/api-levels.html"> -Android API Levels</a>.</p></li> - -<li>Additionally, an application using the OpenGL ES APIs should declare a -<code><uses-feature></code> element in its manifest, with an -<code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES -version required by the application. This ensures that Android Market will show -your application only to users whose devices are capable of supporting your -application. For example: - -<pre style="margin:1em;"><manifest> - ... -<!-- Declare that the application uses the OpenGL ES 2.0 API and is designed - to run only on devices that support OpenGL ES 2.0 or higher. --> - <uses-feature android:glEsVersion="0x00020000" /> - ... -</manifest></pre> - -<p>For more information, see the <a -href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><code><uses-feature></code></a> -documentation.</p></li> - -<li>If you use this NDK to create a native library that uses the API to access -Android {@link android.graphics.Bitmap} pixel buffers, the application -containing the library can be deployed only to devices running Android 2.2 (API -level 8) or higher. To ensure compatibility, make sure that your application -declares <code><uses-sdk android:minSdkVersion="8" /></code>attribute -value in its manifest.</li> -</ul> - -<h2 id="installing">Installing the NDK</h2> - -<p>Installing the NDK on your development computer is straightforward and -involves extracting the NDK from its download package. Unlike previous releases, -there is no need to run a host-setup script.</p> - -<p>Before you get started make sure that you have downloaded the latest <a -href="{@docRoot}sdk/index.html">Android SDK</a> and upgraded your applications -and environment as needed. The NDK will not work with older versions of the -Android SDK. Also, take a moment to review the <a href="#requirements">System -and Software Requirements</a> for the NDK, if you haven't already. </p> - -<p>To install the NDK, follow these steps:</p> - -<ol> -<li>From the table at the top of this page, select the NDK package that is -appropriate for your development computer and download the package.</li> -<li>Uncompress the NDK download package using tools available on your computer. -When uncompressed, the NDK files are contained in a directory called -<code>android-ndk-<version></code>. You can rename the NDK directory if -necessary and you can move it to any location on your computer. This -documentation refers to the NDK directory as <code><ndk></code>. </li> -</ol> - -<p>You are now ready start working with the NDK. </p> - -<h2 id="gettingstarted">Getting Started with the NDK</h2> - -<p>Once you've installed the NDK successfully, take a few minutes to read the -documentation included in the NDK. You can find the documentation in the -<code><ndk>/docs/</code> directory. In particular, please read the -OVERVIEW.TXT document completely, so that you understand the intent of the NDK -and how to use it.</p> - -<p>If you used a previous version of the NDK, take a moment to review the -list of NDK changes in the CHANGES.TXT document. </p> - -<p>Here's the general outline of how you work with the NDK tools:</p> - -<ol> -<li>Place your native sources under -<code><project>/jni/...</code></li> -<li>Create <code><project>/jni/Android.mk</code> to -describe your native sources to the NDK build system</li> -<li>Optional: Create <code><project>/jni/Application.mk</code>.</li> -<li>Build your native code by running the 'ndk-build' script from your projet's directory. -It is located in the top-level NDK directory: - -<p><pre> -$ cd <project> -$ <ndk>/ndk-build -</pre></p> - -<p>The build tools copy the stripped, shared libraries needed by your -application to the proper location in the application's project directory.</p> -</li> - -<li>Finally, compile your application using the SDK tools in the usual way. The -SDK build tools will package the shared libraries in the application's -deployable <code>.apk</code> file. </p></li> - -</ol> - -<p>For complete information on all of the steps listed above, please see the -documentation included with the NDK package. </p> - - -<h2 id="samples">Using the Sample Applications</h2> - -<p>The NDK includes sample applications that illustrate how to use native -code in your Android applications:</p> - -<ul> -<li><code>hello-jni</code> — a simple application that loads a string from -a native method implemented in a shared library and then displays it in the -application UI. </li> -<li><code>two-libs</code> — a simple application that loads a shared -library dynamically and calls a native method provided by the library. In this -case, the method is implemented in a static library imported by the shared -library. </li> -<li><code>san-angeles</code> — a simple application that renders 3D -graphics through the native OpenGL ES APIs, while managing activity lifecycle -with a {@link android.opengl.GLSurfaceView} object. </li> -<li><code>hello-gl2</code> — a simple application that renders a triangle -using OpenGL ES 2.0 vertex and fragment shaders.</li> -<li><code>hello-neon</code> — a simple application that shows how to use -the <code>cpufeatures</code> library to check CPU capabilities at runtime, -then use NEON intrinsics if supported by the CPU. Specifically, the -application implements two versions of a tiny benchmark for a FIR filter -loop, a C version and a NEON-optimized version for devices that support it.</li> -<li><code>bitmap-plasma</code> — a simple application that demonstrates -how to access the pixel buffers of Android {@link android.graphics.Bitmap} -objects from native code, and uses this to generate an old-school "plasma" -effect. </li> -</ul> - -<p>For each sample, the NDK includes the corresponding C source code and the -necessary Android.mk and Application.mk files. There are located under -<code><ndk>/samples/<name>/</code> and their source code can be found under -<code><ndk>/samples/<name>/jni/</code>. </p> - -<p>You can build the shared libraries for the sample apps by going into <code><ndk>/samples/<name>/</code> -then calling the <code>ndk-build</code> command. The generated shared libraries will be located under -<code><ndk>/samples/<name>/libs/armeabi/</code> for (ARMv5TE machine code) and/or -<code><ndk>/samples/<name>/libs/armeabi-v7a/</code> for (ARMv7 machine code). -</p> - -<p>Next, build the sample Android applications that use the shared -libraries:</p> - -<ul> -<li>If you are developing in Eclipse with ADT, use the New Project Wizard to -create a new Android project for each sample, using the "Import from Existing -Source" option and importing the source from -<code><ndk>/apps/<app_name>/project/</code>. Then, set up an AVD, if -necessary, and build/run the application in the emulator. For more information -about creating a new Android project in Eclipse, see <a -href="{@docRoot}guide/developing/eclipse-adt.html">Developing in -Eclipse</a>.</li> -<li>If you are developing with Ant, use the <code>android</code> tool to create -the build file for each of the sample projects at -<code><ndk>/apps/<app_name>/project/</code>. Then set up an AVD, if -necessary, build your project in the usual way, and run it in the emulator. -For more information, see <a -href="{@docRoot}guide/developing/other-ide.html">Developing in Other -IDEs</a>.</li> -</ul> - -<h2>Discussion Forum and Mailing List</h2> - -<p>If you have questions about the NDK or would like to read or contribute to -discussions about it, please visit the <a -href="http://groups.google.com/group/android-ndk">android-ndk</a> group and -mailing list.</p> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-opened.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 5</a> <em>(November 2010)</em> + + <div class="toggleme"> + <dl> + <dt>NDK r5 notes:</dt> + + <dd> + <p>The r5 release of the NDK includes many new APIs, many of which are introduced to + support native game development and applications that require similar requirements. Most + notably, native activities are now supported, which allow you to write an application + entirely with native code. For detailed information describing the changes in this + release, read the CHANGES.HTML document included in the downloaded NDK package.</p> + </dd> + </dl> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Adds support for native activities, which allows you to write completely native + applications.</li> + + <li>Adds an EGL library that lets you create and manage OpenGL ES textures and + services.</li> + + <li>Provides an interface that lets you write a native text-to-speech engine.</li> + + <li>Adds native support for the following: + + <ul> + <li>the input subsystem (such as the keyboard and touch screen)</li> + + <li>the window and surface subsystem.</li> + + <li>audio APIs based on the OpenSL ES standard that support playback and recording + as well as control over platform audio effects.</li> + + <li>event loop APIs to wait for things such as input and sensor events.</li> + + <li>accessing assets packaged in an <code>.apk</code> file.</li> + + <li>accessing sensor data (accelerometer, compass, gyroscope, etc).</li> + + <li>provides sample applications, <code>native-plasma</code> and + <code>native-activity</code>, to demonstrate how to write a native activity.</li> + </ul> + </li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 4b</a> <em>(June 2010)</em> + + <div class="toggleme"> + <dl> + <dt>NDK r4b notes:</dt> + + <dd> + <p>Includes fixes for several issues in the NDK build and debugging scripts — if + you are using NDK r4, we recommend downloading the NDK r4b build. For detailed + information describing the changes in this release, read the CHANGES.TXT document + included in the downloaded NDK package.</p> + </dd> + </dl> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Provides a simplified build system through the new <code>ndk-build</code> build + command.</li> + + <li>Adds support for easy native debugging of generated machine code on production + devices through the new <code>ndk-gdb</code> command.</li> + + <li>Adds a new Android-specific ABI for ARM-based CPU architectures, + <code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code> ABI to + include these CPU instruction set extensions: + + <ul> + <li>Thumb-2 instructions</li> + + <li>VFP hardware FPU instructions (VFPv3-D16)</li> + + <li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32. + Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and + others.</li> + </ul> + </li> + + <li>Adds a new <code>cpufeatures</code> static library (with sources) that lets your + app detect the host device's CPU features at runtime. Specifically, applications can + check for ARMv7-A support, as well as VFPv3-D32 and NEON support, then provide separate + code paths as needed.</li> + + <li>Adds a sample application, <code>hello-neon</code>, that illustrates how to use the + <code>cpufeatures</code> library to check CPU features and then provide an optimized + code path using NEON instrinsics, if supported by the CPU.</li> + + <li>Lets you generate machine code for either or both of the instruction sets supported + by the NDK. For example, you can build for both ARMv5 and ARMv7-A architectures at the + same time and have everything stored to your application's final + <code>.apk</code>.</li> + + <li>To ensure that your applications are available to users only if their devices are + capable of running them, Android Market now filters applications based on the + instruction set information included in your application — no action is needed on + your part to enable the filtering. Additionally, the Android system itself also checks + your application at install time and allows the installation to continue only if the + application provides a library that is compiled for the device's CPU architecture.</li> + + <li>Adds support for Android 2.2, including a new stable API for accessing the pixel + buffers of {@link android.graphics.Bitmap} objects from native code.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 3</a> <em>(March 2010)</em> + + <div class="toggleme"> + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Adds OpenGL ES 2.0 native library support.</li> + + <li>Adds a sample application,<code>hello-gl2</code>, that illustrates the use of + OpenGL ES 2.0 vertex and fragment shaders.</li> + + <li>The toolchain binaries have been refreshed for this release with GCC 4.4.0, which + should generate slightly more compact and efficient machine code than the previous one + (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use + to build your machine code.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 2</a> <em>(September 2009)</em> + + <div class="toggleme"> + <p>Originally released as "Android 1.6 NDK, Release 1".</p> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Adds OpenGL ES 1.1 native library support.</li> + + <li>Adds a sample application, <code>san-angeles</code>, that renders 3D graphics + through the native OpenGL ES APIs, while managing activity lifecycle with a {@link + android.opengl.GLSurfaceView} object.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 1</a> <em>(June 2009)</em> + + <div class="toggleme"> + <p>Originally released as "Android 1.5 NDK, Release 1".</p> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1 + instructions.</li> + + <li>Includes system headers for stable native APIs, documentation, and sample + applications.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <h2 id="installing">Installing the NDK</h2> + <p>Installing the NDK on your development computer is straightforward and involves extracting the + NDK from its download package. Unlike previous releases, there is no need to run a host-setup + script.</p> + + <p>Before you get started make sure that you have downloaded the latest <a href= + "{@docRoot}sdk/index.html">Android SDK</a> and upgraded your applications and environment as + needed. The NDK will not work with older versions of the Android SDK. Also, take a moment to + review the <a href="{@docRoot}sdk/ndk/reqs.html">System and Software Requirements</a> for the + NDK, if you haven't already.</p> + + <p>To install the NDK, follow these steps:</p> + + <ol> + <li>From the table at the top of this page, select the NDK package that is appropriate for your + development computer and download the package.</li> + + <li>Uncompress the NDK download package using tools available on your computer. When + uncompressed, the NDK files are contained in a directory called + <code>android-ndk-<version></code>. You can rename the NDK directory if necessary and you + can move it to any location on your computer. This documentation refers to the NDK directory as + <code><ndk></code>.</li> + </ol> + + <p>You are now ready start working with the NDK.</p> + + <h2 id="gettingstarted">Getting Started with the NDK</h2> + + <p>Once you've installed the NDK successfully, take a few minutes to read the documentation + included in the NDK. You can find the documentation in the <code><ndk>/docs/</code> + directory. In particular, please read the OVERVIEW.HTML document completely, so that you + understand the intent of the NDK and how to use it.</p> + + <p>If you used a previous version of the NDK, take a moment to review the list of NDK changes in + the CHANGES.HTML document.</p> + + <p>Here's the general outline of how you work with the NDK tools:</p> + + <ol> + <li>Place your native sources under <code><project>/jni/...</code></li> + + <li>Create <code><project>/jni/Android.mk</code> to describe your native sources to the + NDK build system</li> + + <li>Optional: Create <code><project>/jni/Application.mk</code>.</li> + + <li>Build your native code by running the 'ndk-build' script from your project's directory. It + is located in the top-level NDK directory: + <pre class="no-pretty-print"> +cd <project> +<ndk>/ndk-build +</pre> + + <p>The build tools copy the stripped, shared libraries needed by your application to the + proper location in the application's project directory.</p> + </li> + + <li>Finally, compile your application using the SDK tools in the usual way. The SDK build tools + will package the shared libraries in the application's deployable <code>.apk</code> file.</li> + </ol> + <p>For complete information on all of the steps listed above, please see the documentation + included with the NDK package.</p> + <h2 id="samples">Sample Applications</h2> + + <p>The NDK includes sample applications that illustrate how to use native code in your Android + applications:</p> + <ul> + <li><code>hello-jni</code> — a simple application that loads a string from a native + method implemented in a shared library and then displays it in the application UI.</li> + + <li><code>two-libs</code> — a simple application that loads a shared library dynamically + and calls a native method provided by the library. In this case, the method is implemented in a + static library imported by the shared library.</li> + + <li><code>san-angeles</code> — a simple application that renders 3D graphics through the + native OpenGL ES APIs, while managing activity lifecycle with a {@link + android.opengl.GLSurfaceView} object.</li> + + <li><code>hello-gl2</code> — a simple application that renders a triangle using OpenGL ES + 2.0 vertex and fragment shaders.</li> + + <li><code>hello-neon</code> — a simple application that shows how to use the + <code>cpufeatures</code> library to check CPU capabilities at runtime, then use NEON intrinsics + if supported by the CPU. Specifically, the application implements two versions of a tiny + benchmark for a FIR filter loop, a C version and a NEON-optimized version for devices that + support it.</li> + + <li><code>bitmap-plasma</code> — a simple application that demonstrates how to access the + pixel buffers of Android {@link android.graphics.Bitmap} objects from native code, and uses + this to generate an old-school "plasma" effect.</li> + + <li><code>native-activity</code> — a simple application that demonstrates how to use the + native-app-glue static library to create a native activity</li> + + <li><code>native-plasma</code> — a version of bitmap-plasma implemented with a native + activity.</li> + </ul> + + <p>For each sample, the NDK includes the corresponding C source code and the necessary Android.mk + and Application.mk files. There are located under <code><ndk>/samples/<name>/</code> + and their source code can be found under <code><ndk>/samples/<name>/jni/</code>.</p> + + <p>You can build the shared libraries for the sample apps by going into + <code><ndk>/samples/<name>/</code> then calling the <code>ndk-build</code> command. + The generated shared libraries will be located under + <code><ndk>/samples/<name>/libs/armeabi/</code> for (ARMv5TE machine code) and/or + <code><ndk>/samples/<name>/libs/armeabi-v7a/</code> for (ARMv7 machine code).</p> + + <p>Next, build the sample Android applications that use the shared libraries:</p> + + <ul> + <li>If you are developing in Eclipse with ADT, use the New Project Wizard to create a new + Android project for each sample, using the "Import from Existing Source" option and importing + the source from <code><ndk>/apps/<app_name>/project/</code>. Then, set up an AVD, + if necessary, and build/run the application in the emulator. For more information about + creating a new Android project in Eclipse, see <a href= + "{@docRoot}guide/developing/eclipse-adt.html">Developing in Eclipse</a>.</li> + + <li>If you are developing with Ant, use the <code>android</code> tool to create the build file + for each of the sample projects at <code><ndk>/apps/<app_name>/project/</code>. + Then set up an AVD, if necessary, build your project in the usual way, and run it in the + emulator. For more information, see <a href= + "{@docRoot}guide/developing/other-ide.html">Developing in Other IDEs</a>.</li> + </ul> + + <h3 id="hello-jni">Exploring the hello-jni Sample</h3> + + <p>The hello-jni sample is a simple demonstration on how to use JNI from an Android application. + The HelloJni activity receives a string from a simple C function and displays it in a + TextView.</p> + + <p>The main components of the sample include:</p> + + <ul> + <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code> + file, a <code>src/</code> and <code>res</code> directories, and a main activity)</li> + + <li>A <code>jni/</code> directory that includes the implemented source file for the native code + as well as the Android.mk file</li> + + <li>A <code>tests/</code> directory that contains unit test code.</li> + </ul> + + <ol> + <li>Create a new project in Eclipse from the existing sample source or use the + <code>android</code> tool to update the project so it generates a build.xml file that you can + use to build the sample. + + <ul> + <li>In Eclipse: + + <ol type="a"> + <li>Click <strong>File > New Android Project...</strong></li> + + <li>Select the <strong>Create project from existing source</strong> radio button.</li> + + <li>Select any API level above Android 1.5.</li> + + <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select + the <code><ndk-root>/samples/hello-jni</code> directory.</li> + + <li>Click <strong>Finish</strong>.</li> + </ol> + </li> + + <li>On the command line: + + <ol type="a"> + <li>Change to the <code><ndk-root>/samples/hello-jni</code> directory.</li> + + <li>Run the following command to generate a build.xml file: + <pre class="no-pretty-print"> +android update project -p . -s +</pre> + </li> + </ol> + </li> + </ul> + </li> + + <li>Compile the native code using the <code>ndk-build</code> command. + <pre class="no-pretty-print"> +cd <ndk-root>/samples/hello-jni +<ndk_root>/ndk-build +</pre> + </li> + + <li>Build and install the application as you would a normal Android application. If you are + using Eclipse, run the application to build and install it on a device. If you are using Ant, + run the following commands from the project directory: + <pre class="no-pretty-print"> +ant debug +adb install bin/HelloJni-debug.apk +</pre> + </li> + </ol> + + <p>When you run the application on the device, the string <code>Hello JNI</code> should appear on + your device. You can explore the rest of the samples that are located in the + <code><ndk-root>/samples</code> directory for more examples on how to use the JNI.</p> + + <h3 id="native-activity">Exploring the native-activity Sample Application</h3> + + <p>The native-activity sample provided with the Android NDK demonstrates how to use the + android_native_app_glue static library. This static library makes creating a native activity + easier by providing you with an implementation that handles your callbacks in another thread, so + you do not have to worry about them blocking your main UI thread. The main parts of the sample + are described below:</p> + + <ul> + <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code> + file, a <code>src/</code> and <code>res</code> directories). The AndroidManifest.xml declares + that the application is native and specifies the .so file of the native activity. See {@link + android.app.NativeActivity} for the source or see the + <code><ndk_root>/platforms/samples/native-activity/AndroidManifest.xml</code> file.</li> + + <li>A <code>jni/</code> directory contains the native activity, main.c, which uses the + <code>android_native_app_glue.h</code> interface to implement the activity. The Android.mk that + describes the native module to the build system also exists here.</li> + </ul> + + <p>To build this sample application:</p> + + <ol> + <li>Create a new project in Eclipse from the existing sample source or use the + <code>android</code> tool to update the project so it generates a build.xml file that you can + use to build the sample. + + <ul> + <li>In Eclipse: + + <ol type="a"> + <li>Click <strong>File > New Android Project...</strong></li> + + <li>Select the <strong>Create project from existing source</strong> radio button.</li> + + <li>Select any API level above Android 2.3.</li> + + <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select + the <code><ndk-root>/samples/native-activity</code> directory.</li> + + <li>Click <strong>Finish</strong>.</li> + </ol> + </li> + + <li>On the command line: + + <ol type="a"> + <li>Change to the <code><ndk-root>/samples/native-activity</code> directory.</li> + + <li>Run the following command to generate a build.xml file: + <pre class="no-pretty-print"> +android update project -p . -s +</pre> + </li> + </ol> + </li> + </ul> + </li> + + <li>Compile the native code using the <code>ndk-build</code> command. + <pre class="no-pretty-print"> +cd <ndk-root>/platforms/samples/android-9/samples/native-activity +<ndk_root>/ndk-build +</pre> + </li> + + <li>Build and install the application as you would a normal Android application. If you are + using Eclipse, run the application to build and install it on a device. If you are using Ant, + run the following commands in the project directory, then run the application on the device: + <pre class="no-pretty-print"> +ant debug +adb install bin/NativeActivity-debug.apk +</pre> + </li> + </ol> + + <h2 id="forum">Discussion Forum and Mailing List</h2> + + <p>If you have questions about the NDK or would like to read or contribute to discussions about + it, please visit the <a href="http://groups.google.com/group/android-ndk">android-ndk</a> group + and mailing list.</p> diff --git a/docs/html/sdk/ndk/overview.jd b/docs/html/sdk/ndk/overview.jd new file mode 100644 index 000000000000..a7ec5d42a110 --- /dev/null +++ b/docs/html/sdk/ndk/overview.jd @@ -0,0 +1,334 @@ +page.title=What is the NDK? +@jd:body + + <div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#choosing">When to Develop in Native Code</a></li> + + <li> + <a href="#contents">Contents of the NDK</a> + + <ol> + <li><a href="#tools">Development tools</a></li> + + <li><a href="#docs">Documentation</a></li> + + <li><a href="#samples">Sample applications</a></li> + </ol> + </li> + + <li><a href="#reqs">System and Software Requirements</a></li> + + </ol> + </div> + </div> + + <p>The Android NDK is a toolset that lets you embed components that make use of native code in + your Android applications.</p> + + <p>Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts + of your applications using native-code languages such as C and C++. This can provide benefits to + certain classes of applications, in the form of reuse of existing code and in some cases + increased speed.</p> + + <p>The NDK provides:</p> + + <ul> + <li>A set of tools and build files used to generate native code libraries from C and C++ + sources</li> + + <li>A way to embed the corresponding native libraries into an application package file + (<code>.apk</code>) that can be deployed on Android devices</li> + + <li>A set of native system headers and libraries that will be supported in all future versions + of the Android platform, starting from Android 1.5. Applications that use native activities + must be run on Android 2.3 or later.</li> + + <li>Documentation, samples, and tutorials</li> + </ul> + + <p>The latest release of the NDK supports these ARM instruction sets:</p> + + <ul> + <li>ARMv5TE (including Thumb-1 instructions)</li> + + <li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with optional support for + NEON/VFPv3-D32 instructions)</li> + </ul> + + <p>Future releases of the NDK will also support:</p> + + <ul> + <li>x86 instructions (see CPU-ARCH-ABIS.HTML for more information)</li> + </ul> + + <p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will run only on + devices such as the Verizon Droid or Google Nexus One that have a compatible CPU. The main + difference between the two instruction sets is that ARMv7-A supports hardware FPU, Thumb-2, and + NEON instructions. You can target either or both of the instruction sets — ARMv5TE is the + default, but switching to ARMv7-A is as easy as adding a single line to the application's + <code>Application.mk</code> file, without needing to change anything else in the file. You can also build for + both architectures at the same time and have everything stored in the final <code>.apk</code>. + Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package.</p> + + <p>The NDK provides stable headers for libc (the C library), libm (the Math library), OpenGL ES + (3D graphics library), the JNI interface, and other libraries, as listed in the <a href= + "#tools">Development Tools</a> section.</p> + + <h2 id="choosing">When to Develop in Native Code</h2> + + <p>The NDK will not benefit most applications. As a developer, you need to balance its benefits + against its drawbacks; notably, using native code does not result in an automatic performance + increase, but always increases application complexity. In general, you should only use native + code if it is essential to your application, not just because you prefer to program in C/C++.</p> + + <p>Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't + allocate much memory, such as signal processing, physics simulation, and so on. Simply re-coding + a method to run in C usually does not result in a large performance increase. When examining + whether or not you should develop in native code, think about your requirements and see if the + Android framework APIs provide the functionality that you need. The NDK can, however, can be an + effective way to reuse a large corpus of existing C/C++ code.</p> + + <p>The Android framework provides two ways to use native code:</p> + + <ul> + <li>Write your application using the Android framework and use JNI to access the APIs provided + by the Android NDK. This technique allows you to take advantage of the convenience of the + Android framework, but still allows you to write native code when necessary. You can install + applications that use native code through the JNI on devices that run Android 1.5 or + later.</li> + + <li> + <p>Write a native activity, which allows you to potentially create an application completely in native + code, because you can implement the lifecycle callbacks natively. The Android SDK provides + the {@link android.app.NativeActivity} class, which is a convenience class that notifies your + native code of any activity lifecycle callbacks (<code>onCreate()</code>, <code>onPause()</code>, + <code>onResume()</code>, etc). You can implement the callbacks in your native code to handle + these events when they occur. Applications that use native activities must be run on Android + 2.3 (API Level 9) or later.</p> + + <p>You cannot access features such as Services and Content Providers natively, so if you want + to use them or any other framework API, you can still write JNI code to do so.</p> + </li> + </ul> + + <h2 id="contents">Contents of the NDK</h2>The NDK contains the APIs, documentation, and sample + applications that help you write your native code. + + <h3 id="tools">Development tools</h3> + + <p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that can generate + native ARM binaries on Linux, OS X, and Windows (with Cygwin) platforms.</p> + + <p>It provides a set of system headers for stable native APIs that are guaranteed to be supported + in all later releases of the platform:</p> + + <ul> + <li>libc (C library) headers</li> + + <li>libm (math library) headers</li> + + <li>JNI interface headers</li> + + <li>libz (Zlib compression) headers</li> + + <li>liblog (Android logging) header</li> + + <li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li> + + <li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li> + + <li>A Minimal set of headers for C++ support</li> + </ul> + + <p>The NDK also provides a build system that lets you work efficiently with your sources, without + having to handle the toolchain/platform/CPU/ABI details. You create very short build files to + describe which sources to compile and which Android application will use them — the build + system compiles the sources and places the shared libraries directly in your application + project.</p> + + <p class="caution"><strong>Important:</strong> With the exception of the libraries listed above, + native system libraries in the Android platform are <em>not</em> stable and may change in future + platform versions. Your applications should <em>only</em> make use of the stable native system + libraries provided in this NDK.</p> + + <h3 id="docs">Documentation</h3> + + <p>The NDK package includes a set of documentation that describes the capabilities of the NDK and + how to use it to create shared libraries for your Android applications. In this release, the + documentation is provided only in the downloadable NDK package. You can find the documentation in + the <code><ndk>/docs/</code> directory. Included are these files:</p> + + <ul> + <li>INSTALL.HTML — describes how to install the NDK and configure it for your host + system</li> + + <li>OVERVIEW.HTML — provides an overview of the NDK capabilities and usage</li> + + <li>ANDROID-MK.HTML — describes the use of the Android.mk file, which defines the native + sources you want to compile</li> + + <li>APPLICATION-MK.HTML — describes the use of the Application.mk file, which describes + the native sources required by your Android application</li> + + <li>HOWTO.HTML — information about common tasks associated with NDK development.</li> + + <li>SYSTEM-ISSUES.HTML — known issues in the Android system images that you should be + aware of, if you are developing using the NDK.</li> + + <li>STABLE-APIS.HTML — a complete list of the stable APIs exposed by headers in the + NDK.</li> + + <li>CPU-ARCH-ABIS.HTML — a description of supported CPU architectures and how to target + them.</li> + + <li>CPU-FEATURES.HTML — a description of the <code>cpufeatures</code> static library that + lets your application code detect the target device's CPU family and the optional features at + runtime.</li> + + <li>CPU-ARM-NEON.HTML — a description of how to build with optional ARM NEON / VFPv3-D32 + instructions.</li> + + <li>CHANGES.HTML — a complete list of changes to the NDK across all releases.</li> + </ul> + + <p>Additionally, the package includes detailed information about the "bionic" C library provided + with the Android platform that you should be aware of, if you are developing using the NDK. You + can find the documentation in the <code><ndk>/docs/system/libc/</code> directory:</p> + + <ul> + <li>OVERVIEW.HTML — provides an overview of the "bionic" C library and the features it + offers.</li> + </ul> + + <h3 id="samples">Sample applications</h3> + + <p>The NDK includes sample Android applications that illustrate how to use native code in your + Android applications. For more information, see <a href= + "{@docRoot}sdk/ndk/installing.html#samples">Sample Applications</a>.</p> + + <h2 id="reqs">System and Software Requirements</h2> + + <p>The sections below describe the system and software requirements for using the Android NDK, as + well as platform compatibility considerations that affect appplications using libraries produced + with the NDK.</p> + + <h4>The Android SDK</h4> + + <ul> + <li>A complete Android SDK installation (including all dependencies) is required.</li> + + <li>Android 1.5 SDK or later version is required.</li> + </ul> + + <h4>Supported operating systems</h4> + + <ul> + <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li> + + <li>Mac OS X 10.4.8 or later (x86 only)</li> + + <li>Linux (32- or 64-bit, tested on Linux Ubuntu Dapper Drake)</li> + </ul> + + <h4>Required development tools</h4> + + <ul> + <li>For all development platforms, GNU Make 3.81 or later is required. Earlier versions of GNU + Make might work but have not been tested.</li> + + <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li> + + <li>For Windows, <a href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK + will <em>not</em> work with Cygwin 1.5 installations.</li> + </ul> + + <h4>Android platform compatibility</h4> + + <ul> + <li>The native libraries created by the Android NDK can only be used on devices running the + Android 1.5 platform version or later. This is due to toolchain and ABI related changes that + make the native libraries incompatible with 1.0 and 1.1 system images.</li> + + <li>For this reason, you should use native libraries produced with the NDK in applications that + are deployable to devices running the Android 1.5 platform version or later.</li> + + <li>To ensure compatibility, an application using a native library produced with the NDK + <em>must</em> declare a <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code> + <uses-sdk></code></a> element in its manifest file, with an + <code>android:minSdkVersion</code> attribute value of "3" or higher. For example: + <pre style="margin:1em;"> +<manifest> + ... + <uses-sdk android:minSdkVersion="3" /> + ... +</manifest> +</pre> + </li> + + <li>If you use this NDK to create a native library that uses the OpenGL ES APIs, the + application containing the library can be deployed only to devices running the minimum platform + versions described in the table below. To ensure compatibility, make sure that your application + declares the proper <code>android:minSdkVersion</code> attribute value, as given in the + table.</li> + + <li style="list-style: none; display: inline"> + <table style="margin:1em;"> + <tr> + <th>OpenGL ES Version Used</th> + + <th>Compatible Android Platform(s)</th> + + <th>Required uses-sdk Attribute</th> + </tr> + + <tr> + <td>OpenGL ES 1.1</td> + + <td>Android 1.6 and higher</td> + + <td><code>android:minSdkVersion="4"</code></td> + </tr> + + <tr> + <td>OpenGL ES 2.0</td> + + <td>Android 2.0 and higher</td> + + <td><code>android:minSdkVersion="5"</code></td> + </tr> + </table> + + <p>For more information about API Level and its relationship to Android platform versions, + see <a href="{@docRoot}guide/appendix/api-levels.html">Android API Levels</a>.</p> + </li> + + <li>Additionally, an application using the OpenGL ES APIs should declare a + <code><uses-feature></code> element in its manifest, with an + <code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES version + required by the application. This ensures that Android Market will show your application only + to users whose devices are capable of supporting your application. For example: + <pre style="margin:1em;"> +<manifest> + ... +<!-- Declare that the application uses the OpenGL ES 2.0 API and is designed + to run only on devices that support OpenGL ES 2.0 or higher. --> + <uses-feature android:glEsVersion="0x00020000" /> + ... +</manifest> +</pre> + + <p>For more information, see the <a href= + "{@docRoot}guide/topics/manifest/uses-feature-element.html"><code><uses-feature></code></a> + documentation.</p> + </li> + + <li>If you use this NDK to create a native library that uses the API to access Android {@link + android.graphics.Bitmap} pixel buffers or utilizes native activities, the application + containing the library can be deployed only to devices running Android 2.2 (API level 8) or + higher. To ensure compatibility, make sure that your application declares <code><uses-sdk + android:minSdkVersion="8" /></code> attribute value in its manifest.</li> + </ul>
\ No newline at end of file diff --git a/docs/html/sdk/sdk_toc.cs b/docs/html/sdk/sdk_toc.cs index 7b9a5a2bbdde..ecc69c2c294b 100644 --- a/docs/html/sdk/sdk_toc.cs +++ b/docs/html/sdk/sdk_toc.cs @@ -101,7 +101,7 @@ <span style="display:none" class="ja"></span> <span style="display:none" class="zh-CN"></span> <span style="display:none" class="zh-TW"></span></a> - </li> + <span class="new">new!</span></li> </ul> </li> <li> @@ -115,9 +115,11 @@ <span style="display:none" class="zh-TW"></span> </h2> <ul> - <li><a href="<?cs var:toroot ?>sdk/ndk/index.html">Android NDK, r4b</a></li> + <li><a href="<?cs var:toroot ?>sdk/ndk/index.html">Download the Android NDK, r5</a></li> + <li><a href="<?cs var:toroot ?>sdk/ndk/overview.html">What is the NDK?</a></li> </ul> </li> + <li> <h2> <span class="en">More Information</span> diff --git a/include/media/IOMX.h b/include/media/IOMX.h index 2f61cbe1cabd..f79476677f4b 100644 --- a/include/media/IOMX.h +++ b/include/media/IOMX.h @@ -115,7 +115,8 @@ public: const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight) = 0; + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees) = 0; // Note: These methods are _not_ virtual, it exists as a wrapper around // the virtual "createRenderer" method above facilitating extraction @@ -125,14 +126,16 @@ public: const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight); + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees); sp<IOMXRenderer> createRendererFromJavaSurface( JNIEnv *env, jobject javaSurface, const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight); + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees); }; struct omx_message { diff --git a/include/media/stagefright/HardwareAPI.h b/include/media/stagefright/HardwareAPI.h index 221c6796306f..63f11d19ebec 100644 --- a/include/media/stagefright/HardwareAPI.h +++ b/include/media/stagefright/HardwareAPI.h @@ -32,6 +32,14 @@ extern android::VideoRenderer *createRenderer( size_t displayWidth, size_t displayHeight, size_t decodedWidth, size_t decodedHeight); +extern android::VideoRenderer *createRendererWithRotation( + const android::sp<android::ISurface> &surface, + const char *componentName, + OMX_COLOR_FORMATTYPE colorFormat, + size_t displayWidth, size_t displayHeight, + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees); + extern android::OMXPluginBase *createOMXPlugin(); #endif // HARDWARE_API_H_ diff --git a/include/media/stagefright/MPEG4Writer.h b/include/media/stagefright/MPEG4Writer.h index bb469e565f7b..7bf07eb11e49 100644 --- a/include/media/stagefright/MPEG4Writer.h +++ b/include/media/stagefright/MPEG4Writer.h @@ -154,6 +154,7 @@ private: bool exceedsFileDurationLimit(); bool isFileStreamable() const; void trackProgressStatus(const Track* track, int64_t timeUs, status_t err = OK); + void writeCompositionMatrix(int32_t degrees); MPEG4Writer(const MPEG4Writer &); MPEG4Writer &operator=(const MPEG4Writer &); diff --git a/include/media/stagefright/MetaData.h b/include/media/stagefright/MetaData.h index d2bd9f2dd14d..29bfc4aaf588 100644 --- a/include/media/stagefright/MetaData.h +++ b/include/media/stagefright/MetaData.h @@ -32,6 +32,7 @@ enum { kKeyMIMEType = 'mime', // cstring kKeyWidth = 'widt', // int32_t kKeyHeight = 'heig', // int32_t + kKeyRotation = 'rotA', // int32_t (angle in degrees) kKeyIFramesInterval = 'ifiv', // int32_t kKeyStride = 'strd', // int32_t kKeySliceHeight = 'slht', // int32_t @@ -90,6 +91,7 @@ enum { // Track authoring progress status // kKeyTrackTimeStatus is used to track progress in elapsed time kKeyTrackTimeStatus = 'tktm', // int64_t + kKeyRotationDegree = 'rdge', // int32_t (clockwise, in degree) kKeyNotRealTime = 'ntrt', // bool (int32_t) diff --git a/libs/ui/Region.cpp b/libs/ui/Region.cpp index 12db90885c4b..1994f6a4325f 100644 --- a/libs/ui/Region.cpp +++ b/libs/ui/Region.cpp @@ -289,7 +289,7 @@ private: void flushSpan() { bool merge = false; if (tail-head == ssize_t(span.size())) { - Rect const* p = cur; + Rect const* p = span.editArray(); Rect const* q = head; if (p->top == q->bottom) { merge = true; diff --git a/media/java/android/media/MediaRecorder.java b/media/java/android/media/MediaRecorder.java index b38124ecc401..c102de4f1cb7 100644 --- a/media/java/android/media/MediaRecorder.java +++ b/media/java/android/media/MediaRecorder.java @@ -285,6 +285,31 @@ public class MediaRecorder } /** + * Sets the orientation hint for output video playback. + * This method should be called before start(). This method will not + * trigger the source video frame to rotate during video recording, but to + * add a composition matrix containing the rotation angle in the output + * video if the output format is OutputFormat.THREE_GPP or + * OutputFormat.MPEG_4 so that a video player can choose the proper + * orientation for playback. Note that some video players may choose + * to ignore the compostion matrix in a video during playback. + * + * @param degrees the angle to be rotated clockwise in degrees. + * The supported angles are 0, 90, 180, and 270 degrees. + * @throws IllegalArgumentException if the angle is not supported. + * + */ + public void setOrientationHint(int degrees) { + if (degrees != 0 && + degrees != 90 && + degrees != 180 && + degrees != 270) { + throw new IllegalArgumentException("Unsupported angle: " + degrees); + } + setParameter(String.format("video-param-rotation-angle-degrees=%d", degrees)); + } + + /** * Sets the format of the output file produced during recording. Call this * after setAudioSource()/setVideoSource() but before prepare(). * diff --git a/media/libmedia/IOMX.cpp b/media/libmedia/IOMX.cpp index f3804b8cfd49..ae6c2bf93785 100644 --- a/media/libmedia/IOMX.cpp +++ b/media/libmedia/IOMX.cpp @@ -38,11 +38,13 @@ sp<IOMXRenderer> IOMX::createRenderer( const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight) { + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees) { return createRenderer( surface->getISurface(), componentName, colorFormat, encodedWidth, encodedHeight, - displayWidth, displayHeight); + displayWidth, displayHeight, + rotationDegrees); } sp<IOMXRenderer> IOMX::createRendererFromJavaSurface( @@ -50,7 +52,8 @@ sp<IOMXRenderer> IOMX::createRendererFromJavaSurface( const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight) { + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees) { jclass surfaceClass = env->FindClass("android/view/Surface"); if (surfaceClass == NULL) { LOGE("Can't find android/view/Surface"); @@ -67,7 +70,8 @@ sp<IOMXRenderer> IOMX::createRendererFromJavaSurface( return createRenderer( surface, componentName, colorFormat, encodedWidth, - encodedHeight, displayWidth, displayHeight); + encodedHeight, displayWidth, displayHeight, + rotationDegrees); } class BpOMX : public BpInterface<IOMX> { @@ -349,7 +353,8 @@ public: const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight) { + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees) { Parcel data, reply; data.writeInterfaceToken(IOMX::getInterfaceDescriptor()); @@ -360,6 +365,7 @@ public: data.writeInt32(encodedHeight); data.writeInt32(displayWidth); data.writeInt32(displayHeight); + data.writeInt32(rotationDegrees); remote()->transact(CREATE_RENDERER, data, &reply); @@ -682,11 +688,13 @@ status_t BnOMX::onTransact( size_t encodedHeight = (size_t)data.readInt32(); size_t displayWidth = (size_t)data.readInt32(); size_t displayHeight = (size_t)data.readInt32(); + int32_t rotationDegrees = data.readInt32(); sp<IOMXRenderer> renderer = createRenderer(isurface, componentName, colorFormat, encodedWidth, encodedHeight, - displayWidth, displayHeight); + displayWidth, displayHeight, + rotationDegrees); reply->writeStrongBinder(renderer->asBinder()); diff --git a/media/libmediaplayerservice/StagefrightRecorder.cpp b/media/libmediaplayerservice/StagefrightRecorder.cpp index d37d83d3472e..553648da0358 100644 --- a/media/libmediaplayerservice/StagefrightRecorder.cpp +++ b/media/libmediaplayerservice/StagefrightRecorder.cpp @@ -340,6 +340,17 @@ status_t StagefrightRecorder::setParamVideoEncodingBitRate(int32_t bitRate) { return OK; } +// Always rotate clockwise, and only support 0, 90, 180 and 270 for now. +status_t StagefrightRecorder::setParamVideoRotation(int32_t degrees) { + LOGV("setParamVideoRotation: %d", degrees); + if (degrees < 0 || degrees % 90 != 0) { + LOGE("Unsupported video rotation angle: %d", degrees); + return BAD_VALUE; + } + mRotationDegrees = degrees % 360; + return OK; +} + status_t StagefrightRecorder::setParamMaxFileDurationUs(int64_t timeUs) { LOGV("setParamMaxFileDurationUs: %lld us", timeUs); if (timeUs <= 0) { @@ -532,6 +543,11 @@ status_t StagefrightRecorder::setParameter( if (safe_strtoi32(value.string(), &video_bitrate)) { return setParamVideoEncodingBitRate(video_bitrate); } + } else if (key == "video-param-rotation-angle-degrees") { + int32_t degrees; + if (safe_strtoi32(value.string(), °rees)) { + return setParamVideoRotation(degrees); + } } else if (key == "video-param-i-frames-interval") { int32_t seconds; if (safe_strtoi32(value.string(), &seconds)) { @@ -1105,6 +1121,9 @@ status_t StagefrightRecorder::startMPEG4Recording() { if (mTrackEveryTimeDurationUs > 0) { meta->setInt64(kKeyTrackTimeStatus, mTrackEveryTimeDurationUs); } + if (mRotationDegrees != 0) { + meta->setInt32(kKeyRotationDegree, mRotationDegrees); + } writer->setListener(mListener); mWriter = writer; return mWriter->start(meta.get()); @@ -1187,6 +1206,7 @@ status_t StagefrightRecorder::reset() { mMaxFileDurationUs = 0; mMaxFileSizeBytes = 0; mTrackEveryTimeDurationUs = 0; + mRotationDegrees = 0; mEncoderProfiles = MediaProfiles::getInstance(); mOutputFd = -1; diff --git a/media/libmediaplayerservice/StagefrightRecorder.h b/media/libmediaplayerservice/StagefrightRecorder.h index ad0dfa05fda8..e42df2e82108 100644 --- a/media/libmediaplayerservice/StagefrightRecorder.h +++ b/media/libmediaplayerservice/StagefrightRecorder.h @@ -91,6 +91,7 @@ private: int64_t mMaxFileSizeBytes; int64_t mMaxFileDurationUs; int64_t mTrackEveryTimeDurationUs; + int32_t mRotationDegrees; // Clockwise String8 mParams; int mOutputFd; @@ -120,6 +121,7 @@ private: status_t setParamVideoEncoderLevel(int32_t level); status_t setParamVideoCameraId(int32_t cameraId); status_t setParamVideoTimeScale(int32_t timeScale); + status_t setParamVideoRotation(int32_t degrees); status_t setParamTrackTimeStatus(int64_t timeDurationUs); status_t setParamInterleaveDuration(int32_t durationUs); status_t setParam64BitFileOffset(bool use64BitFileOffset); diff --git a/media/libstagefright/AwesomePlayer.cpp b/media/libstagefright/AwesomePlayer.cpp index 064a00cc0fd6..66eb7ee59fab 100644 --- a/media/libstagefright/AwesomePlayer.cpp +++ b/media/libstagefright/AwesomePlayer.cpp @@ -103,12 +103,14 @@ struct AwesomeLocalRenderer : public AwesomeRenderer { OMX_COLOR_FORMATTYPE colorFormat, const sp<ISurface> &surface, size_t displayWidth, size_t displayHeight, - size_t decodedWidth, size_t decodedHeight) + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees) : mTarget(NULL), mLibHandle(NULL) { init(previewOnly, componentName, colorFormat, surface, displayWidth, - displayHeight, decodedWidth, decodedHeight); + displayHeight, decodedWidth, decodedHeight, + rotationDegrees); } virtual void render(MediaBuffer *buffer) { @@ -141,7 +143,8 @@ private: OMX_COLOR_FORMATTYPE colorFormat, const sp<ISurface> &surface, size_t displayWidth, size_t displayHeight, - size_t decodedWidth, size_t decodedHeight); + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees); AwesomeLocalRenderer(const AwesomeLocalRenderer &); AwesomeLocalRenderer &operator=(const AwesomeLocalRenderer &);; @@ -153,7 +156,8 @@ void AwesomeLocalRenderer::init( OMX_COLOR_FORMATTYPE colorFormat, const sp<ISurface> &surface, size_t displayWidth, size_t displayHeight, - size_t decodedWidth, size_t decodedHeight) { + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees) { if (!previewOnly) { // We will stick to the vanilla software-color-converting renderer // for "previewOnly" mode, to avoid unneccessarily switching overlays @@ -162,6 +166,14 @@ void AwesomeLocalRenderer::init( mLibHandle = dlopen("libstagefrighthw.so", RTLD_NOW); if (mLibHandle) { + typedef VideoRenderer *(*CreateRendererWithRotationFunc)( + const sp<ISurface> &surface, + const char *componentName, + OMX_COLOR_FORMATTYPE colorFormat, + size_t displayWidth, size_t displayHeight, + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees); + typedef VideoRenderer *(*CreateRendererFunc)( const sp<ISurface> &surface, const char *componentName, @@ -169,17 +181,36 @@ void AwesomeLocalRenderer::init( size_t displayWidth, size_t displayHeight, size_t decodedWidth, size_t decodedHeight); - CreateRendererFunc func = - (CreateRendererFunc)dlsym( + CreateRendererWithRotationFunc funcWithRotation = + (CreateRendererWithRotationFunc)dlsym( mLibHandle, - "_Z14createRendererRKN7android2spINS_8ISurfaceEEEPKc20" - "OMX_COLOR_FORMATTYPEjjjj"); + "_Z26createRendererWithRotationRKN7android2spINS_8" + "ISurfaceEEEPKc20OMX_COLOR_FORMATTYPEjjjji"); - if (func) { + if (funcWithRotation) { mTarget = - (*func)(surface, componentName, colorFormat, - displayWidth, displayHeight, - decodedWidth, decodedHeight); + (*funcWithRotation)( + surface, componentName, colorFormat, + displayWidth, displayHeight, + decodedWidth, decodedHeight, + rotationDegrees); + } else { + if (rotationDegrees != 0) { + LOGW("renderer does not support rotation."); + } + + CreateRendererFunc func = + (CreateRendererFunc)dlsym( + mLibHandle, + "_Z14createRendererRKN7android2spINS_8ISurfaceEEEPKc20" + "OMX_COLOR_FORMATTYPEjjjj"); + + if (func) { + mTarget = + (*func)(surface, componentName, colorFormat, + displayWidth, displayHeight, + decodedWidth, decodedHeight); + } } } } @@ -187,7 +218,7 @@ void AwesomeLocalRenderer::init( if (mTarget == NULL) { mTarget = new SoftwareRenderer( colorFormat, surface, displayWidth, displayHeight, - decodedWidth, decodedHeight); + decodedWidth, decodedHeight, rotationDegrees); } } @@ -785,6 +816,12 @@ void AwesomePlayer::initRenderer_l() { CHECK(meta->findInt32(kKeyWidth, &decodedWidth)); CHECK(meta->findInt32(kKeyHeight, &decodedHeight)); + int32_t rotationDegrees; + if (!mVideoTrack->getFormat()->findInt32( + kKeyRotation, &rotationDegrees)) { + rotationDegrees = 0; + } + mVideoRenderer.clear(); // Must ensure that mVideoRenderer's destructor is actually executed @@ -800,7 +837,8 @@ void AwesomePlayer::initRenderer_l() { mISurface, component, (OMX_COLOR_FORMATTYPE)format, decodedWidth, decodedHeight, - mVideoWidth, mVideoHeight)); + mVideoWidth, mVideoHeight, + rotationDegrees)); } else { // Other decoders are instantiated locally and as a consequence // allocate their buffers in local address space. @@ -810,7 +848,7 @@ void AwesomePlayer::initRenderer_l() { (OMX_COLOR_FORMATTYPE)format, mISurface, mVideoWidth, mVideoHeight, - decodedWidth, decodedHeight); + decodedWidth, decodedHeight, rotationDegrees); } } } @@ -1625,7 +1663,22 @@ void AwesomePlayer::finishAsyncPrepare_l() { if (mVideoWidth < 0 || mVideoHeight < 0) { notifyListener_l(MEDIA_SET_VIDEO_SIZE, 0, 0); } else { - notifyListener_l(MEDIA_SET_VIDEO_SIZE, mVideoWidth, mVideoHeight); + int32_t rotationDegrees; + if (!mVideoTrack->getFormat()->findInt32( + kKeyRotation, &rotationDegrees)) { + rotationDegrees = 0; + } + +#if 1 + if (rotationDegrees == 90 || rotationDegrees == 270) { + notifyListener_l( + MEDIA_SET_VIDEO_SIZE, mVideoHeight, mVideoWidth); + } else +#endif + { + notifyListener_l( + MEDIA_SET_VIDEO_SIZE, mVideoWidth, mVideoHeight); + } } notifyListener_l(MEDIA_PREPARED); @@ -1757,7 +1810,8 @@ status_t AwesomePlayer::resume() { state->mVideoWidth, state->mVideoHeight, state->mDecodedWidth, - state->mDecodedHeight); + state->mDecodedHeight, + 0); mVideoRendererIsPreview = true; diff --git a/media/libstagefright/MPEG4Extractor.cpp b/media/libstagefright/MPEG4Extractor.cpp index f4047087c544..2154f2f5fc69 100644 --- a/media/libstagefright/MPEG4Extractor.cpp +++ b/media/libstagefright/MPEG4Extractor.cpp @@ -27,11 +27,11 @@ #include <stdlib.h> #include <string.h> +#include <media/stagefright/foundation/ADebug.h> #include <media/stagefright/DataSource.h> #include "include/ESDS.h" #include <media/stagefright/MediaBuffer.h> #include <media/stagefright/MediaBufferGroup.h> -#include <media/stagefright/MediaDebug.h> #include <media/stagefright/MediaDefs.h> #include <media/stagefright/MediaSource.h> #include <media/stagefright/MetaData.h> @@ -579,52 +579,9 @@ status_t MPEG4Extractor::parseChunk(off_t *offset, int depth) { case FOURCC('t', 'k', 'h', 'd'): { - if (chunk_data_size < 4) { - return ERROR_MALFORMED; - } - - uint8_t version; - if (mDataSource->readAt(data_offset, &version, 1) < 1) { - return ERROR_IO; - } - - uint64_t ctime, mtime, duration; - int32_t id; - uint32_t width, height; - - if (version == 1) { - if (chunk_data_size != 36 + 60) { - return ERROR_MALFORMED; - } - - uint8_t buffer[36 + 60]; - if (mDataSource->readAt( - data_offset, buffer, sizeof(buffer)) < (ssize_t)sizeof(buffer)) { - return ERROR_IO; - } - - ctime = U64_AT(&buffer[4]); - mtime = U64_AT(&buffer[12]); - id = U32_AT(&buffer[20]); - duration = U64_AT(&buffer[28]); - width = U32_AT(&buffer[88]); - height = U32_AT(&buffer[92]); - } else if (version == 0) { - if (chunk_data_size != 24 + 60) { - return ERROR_MALFORMED; - } - - uint8_t buffer[24 + 60]; - if (mDataSource->readAt( - data_offset, buffer, sizeof(buffer)) < (ssize_t)sizeof(buffer)) { - return ERROR_IO; - } - ctime = U32_AT(&buffer[4]); - mtime = U32_AT(&buffer[8]); - id = U32_AT(&buffer[12]); - duration = U32_AT(&buffer[20]); - width = U32_AT(&buffer[76]); - height = U32_AT(&buffer[80]); + status_t err; + if ((err = parseTrackHeader(data_offset, chunk_data_size)) != OK) { + return err; } *offset += chunk_size; @@ -1073,6 +1030,89 @@ status_t MPEG4Extractor::parseChunk(off_t *offset, int depth) { return OK; } +status_t MPEG4Extractor::parseTrackHeader( + off_t data_offset, off_t data_size) { + if (data_size < 4) { + return ERROR_MALFORMED; + } + + uint8_t version; + if (mDataSource->readAt(data_offset, &version, 1) < 1) { + return ERROR_IO; + } + + size_t dynSize = (version == 1) ? 36 : 24; + + uint8_t buffer[36 + 60]; + + if (data_size != (off_t)dynSize + 60) { + return ERROR_MALFORMED; + } + + if (mDataSource->readAt( + data_offset, buffer, data_size) < (ssize_t)data_size) { + return ERROR_IO; + } + + uint64_t ctime, mtime, duration; + int32_t id; + + if (version == 1) { + ctime = U64_AT(&buffer[4]); + mtime = U64_AT(&buffer[12]); + id = U32_AT(&buffer[20]); + duration = U64_AT(&buffer[28]); + } else if (version == 0) { + ctime = U32_AT(&buffer[4]); + mtime = U32_AT(&buffer[8]); + id = U32_AT(&buffer[12]); + duration = U32_AT(&buffer[20]); + } + + size_t matrixOffset = dynSize + 16; + int32_t a00 = U32_AT(&buffer[matrixOffset]); + int32_t a01 = U32_AT(&buffer[matrixOffset + 4]); + int32_t dx = U32_AT(&buffer[matrixOffset + 8]); + int32_t a10 = U32_AT(&buffer[matrixOffset + 12]); + int32_t a11 = U32_AT(&buffer[matrixOffset + 16]); + int32_t dy = U32_AT(&buffer[matrixOffset + 20]); + +#if 0 + LOGI("x' = %.2f * x + %.2f * y + %.2f", + a00 / 65536.0f, a01 / 65536.0f, dx / 65536.0f); + LOGI("y' = %.2f * x + %.2f * y + %.2f", + a10 / 65536.0f, a11 / 65536.0f, dy / 65536.0f); +#endif + + uint32_t rotationDegrees; + + static const int32_t kFixedOne = 0x10000; + if (a00 == kFixedOne && a01 == 0 && a10 == 0 && a11 == kFixedOne) { + // Identity, no rotation + rotationDegrees = 0; + } else if (a00 == 0 && a01 == kFixedOne && a10 == -kFixedOne && a11 == 0) { + rotationDegrees = 90; + } else if (a00 == 0 && a01 == -kFixedOne && a10 == kFixedOne && a11 == 0) { + rotationDegrees = 270; + } else if (a00 == -kFixedOne && a01 == 0 && a10 == 0 && a11 == -kFixedOne) { + rotationDegrees = 180; + } else { + LOGW("We only support 0,90,180,270 degree rotation matrices"); + rotationDegrees = 0; + } + + if (rotationDegrees != 0) { + mLastTrack->meta->setInt32(kKeyRotation, rotationDegrees); + } + +#if 0 + uint32_t width = U32_AT(&buffer[dynSize + 52]); + uint32_t height = U32_AT(&buffer[dynSize + 56]); +#endif + + return OK; +} + status_t MPEG4Extractor::parseMetaData(off_t offset, size_t size) { if (size < 4) { return ERROR_MALFORMED; @@ -1386,7 +1426,7 @@ MPEG4Source::MPEG4Source( const uint8_t *ptr = (const uint8_t *)data; CHECK(size >= 7); - CHECK_EQ(ptr[0], 1); // configurationVersion == 1 + CHECK_EQ((unsigned)ptr[0], 1u); // configurationVersion == 1 // The number of bytes used to encode the length of a NAL unit. mNALLengthSize = 1 + (ptr[4] & 3); @@ -1534,7 +1574,7 @@ status_t MPEG4Source::read( } uint32_t sampleTime; - CHECK_EQ(OK, mSampleTable->getMetaDataForSample( + CHECK_EQ((status_t)OK, mSampleTable->getMetaDataForSample( sampleIndex, NULL, NULL, &sampleTime)); if (mode == ReadOptions::SEEK_CLOSEST) { @@ -1581,7 +1621,7 @@ status_t MPEG4Source::read( err = mGroup->acquire_buffer(&mBuffer); if (err != OK) { - CHECK_EQ(mBuffer, NULL); + CHECK(mBuffer == NULL); return err; } } diff --git a/media/libstagefright/MPEG4Writer.cpp b/media/libstagefright/MPEG4Writer.cpp index a15c2741352c..cbb160402431 100644 --- a/media/libstagefright/MPEG4Writer.cpp +++ b/media/libstagefright/MPEG4Writer.cpp @@ -202,6 +202,7 @@ private: // Simple validation on the codec specific data status_t checkCodecSpecificData() const; + int32_t mRotation; void updateTrackSizeEstimate(); void addOneStscTableEntry(size_t chunkId, size_t sampleId); @@ -519,6 +520,58 @@ void MPEG4Writer::stopWriterThread() { pthread_join(mThread, &dummy); } +/* + * MP4 file standard defines a composition matrix: + * | a b u | + * | c d v | + * | x y w | + * + * the element in the matrix is stored in the following + * order: {a, b, u, c, d, v, x, y, w}, + * where a, b, c, d, x, and y is in 16.16 format, while + * u, v and w is in 2.30 format. + */ +void MPEG4Writer::writeCompositionMatrix(int degrees) { + LOGV("writeCompositionMatrix"); + uint32_t a = 0x00010000; + uint32_t b = 0; + uint32_t c = 0; + uint32_t d = 0x00010000; + switch (degrees) { + case 0: + break; + case 90: + a = 0; + b = 0x00010000; + c = 0xFFFF0000; + d = 0; + break; + case 180: + a = 0xFFFF0000; + d = 0xFFFF0000; + break; + case 270: + a = 0; + b = 0xFFFF0000; + c = 0x00010000; + d = 0; + break; + default: + CHECK(!"Should never reach this unknown rotation"); + break; + } + + writeInt32(a); // a + writeInt32(b); // b + writeInt32(0); // u + writeInt32(c); // c + writeInt32(d); // d + writeInt32(0); // v + writeInt32(0); // x + writeInt32(0); // y + writeInt32(0x40000000); // w +} + status_t MPEG4Writer::stop() { if (mFile == NULL) { return OK; @@ -584,15 +637,7 @@ status_t MPEG4Writer::stop() { writeInt16(0); // reserved writeInt32(0); // reserved writeInt32(0); // reserved - writeInt32(0x10000); // matrix - writeInt32(0); - writeInt32(0); - writeInt32(0); - writeInt32(0x10000); - writeInt32(0); - writeInt32(0); - writeInt32(0); - writeInt32(0x40000000); + writeCompositionMatrix(0); writeInt32(0); // predefined writeInt32(0); // predefined writeInt32(0); // predefined @@ -885,7 +930,8 @@ MPEG4Writer::Track::Track( mCodecSpecificData(NULL), mCodecSpecificDataSize(0), mGotAllCodecSpecificData(false), - mReachedEOS(false) { + mReachedEOS(false), + mRotation(0) { getCodecSpecificDataFromInputFormatIfPossible(); const char *mime; @@ -1178,6 +1224,11 @@ status_t MPEG4Writer::Track::start(MetaData *params) { startTimeUs = 0; } + int32_t rotationDegrees; + if (!mIsAudio && params && params->findInt32(kKeyRotationDegree, &rotationDegrees)) { + mRotation = rotationDegrees; + } + mIsRealTimeRecording = true; { int32_t isNotRealTime; @@ -2071,15 +2122,7 @@ void MPEG4Writer::Track::writeTrackHeader( mOwner->writeInt16(mIsAudio ? 0x100 : 0); // volume mOwner->writeInt16(0); // reserved - mOwner->writeInt32(0x10000); // matrix - mOwner->writeInt32(0); - mOwner->writeInt32(0); - mOwner->writeInt32(0); - mOwner->writeInt32(0x10000); - mOwner->writeInt32(0); - mOwner->writeInt32(0); - mOwner->writeInt32(0); - mOwner->writeInt32(0x40000000); + mOwner->writeCompositionMatrix(mRotation); if (mIsAudio) { mOwner->writeInt32(0); diff --git a/media/libstagefright/colorconversion/SoftwareRenderer.cpp b/media/libstagefright/colorconversion/SoftwareRenderer.cpp index a6dbf6912ee1..86ad85bf3d15 100644 --- a/media/libstagefright/colorconversion/SoftwareRenderer.cpp +++ b/media/libstagefright/colorconversion/SoftwareRenderer.cpp @@ -30,7 +30,8 @@ SoftwareRenderer::SoftwareRenderer( OMX_COLOR_FORMATTYPE colorFormat, const sp<ISurface> &surface, size_t displayWidth, size_t displayHeight, - size_t decodedWidth, size_t decodedHeight) + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees) : mColorFormat(colorFormat), mConverter(colorFormat, OMX_COLOR_Format16bitRGB565), mISurface(surface), @@ -56,10 +57,20 @@ SoftwareRenderer::SoftwareRenderer( CHECK(mMemoryHeap->heapID() >= 0); CHECK(mConverter.isValid()); + uint32_t orientation; + switch (rotationDegrees) { + case 0: orientation = ISurface::BufferHeap::ROT_0; break; + case 90: orientation = ISurface::BufferHeap::ROT_90; break; + case 180: orientation = ISurface::BufferHeap::ROT_180; break; + case 270: orientation = ISurface::BufferHeap::ROT_270; break; + default: orientation = ISurface::BufferHeap::ROT_0; break; + } + ISurface::BufferHeap bufferHeap( mDisplayWidth, mDisplayHeight, mDecodedWidth, mDecodedHeight, PIXEL_FORMAT_RGB_565, + orientation, 0, mMemoryHeap); status_t err = mISurface->registerBuffers(bufferHeap); diff --git a/media/libstagefright/include/MPEG4Extractor.h b/media/libstagefright/include/MPEG4Extractor.h index 1c9cc7e5b3a2..2610b0e2c965 100644 --- a/media/libstagefright/include/MPEG4Extractor.h +++ b/media/libstagefright/include/MPEG4Extractor.h @@ -71,6 +71,8 @@ private: static status_t verifyTrack(Track *track); + status_t parseTrackHeader(off_t data_offset, off_t data_size); + MPEG4Extractor(const MPEG4Extractor &); MPEG4Extractor &operator=(const MPEG4Extractor &); }; diff --git a/media/libstagefright/include/OMX.h b/media/libstagefright/include/OMX.h index c99da5977784..72ab5aaf389e 100644 --- a/media/libstagefright/include/OMX.h +++ b/media/libstagefright/include/OMX.h @@ -92,7 +92,8 @@ public: const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight); + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees); virtual void binderDied(const wp<IBinder> &the_late_who); diff --git a/media/libstagefright/include/SoftwareRenderer.h b/media/libstagefright/include/SoftwareRenderer.h index 9eed089ce9d4..25c9df71d9f9 100644 --- a/media/libstagefright/include/SoftwareRenderer.h +++ b/media/libstagefright/include/SoftwareRenderer.h @@ -33,7 +33,8 @@ public: OMX_COLOR_FORMATTYPE colorFormat, const sp<ISurface> &surface, size_t displayWidth, size_t displayHeight, - size_t decodedWidth, size_t decodedHeight); + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees = 0); virtual ~SoftwareRenderer(); diff --git a/media/libstagefright/omx/OMX.cpp b/media/libstagefright/omx/OMX.cpp index c927da182d57..63af26a6ccb4 100644 --- a/media/libstagefright/omx/OMX.cpp +++ b/media/libstagefright/omx/OMX.cpp @@ -459,7 +459,8 @@ sp<IOMXRenderer> OMX::createRenderer( const char *componentName, OMX_COLOR_FORMATTYPE colorFormat, size_t encodedWidth, size_t encodedHeight, - size_t displayWidth, size_t displayHeight) { + size_t displayWidth, size_t displayHeight, + int32_t rotationDegrees) { Mutex::Autolock autoLock(mLock); VideoRenderer *impl = NULL; @@ -467,6 +468,14 @@ sp<IOMXRenderer> OMX::createRenderer( void *libHandle = dlopen("libstagefrighthw.so", RTLD_NOW); if (libHandle) { + typedef VideoRenderer *(*CreateRendererWithRotationFunc)( + const sp<ISurface> &surface, + const char *componentName, + OMX_COLOR_FORMATTYPE colorFormat, + size_t displayWidth, size_t displayHeight, + size_t decodedWidth, size_t decodedHeight, + int32_t rotationDegrees); + typedef VideoRenderer *(*CreateRendererFunc)( const sp<ISurface> &surface, const char *componentName, @@ -474,22 +483,35 @@ sp<IOMXRenderer> OMX::createRenderer( size_t displayWidth, size_t displayHeight, size_t decodedWidth, size_t decodedHeight); - CreateRendererFunc func = - (CreateRendererFunc)dlsym( + CreateRendererWithRotationFunc funcWithRotation = + (CreateRendererWithRotationFunc)dlsym( libHandle, - "_Z14createRendererRKN7android2spINS_8ISurfaceEEEPKc20" - "OMX_COLOR_FORMATTYPEjjjj"); - - if (func) { - impl = (*func)(surface, componentName, colorFormat, - displayWidth, displayHeight, encodedWidth, encodedHeight); - - if (impl) { - impl = new SharedVideoRenderer(libHandle, impl); - libHandle = NULL; + "_Z26createRendererWithRotationRKN7android2spINS_8" + "ISurfaceEEEPKc20OMX_COLOR_FORMATTYPEjjjji"); + + if (funcWithRotation) { + impl = (*funcWithRotation)( + surface, componentName, colorFormat, + displayWidth, displayHeight, encodedWidth, encodedHeight, + rotationDegrees); + } else { + CreateRendererFunc func = + (CreateRendererFunc)dlsym( + libHandle, + "_Z14createRendererRKN7android2spINS_8ISurfaceEEEPKc20" + "OMX_COLOR_FORMATTYPEjjjj"); + + if (func) { + impl = (*func)(surface, componentName, colorFormat, + displayWidth, displayHeight, encodedWidth, encodedHeight); } } + if (impl) { + impl = new SharedVideoRenderer(libHandle, impl); + libHandle = NULL; + } + if (libHandle) { dlclose(libHandle); libHandle = NULL; diff --git a/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java b/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java index 43936a4e876a..a277bcb012b0 100755 --- a/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java +++ b/policy/src/com/android/internal/policy/impl/PhoneWindowManager.java @@ -111,6 +111,7 @@ import android.view.animation.AnimationUtils; import android.media.IAudioService; import android.media.AudioManager; +import java.io.File; import java.util.ArrayList; /** @@ -2114,8 +2115,12 @@ public class PhoneWindowManager implements WindowManagerPolicy { return getCurrentPortraitRotation(lastRotation); } - mOrientationListener.setAllow180Rotation( - orientation == ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR); + if (new File("/system/etc/allow_all_orientations").exists()) { + mOrientationListener.setAllow180Rotation(true); + } else { + mOrientationListener.setAllow180Rotation( + orientation == ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR); + } // case for nosensor meaning ignore sensor and consider only lid // or orientation sensor disabled diff --git a/preloaded-classes b/preloaded-classes index 8de175a0fd08..da03111dea0e 100644 --- a/preloaded-classes +++ b/preloaded-classes @@ -1269,7 +1269,6 @@ java.util.concurrent.Callable java.util.concurrent.ConcurrentLinkedQueue java.util.concurrent.ConcurrentLinkedQueue$Node java.util.concurrent.CopyOnWriteArrayList -java.util.concurrent.CopyOnWriteArrayList$COWIterator java.util.concurrent.CountDownLatch java.util.concurrent.CountDownLatch$Sync java.util.concurrent.Executor diff --git a/services/java/com/android/server/PackageManagerService.java b/services/java/com/android/server/PackageManagerService.java index d324c2bcdf44..4520f183a564 100644 --- a/services/java/com/android/server/PackageManagerService.java +++ b/services/java/com/android/server/PackageManagerService.java @@ -7166,7 +7166,9 @@ class PackageManagerService extends IPackageManager.Stub { pw.print(" resourcePath="); pw.println(ps.resourcePathString); pw.print(" nativeLibraryPath="); pw.println(ps.nativeLibraryPathString); pw.print(" obbPath="); pw.println(ps.obbPathString); + pw.print(" versionCode="); pw.println(ps.versionCode); if (ps.pkg != null) { + pw.print(" versionName="); pw.println(ps.pkg.mVersionName); pw.print(" dataDir="); pw.println(ps.pkg.applicationInfo.dataDir); pw.print(" targetSdk="); pw.println(ps.pkg.applicationInfo.targetSdkVersion); if (ps.pkg.mOperationPending) { @@ -7224,8 +7226,6 @@ class PackageManagerService extends IPackageManager.Stub { pw.print(" pkgFlags=0x"); pw.print(Integer.toHexString(ps.pkgFlags)); pw.print(" installStatus="); pw.print(ps.installStatus); pw.print(" enabled="); pw.println(ps.enabled); - pw.print(" versionCode="); pw.print(ps.versionCode); - pw.print(" versionName="); pw.println(ps.pkg.mVersionName); if (ps.disabledComponents.size() > 0) { pw.println(" disabledComponents:"); for (String s : ps.disabledComponents) { diff --git a/tools/aapt/Command.cpp b/tools/aapt/Command.cpp index ad0465d42c56..661ecb1d4395 100644 --- a/tools/aapt/Command.cpp +++ b/tools/aapt/Command.cpp @@ -1139,8 +1139,8 @@ int doDump(Bundle* bundle) largeScreen = targetSdk >= 4 ? -1 : 0; } if (xlargeScreen > 0) { - // Introduced in Honeycomb. - xlargeScreen = targetSdk >= 10 ? -1 : 0; + // Introduced in Gingerbread. + xlargeScreen = targetSdk >= 9 ? -1 : 0; } if (anyDensity > 0) { anyDensity = targetSdk >= 4 ? -1 : 0; |