📄 camerapreview.java
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/* * Copyright (C) 2007 Google Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */package com.google.android.samples.graphics;import android.app.Activity;import android.content.Context;import android.graphics.Canvas;import android.graphics.PixelFormat;import android.hardware.CameraDevice;import android.os.Bundle;import android.view.SurfaceHolder;import android.view.SurfaceView;import android.view.Window;// ----------------------------------------------------------------------public class CameraPreview extends Activity{ @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); // Hide the window title. requestWindowFeature(Window.FEATURE_NO_TITLE); // Make sure to create a TRANSLUCENT window. This is recquired // for SurfaceView to work. Eventually this'll be done by // the system automatically. getWindow().setFormat(PixelFormat.TRANSLUCENT); // Create our Preview view and set it as the content of our // Activity mPreview = new Preview(this); setContentView(mPreview); } @Override protected boolean isFullscreenOpaque() { // Our main window is set to translucent, but we know that we will // fill it with opaque data. Tell the system that so it can perform // some important optimizations. return true; } @Override protected void onResume() { // Because the CameraDevice object is not a shared resource, // it's very important to release it when the activity is paused. super.onResume(); mPreview.resume(); } @Override protected void onPause() { // Start Preview again when we resume. super.onPause(); mPreview.pause(); } private Preview mPreview;}// ----------------------------------------------------------------------class Preview extends SurfaceView implements SurfaceHolder.Callback{ Preview(Context context) { super(context); // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = getHolder(); mHolder.setCallback(this); mHasSurface = false; // In this example, we hardcode the size of the preview. In a real // application this should be more dynamic. This guarantees that // the uderlying surface will never change size. mHolder.setFixedSize(320, 240); } public void resume() { // We do the actual acquisition in a separate thread. Create it now. if (mPreviewThread == null) { mPreviewThread = new PreviewThread(); // If we already have a surface, just start the thread now too. if (mHasSurface == true) { mPreviewThread.start(); } } } public void pause() { // Stop Preview. if (mPreviewThread != null) { mPreviewThread.requestExitAndWait(); mPreviewThread = null; } } public boolean surfaceCreated(SurfaceHolder holder) { // The Surface has been created, start our main acquisition thread. mHasSurface = true; if (mPreviewThread != null) { mPreviewThread.start(); } // Tell the system that we filled the surface in this call. // This is a lie to preven the system to fill the surface for us // automatically. // THIS IS REQUIRED because other wise we'll access the Surface object // from 2 different threads which is not allowd (And will crash // currently). return true; } public void surfaceDestroyed(SurfaceHolder holder) { // Surface will be destroyed when we return. Stop the preview. mHasSurface = false; pause(); } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // Surface size or format has changed. This should not happen in this // example. } // ---------------------------------------------------------------------- class PreviewThread extends Thread { PreviewThread() { super(); mDone = false; } @Override public void run() { // We first open the CameraDevice and configure it. CameraDevice camera = CameraDevice.open(); if (camera != null) { CameraDevice.CaptureParams param = new CameraDevice.CaptureParams(); param.type = 1; // preview param.srcWidth = 1280; param.srcHeight = 960; param.leftPixel = 0; param.topPixel = 0; param.outputWidth = 320; param.outputHeight = 240; param.dataFormat = 2; // RGB_565 camera.setCaptureParams(param); } // This is our main acquisition thread's loop, we go until // asked to quit. SurfaceHolder holder = mHolder; while (!mDone) { // Lock the surface, this returns a Canvas that can // be used to render into. Canvas canvas = holder.lockCanvas(); // Capture directly into the Surface if (camera != null) { camera.capture(canvas); } // And finally unlock and post the surface. holder.unlockCanvasAndPost(canvas); } // Make sure to release the CameraDevice if (camera != null) camera.close(); } public void requestExitAndWait() { // don't call this from PreviewThread thread or it a guaranteed // deadlock! mDone = true; try { join(); } catch (InterruptedException ex) { } } private boolean mDone; } SurfaceHolder mHolder; private PreviewThread mPreviewThread; private boolean mHasSurface;}
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