* control the surface size and format, edit the pixels in the surface, and
* monitor changes to the surface. This interface is typically available
* through the {@link SurfaceView} class.
- *
+ *
* <p>When using this interface from a thread other than the one running
* its {@link SurfaceView}, you will want to carefully read the
* methods
* they desire. Note that only one thread can ever draw into
* a {@link Surface}, so you should not draw into the Surface here
* if your normal rendering will be in another thread.
- *
+ *
* @param holder The SurfaceHolder whose surface is being created.
*/
public void surfaceCreated(SurfaceHolder holder);
* size) have been made to the surface. You should at this point update
* the imagery in the surface. This method is always called at least
* once, after {@link #surfaceCreated}.
- *
+ *
* @param holder The SurfaceHolder whose surface has changed.
* @param format The new PixelFormat of the surface.
* @param width The new width of the surface.
* This is called immediately before a surface is being destroyed. After
* returning from this call, you should no longer try to access this
* surface. If you have a rendering thread that directly accesses
- * the surface, you must ensure that thread is no longer touching the
+ * the surface, you must ensure that thread is no longer touching the
* Surface before returning from this function.
- *
+ *
* @param holder The SurfaceHolder whose surface is being destroyed.
*/
public void surfaceDestroyed(SurfaceHolder holder);
/**
* Add a Callback interface for this holder. There can several Callback
* interfaces associated with a holder.
- *
+ *
* @param callback The new Callback interface.
*/
public void addCallback(Callback callback);
/**
* Removes a previously added Callback interface from this holder.
- *
+ *
* @param callback The Callback interface to remove.
*/
public void removeCallback(Callback callback);
* Use this method to find out if the surface is in the process of being
* created from Callback methods. This is intended to be used with
* {@link Callback#surfaceChanged}.
- *
+ *
* @return true if the surface is in the process of being created.
*/
public boolean isCreating();
-
+
/**
* Sets the surface's type.
- *
+ *
* @deprecated this is ignored, this value is set automatically when needed.
*/
@Deprecated
* Make the surface a fixed size. It will never change from this size.
* When working with a {@link SurfaceView}, this must be called from the
* same thread running the SurfaceView's window.
- *
+ *
* @param width The surface's width.
* @param height The surface's height.
*/
* Set the desired PixelFormat of the surface. The default is OPAQUE.
* When working with a {@link SurfaceView}, this must be called from the
* same thread running the SurfaceView's window.
- *
+ *
* @param format A constant from PixelFormat.
- *
+ *
* @see android.graphics.PixelFormat
*/
public void setFormat(int format);
* Enable or disable option to keep the screen turned on while this
* surface is displayed. The default is false, allowing it to turn off.
* This is safe to call from any thread.
- *
+ *
* @param screenOn Set to true to force the screen to stay on, false
* to allow it to turn off.
*/
public void setKeepScreenOn(boolean screenOn);
-
+
/**
* Start editing the pixels in the surface. The returned Canvas can be used
* to draw into the surface's bitmap. A null is returned if the surface has
* not been created or otherwise cannot be edited. You will usually need
* to implement {@link Callback#surfaceCreated Callback.surfaceCreated}
* to find out when the Surface is available for use.
- *
+ *
* <p>The content of the Surface is never preserved between unlockCanvas() and
* lockCanvas(), for this reason, every pixel within the Surface area
* must be written. The only exception to this rule is when a dirty
* rectangle is specified, in which case, non-dirty pixels will be
* preserved.
- *
+ *
* <p>If you call this repeatedly when the Surface is not ready (before
* {@link Callback#surfaceCreated Callback.surfaceCreated} or after
* {@link Callback#surfaceDestroyed Callback.surfaceDestroyed}), your calls
* will be throttled to a slow rate in order to avoid consuming CPU.
- *
+ *
* <p>If null is not returned, this function internally holds a lock until
* the corresponding {@link #unlockCanvasAndPost} call, preventing
* {@link SurfaceView} from creating, destroying, or modifying the surface
* the Surface directly, as you do not need to do special synchronization
* with a drawing thread in {@link Callback#surfaceDestroyed
* Callback.surfaceDestroyed}.
- *
+ *
* @return Canvas Use to draw into the surface.
*/
public Canvas lockCanvas();
-
+
/**
* Just like {@link #lockCanvas()} but allows specification of a dirty rectangle.
* Every
* pixel within that rectangle must be written; however pixels outside
* the dirty rectangle will be preserved by the next call to lockCanvas().
- *
+ *
* @see android.view.SurfaceHolder#lockCanvas
- *
+ *
* @param dirty Area of the Surface that will be modified.
* @return Canvas Use to draw into the surface.
*/
public Canvas lockCanvas(Rect dirty);
/**
+ * <p>Just like {@link #lockCanvas()} but the returned canvas is hardware-accelerated.
+ *
+ * <p>See the <a href="{@docRoot}guide/topics/graphics/hardware-accel.html#unsupported">
+ * unsupported drawing operations</a> for a list of what is and isn't
+ * supported in a hardware-accelerated canvas.
+ *
+ * @return Canvas Use to draw into the surface.
+ * @throws IllegalStateException If the canvas cannot be locked.
+ */
+ default Canvas lockHardwareCanvas() {
+ throw new IllegalStateException("This SurfaceHolder doesn't support lockHardwareCanvas");
+ }
+
+ /**
* Finish editing pixels in the surface. After this call, the surface's
* current pixels will be shown on the screen, but its content is lost,
* in particular there is no guarantee that the content of the Surface
* will remain unchanged when lockCanvas() is called again.
- *
+ *
* @see #lockCanvas()
*
* @param canvas The Canvas previously returned by lockCanvas().
* returned Rect. This is only safe to call from the thread of
* {@link SurfaceView}'s window, or while inside of
* {@link #lockCanvas()}.
- *
+ *
* @return Rect The surface's dimensions. The left and top are always 0.
*/
public Rect getSurfaceFrame();
* and screen position of the Surface. You will thus usually need
* to implement {@link Callback#surfaceCreated Callback.surfaceCreated}
* to find out when the Surface is available for use.
- *
+ *
* <p>Note that if you directly access the Surface from another thread,
* it is critical that you correctly implement
* {@link Callback#surfaceCreated Callback.surfaceCreated} and
* {@link Callback#surfaceDestroyed Callback.surfaceDestroyed} to ensure
* that thread only accesses the Surface while it is valid, and that the
* Surface does not get destroyed while the thread is using it.
- *
+ *
* <p>This method is intended to be used by frameworks which often need
* direct access to the Surface object (usually to pass it to native code).
- *
+ *
* @return Surface The surface.
*/
public Surface getSurface();