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XComponent控件常用于相机预览流的显示和游戏画面的绘制,在OpenHarmony上,可以配合Native Window创建OpenGL开发环境,并最终将OpenGL绘制的图形显示到XComponent控件。本文将采用"Native C++"模板,调用OpenGL ES图形库绘制3D图形(三棱锥),并将结果渲染到页面的XComponent控件中进行展示。同时,还可以在屏幕上通过触摸滑动手势对三棱锥进行旋转,最终得到不同角度的图形并显示到页面。
首页 | 滑动屏幕旋转变换 |
---|---|
本示例仅支持在标准系统上运行。
IDE:DevEco Studio 3.1 Beta2
SDK:Ohos_sdk_public 3.2.11.9 (API Version 9 Release)
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我们首先要完成应用开发环境的搭建,本示例运行DAYU200开发板上。
搭建应用开发环境
说明:
为确保运行效果,本案例以使用DevEco Studio 3.1 Beta2 SDK:API9 (3.2.11.9)版本为例。
(2)开发环境配置完成后,创建工程(模板选择“Native C++”),选择eTS语言开发。
应用调测工程创建完成后,选择使用真机进行调测。
(1)将搭载OpenHarmony标准系统的开发板与电脑连接。
(2)点击File> Project Structure... > Project>SigningConfigs界面勾选“Automatically generate signature”,等待自动签名完成即可,最后点击“OK”。如下图所示:
(3)在编辑窗口右上角的工具栏,点击"运行"按钮运行。
代码结构分析,整个工程的代码结构如下:
文件说明如下:
- .
- └── main
- ├── cpp
- │ ├── app_napi.cpp //C++与ArkTS中XComponent控件交互的napi接口实现
- │ ├── CMakeLists.txt //CMake规则配置文件,NAPI C/C++代码编译需要配置该文件
- │ ├── include
- │ │ ├── app_napi.h
- │ │ ├── tetrahedron.h //三棱锥类实现头文件
- │ │ └── util
- │ ├── module.cpp //NAPI模块注册
- │ ├── napi_manager.cpp
- │ ├── napi_util.cpp
- │ ├── tetrahedron.cpp //三棱锥的绘制OpenGL实现
- │ └── type
- │ └── libentry
- ├── ets
- │ ├── entryability
- │ │ └── EntryAbility.ts
- │ └── pages
- │ └── Index.ets //主页面
- ├── module.json5
- └── resources //资源文件目录
- ├── base
- │ ├── element
- │ ├── media
- │ └── profile
- ├── en_US
- │ └── element
- ├── rawfile
- └── zh_CN
- └── element
C++端方法源码是工程的entry/src/main/cpp/tetrahedron.cpp文件。
注册模块先定义一个模块,在entry/src/main/cpp/module.cpp文件中,对应结构体类型为napi_module,模块定义好后,调用NAPI提供的模块注册函数napi_module_register(napi_module* mod)注册到系统中;
- /*
- * Napi Module define
- */
- static napi_module appNapiModule = {
- .nm_version = 1,
- .nm_flags = 0,
- .nm_filename = nullptr,
- .nm_register_func = Init,
- .nm_modname = "tetrahedron_napi",
- .nm_priv = ((void*)0),
- .reserved = { 0 },
- };
-
- /*
- * Module register function
- */
- extern "C" __attribute__((constructor)) void RegisterModule(void)
- {
- napi_module_register(&appNapiModule);
- }
调用OpenGL相关图形API绘制三棱锥
(1)初始化
- int32_t Tetrahedron::Init(void *window, int32_t width, int32_t height)
- {
- window_ = window;
- width_ = width;
- height_ = height;
-
- LOGI("Init window = %{public}p, w = %{public}d, h = %{public}d.", window, width, height);
- mEglWindow = reinterpret_cast<EGLNativeWindowType>(window);
-
- // 1. create sharedcontext
- mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
- if (mEGLDisplay == EGL_NO_DISPLAY) {
- LOGE("unable to get EGL display.");
- return -1;
- }
-
- EGLint eglMajVers, eglMinVers;
- if (!eglInitialize(mEGLDisplay, &eglMajVers, &eglMinVers)) {
- mEGLDisplay = EGL_NO_DISPLAY;
- LOGE("unable to initialize display");
- return -1;
- }
-
- int version = 3;
- mEGLConfig = getConfig(version, mEGLDisplay);
- if (mEGLConfig == nullptr) {
- LOGE("GLContextInit config ERROR");
- return -1;
- }
-
- // 2. Create EGL Surface from Native Window
- EGLint winAttribs[] = {EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR, EGL_NONE};
- if (mEglWindow) {
- mEGLSurface = eglCreateWindowSurface(mEGLDisplay, mEGLConfig, mEglWindow, winAttribs);
- if (mEGLSurface == nullptr) {
- LOGE("eglCreateContext eglSurface is null");
- return -1;
- }
- }
-
- // 3. Create EGLContext from
- int attrib3_list[] = {
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
-
- mEGLContext = eglCreateContext(mEGLDisplay, mEGLConfig, mSharedEGLContext, attrib3_list);
- if (!eglMakeCurrent(mEGLDisplay, mEGLSurface, mEGLSurface, mEGLContext)) {
- LOGE("eglMakeCurrent error = %{public}d", eglGetError());
- }
-
- mProgramHandle = CreateProgram(vertexShader, fragmentShader);
- if (!mProgramHandle) {
- LOGE("Could not create CreateProgram");
- return -1;
- }
-
- LOGI("Init success.");
-
- return 0;
- }
其中,顶点着色器实现如下:
- char vertexShader[] =
- "attribute vec4 apos;\n"
- "attribute vec4 a_color;\n"
- "attribute vec4 a_normal;\n"
- "uniform vec3 u_lightColor;\n"
- "uniform vec3 u_lightDirection;\n"
- "uniform mat4 a_mx;\n"
- "uniform mat4 a_my;\n"
- "varying vec4 v_color;\n"
- "void main(){\n"
- "float radian = radians(30.0);\n"
- "float cos = cos(radian);\n"
- "float sin = sin(radian);\n"
- " gl_Position = a_mx * a_my * vec4(apos.x, apos.y, apos.z, 1.0);\n"
- " vec3 normal = normalize((a_mx * a_my * a_normal).xyz);\n"
- " float dot = max(dot(u_lightDirection, normal), 0.0);\n"
- " vec3 reflectedLight = u_lightColor * a_color.rgb * dot;\n"
- " v_color = vec4(reflectedLight, a_color.a);\n"
- "}\n\0";
(2)图像渲染
OpenGL ES图像渲染中着色器涉及到内置变量如下,所谓内置变量就是不用声明可以直接赋值,主要是为了实现特定的功能。
序号 | 内置变量 | 含义 | 值数据类型 |
---|---|---|---|
1 | gl_PointSize | 点渲染模式,方形点区域渲染像素大小 | float |
2 | gl_Position | 顶点位置坐标 | vec4 |
3 | gl_FragColor | 片元颜色值 | vec4 |
4 | gl_FragCoord | 片元坐标,单位像素 | vec2 |
5 | gl_PointCoord | 点渲染模式对应点像素坐标 | vec2 |
而本次渲染涉及到两个内建变量:gl_Position和gl_FragColor;
其中,gl_Position变量表示最终传入片元着色器片元化要使用的顶点位置坐标,取值范围为-1.0到1.0,点超过该范围将自动被裁剪。初始化代码如下:
gl_Position = a_mx * a_my * vec4(apos.x, apos.y, apos.z, 1.0);
a_my为y轴旋转矩阵,获取到旋转角度后初始化旋转矩阵;a_mx为x轴旋转矩阵,apos为绘制多面体点矩阵;
这些值的初始化通过glUniformMatrix4fv函数实现:
mxGL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
其中参数的含义如下:
序号 | 参数名 | 含义 |
---|---|---|
1 | location | uniform对应的变量名 |
2 | count | 需要加载数据的数组元素的数量或者需要修改的矩阵的数量 |
3 | transpose | 指明矩阵是列优先(column major)矩阵(GL_FALSE)还是行优先(row major)矩阵(GL_TRUE) |
4 | value | 指向由count个元素的数组的指针 |
gl_FragColor变量用于确定图形的颜色,可通过设置不同片段着色器的颜色,实现立体效果。
片段着色器实现如下:
- char fragmentShader[] =
- "precision mediump float;\n"
- "varying vec4 v_color;\n"
- "void main () {\n"
- " gl_FragColor = v_color;\n"
- "}\n\0";
三棱锥核心绘制代码如下:
- void Tetrahedron::Update(float angleX, float angleY)
- {
- angleY_ = angleY;
- angleX_ = angleX;
- glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glUseProgram(mProgramHandle);
-
- unsigned int aposLocation = glGetAttribLocation(mProgramHandle, "apos");
- unsigned int a_color = glGetAttribLocation(mProgramHandle, "a_color");
- unsigned int a_normal = glGetAttribLocation(mProgramHandle, "a_normal");
- unsigned int u_lightColor = glGetUniformLocation(mProgramHandle, "u_lightColor");
- unsigned int u_lightDirection = glGetUniformLocation(mProgramHandle, "u_lightDirection");
- unsigned int mx = glGetUniformLocation(mProgramHandle, "a_mx");
- unsigned int my = glGetUniformLocation(mProgramHandle, "a_my");
-
- /**
- y轴旋转度
- **/
- float radianY = angleY * PI /180.0;
- float cosY = cosf(radianY);
- float sinY = sinf(radianY);
- float myArr[] = {
- cosY,0,-sinY,0, 0,1,0,0, sinY,0,cosY,0, 0,0,0,1
- };
- glUniformMatrix4fv(my, 1,false, myArr);
-
- /**
- x轴旋转度
- **/
- float radianX = angleX * PI /180.0;
- float cosX = cosf(radianX);
- float sinX = sinf(radianX);
- float mxArr[] = {
- 1,0,0,0, 0,cosX,-sinX,0, 0,sinX,cosX,0, 0,0,0,1
- };
- glUniformMatrix4fv(mx, 1,false, mxArr);
-
- /**
- 给平行光传入颜色和方向数据,RGB(1,1,1),单位向量(x,y,z)
- **/
- glUniform3f(u_lightColor, 1.0, 1.0, 1.0);
- // 保证向量(x,y,z)的长度为1,即单位向量
- float x = 1.0/sqrt(15), y = 2.0/sqrt(15), z = 3.0/sqrt(15);
- glUniform3f(u_lightDirection, x,-y,z);
-
- /**
- 创建顶点位置数据数组data,原点到各顶点的距离都为1
- **/
- float data[] = {
- -0.75, -0.50, -0.43, 0.75, -0.50, -0.43, 0.00, -0.50, 0.87,
- 0.75, -0.50, -0.43, 0.00, -0.50, 0.87, 0.00, 1.00, 0.00,
- 0.00, -0.50, 0.87, 0.00, 1.00, 0.00, -0.75, -0.50, -0.43,
- 0.00, 1.00, 0.00, -0.75, -0.50, -0.43, 0.75, -0.50, -0.43,
- };
-
- /**
- 创建顶点颜色数组colorData
- **/
- float colorData[] = {
- 1,0,0, 1,0,0, 1,0,0,//红色——面1
- 1,0,0, 1,0,0, 1,0,0,//红色——面2
- 1,0,0, 1,0,0, 1,0,0,//红色——面3
- 1,0,0, 1,0,0, 1,0,0 //红色——面4
- };
-
- /**
- 顶点法向量数组normalData
- **/
- float normalData[] = {
- 0.00, -1.00, 0.00, 0.00, -1.00, 0.00, 0.00, -1.00, 0.00,
- -0.83, -0.28, -0.48, -0.83, -0.28, -0.48, -0.83, -0.28, -0.48,
- -0.83, 0.28, 0.48, -0.83, 0.28, 0.48, -0.83, 0.28, 0.48,
- 0.00, -0.28, 0.96, 0.00, -0.28, 0.96, 0.00, -0.28, 0.96,
- };
-
- /**
- 创建缓冲区buffer,传入顶点位置数据data
- **/
- unsigned int buffer;
- glGenBuffers(1, &buffer);
- glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
- glVertexAttribPointer(aposLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(aposLocation);
-
- unsigned int normalBuffer;
- glGenBuffers(1, &normalBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(normalData), normalData, GL_STATIC_DRAW);
- glVertexAttribPointer(a_normal, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(a_normal);
-
- /**
- 创建缓冲区colorBuffer,传入顶点颜色数据colorData
- **/
- unsigned int colorBuffer;
- glGenBuffers(1, &colorBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(colorData), colorData, GL_STATIC_DRAW);
- glVertexAttribPointer(a_color, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(a_color);
-
- /* 执行绘制命令 */
- glDrawArrays(GL_TRIANGLES, 0, 12);
- }
接口定义为固定写法,在napi_property_descriptor desc[]中,我们需要使用DECLARE_NAPI_FUNCTION宏,以Add函数为例,将函数名字符串"Add"与具体的实现方法napi_value Add(napi_env env, napi_callback_info info)进行关联,即DECLARE_NAPI_FUNCTION("Add", Add)最终添加到desc[]。如下所示,其中UpdateAngle对应的是Native C++的接口,其应用端的接口对应为UpdateAngle,NAPI通过napi_define_properties接口将napi_property_descriptor结构体中的2个接口绑定在一起,并通过exports变量对外导出,使应用层可以调用UpdateAngle和getContext方法。
- /*
- * function for module exports
- */
- EXTERN_C_START
- static napi_value Init(napi_env env, napi_value exports)
- {
- LOGE("Init");
- napi_property_descriptor desc[] = {
- DECLARE_NAPI_FUNCTION("getContext", NapiManager::GetContext),
- DECLARE_NAPI_FUNCTION("UpdateAngle", AppNapi::UpdateAngle),
- };
-
- NAPI_CALL(env, napi_define_properties(env, exports, sizeof(desc) / sizeof(desc[0]), desc));
-
- bool ret = NapiManager::GetInstance()->Export(env, exports);
- if (!ret) {
- LOGE("Init failed");
- }
-
- return exports;
- }
- EXTERN_C_END
Tetrahedron::UpdateAngle:传入angleX和angleY两个参数,分别为为绕X,Y轴的旋转角度;作为参数调用Tetrahedron::UpdateAngle(float angleX, float angleY)
重新渲染,具体代码如下:
- napi_value AppNapi::UpdateAngle(napi_env env, napi_callback_info info){
- LOGE("Tetrahedron UpdateAngle");
- size_t requireArgc = 2;
- size_t argc = 2;
- int speed = 3;
- napi_value args[2] = {nullptr};
-
- napi_get_cb_info(env, info, &argc, args , nullptr, nullptr);
-
- napi_valuetype valuetype0;
- napi_typeof(env, args[0], &valuetype0);
-
- napi_valuetype valuetype1;
- napi_typeof(env, args[1], &valuetype1);
-
- double offsetX;
- napi_get_value_double(env, args[0], &offsetX);
-
- double offsetY;
- napi_get_value_double(env, args[1], &offsetY);
-
- /* 处理offsetX偏移角度 */
- float tetrahedron_angleX = tetrahedron_->GetAngleX();
- float tetrahedron_angleY = tetrahedron_->GetAngleY();
-
- /* 上下滑动绕x轴 */
- if(offsetY < 0){
- tetrahedron_angleX = tetrahedron_angleX + speed;
- }
- else{
- tetrahedron_angleX = tetrahedron_angleX - speed;
- }
-
- /* 左右滑动绕y轴 */
- if(offsetX < 0){
- triangles_angleY = triangles_angleY + speed;
- }
- else{
- triangles_angleY = triangles_angleY - speed;
- }
-
- tetrahedron_angleY = normalize(tetrahedron_angleY);
- tetrahedron_angleX = normalize(tetrahedron_angleX);
- tetrahedron_->Update(tetrahedron_angleX, tetrahedron_angleY);
-
- /* 创建一个数组 */
- napi_value ret;
- napi_create_array(env, &ret);
-
- /* 设置数组并返回 */
- napi_value num;
- napi_create_int32(env, tetrahedron_angleX, &num);
- napi_set_element(env, ret, 0, num);
- napi_create_int32(env, tetrahedron_angleY, &num);
- napi_set_element(env, ret, 1, num);
-
- return ret;
- }
GetContext:得到渲染所XComponent的上下文context,以便后续绑定XComponentID渲染,具体代码如下:
- napi_value NapiManager::GetContext(napi_env env, napi_callback_info info)
- {
- napi_status status;
- napi_value exports;
- size_t argc = 1;
- napi_value args[1];
- NAPI_CALL(env, napi_get_cb_info(env, info, &argc, args, nullptr, nullptr));
-
- if (argc != 1) {
- napi_throw_type_error(env, NULL, "Wrong number of arguments");
- return nullptr;
- }
-
- napi_valuetype valuetype;
- status = napi_typeof(env, args[0], &valuetype);
- if (status != napi_ok) {
- return nullptr;
- }
- if (valuetype != napi_number) {
- napi_throw_type_error(env, NULL, "Wrong arguments");
- return nullptr;
- }
-
- int64_t value;
- NAPI_CALL(env, napi_get_value_int64(env, args[0], &value));
- NAPI_CALL(env, napi_create_object(env, &exports));
-
- switch (value) {
- case int64_t(ContextType::APP_LIFECYCLE):
- {
- /* AppInit 对应 app.ets中的应用生命周期 onCreate, onShow, onHide, onDestroy */
- LOGD("GetContext APP_LIFECYCLE");
- /* Register App Lifecycle */
- napi_property_descriptor desc[] = {
- DECLARE_NAPI_FUNCTION("onCreate", NapiManager::NapiOnCreate),
- DECLARE_NAPI_FUNCTION("onShow", NapiManager::NapiOnShow),
- DECLARE_NAPI_FUNCTION("onHide", NapiManager::NapiOnHide),
- DECLARE_NAPI_FUNCTION("onDestroy", NapiManager::NapiOnDestroy),
- };
- NAPI_CALL(env, napi_define_properties(env, exports, sizeof(desc) / sizeof(desc[0]), desc));
- }
-
- break;
- case int64_t(ContextType::JS_PAGE_LIFECYCLE):
- {
- /* JS Page */
- LOGD("GetContext JS_PAGE_LIFECYCLE");
- napi_property_descriptor desc[] = {
- DECLARE_NAPI_FUNCTION("onPageShow", NapiManager::NapiOnPageShow),
- DECLARE_NAPI_FUNCTION("onPageHide", NapiManager::NapiOnPageHide),
- };
- NAPI_CALL(env, napi_define_properties(env, exports, sizeof(desc) / sizeof(desc[0]), desc));
- }
- break;
- default:
- LOGE("unknown type");
- }
- return exports;
- }
Export:先拿到XComponentID等信息后,通过NapiManager得到context,再通过context得到处理3D绘画的appNapi类并进行相应输出处理。部分代码如下(具体请查看源码):
- bool NapiManager::Export(napi_env env, napi_value exports)
- {
- napi_status status;
- napi_value exportInstance = nullptr;
- OH_NativeXComponent *nativeXComponent = nullptr;
- int32_t ret;
- char idStr[OH_XCOMPONENT_ID_LEN_MAX + 1] = { };
- uint64_t idSize = OH_XCOMPONENT_ID_LEN_MAX + 1;
-
- status = napi_get_named_property(env, exports, OH_NATIVE_XCOMPONENT_OBJ, &exportInstance);
- if (status != napi_ok) {
- return false;
- }
-
- status = napi_unwrap(env, exportInstance, reinterpret_cast<void**>(&nativeXComponent));
- if (status != napi_ok) {
- return false;
- }
-
- ret = OH_NativeXComponent_GetXComponentId(nativeXComponent, idStr, &idSize);
- if (ret != OH_NATIVEXCOMPONENT_RESULT_SUCCESS) {
- return false;
- }
-
- std::string id(idStr);
- auto context = NapiManager::GetInstance();
- if (context) {
- context->SetNativeXComponent(id, nativeXComponent);
- auto app = context->GetApp(id);
- app->SetNativeXComponent(nativeXComponent);
- app->Export(env, exports);
- return true;
- }
-
- return false;
- }
(1)修改 index.d.ts 用于对外提供方法、说明(命名为tetrahedron_napi.d.ts)。
- //传入x,y偏移量并返回x,y旋转角
- export const UpdateAngle:(offsetX:number,offsetY:number)=>Array;
(2)在同目录下的 oh-package.json5 文件中将 tetrahedron_napi.d.ts 与cpp文件关联起来。
- {
- "name": "libtetrahedron_napi.so",
- "types": "./tetrahedron_napi.d.ts",
- "version": "1.0.0",
- "description": "Please describe the basic information."
- }
(3)修改项目的oh-package.json5文件,添加动态库。
- {
- "license": "",
- "devDependencies": {
- "@types/libtetrahedron_napi.so": "file:./src/main/cpp/type/libentry"
- },
- "author": "",
- "name": "entry",
- "description": "Please describe the basic information.",
- "main": "",
- "version": "1.0.0",
- "dependencies": {}
- }
entry/src/main/cpp/CMakeLists.txt是CMake规则文件。
project
:用于设置项目(project)的名称。
set(CMAKE_CXX_STANDARD 11)
:设置C++标准。
include_directories
:用于包含头文件。
add_library
:编译产生链接库。
target_link_libraries
:指定链接给定目标和/或其依赖项时要使用的库或标志,在PUBLIC字段后的库会被链接到tetrahedron_napi中。
- # the minimum version of CMake.
- cmake_minimum_required(VERSION 3.4.1)
-
- project(TetrahedronHap)
-
- set(NATIVE_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR})
-
- include_directories(${NATIVE_ROOT_PATH}
- ${NATIVE_ROOT_PATH}/include
- ${NATIVE_ROOT_PATH}/include/util)
-
- add_library(triangles_napi SHARED
- module.cpp
- app_napi.cpp
- tetrahedron.cpp
- napi_manager.cpp
- napi_util.cpp)
-
-
- target_link_libraries(tetrahedron_napi PUBLIC EGL)
- target_link_libraries(tetrahedron_napi PUBLIC GLESv3)
- target_link_libraries(tetrahedron_napi PUBLIC hilog_ndk.z)
- target_link_libraries(tetrahedron_napi PUBLIC ace_ndk.z)
- target_link_libraries(tetrahedron_napi PUBLIC ace_napi.z)
- target_link_libraries(tetrahedron_napi PUBLIC libc++.a)
- target_link_libraries(tetrahedron_napi PUBLIC z)
- target_link_libraries(tetrahedron_napi PUBLIC uv)
- target_link_libraries(tetrahedron_napi PUBLIC libace_napi.z.so)
界面实现部分代码如下(具体请参考源码),其中:libraryname参数对应先前设置的模块名:tetrahedron_napi
- import hilog from '@ohos.hilog';
- import tetrahedron_napi from 'libtetrahedron_napi.so'
-
- @Entry
- @Component
- struct Index {
- private xcomponentContext = null;
- private xcomponentId = 'tetrahedron';
- private offset_x: number = 0.000;
- private offset_y: number = 0.000;
- private index: number = 0;
- private type_: number = 5;
- private touchTypeDown: number = 0;
- private touchTypeUp: number = 1;
- private touchTypeMove: number = 2;
- private touchTypeCancel: number = 3;
- @State startVisible: Visibility = Visibility.Visible;
-
- @State angleArray: Array<number> = new Array<number>();
- private panOption: PanGestureOptions = new PanGestureOptions({ direction: PanDirection.All })
- @State offsetX: number = 0
- @State offsetY: number = 0
- @State positionX: number = 0
- @State positionY: number = 0
- @State message: string = 'wu'
-
- async aboutToAppear() {
- }
-
- build() {
- Column() {
- Text($r('app.string.EntryAbility_desc'))
- .fontSize($r('app.float.head_font_24'))
- .lineHeight($r('app.float.wh_value_33'))
- .fontFamily('HarmonyHeiTi-Bold')
- .fontWeight(FontWeight.Bold)
- .fontColor($r('app.color.font_color_182431'))
- .textOverflow({ overflow: TextOverflow.Ellipsis })
- .textAlign(TextAlign.Start)
- .margin({ top: $r('app.float.wh_value_13'), bottom: $r('app.float.wh_value_15') });
-
- Text(this.angleArray[0]&this.angleArray[1]?'X轴旋转:'+this.angleArray[0].toString() +'°\nY轴旋转:'+this.angleArray[1].toString() + '°':'')
- .fontSize($r('app.float.head_font_24'))
- .lineHeight($r('app.float.wh_value_33'))
- .fontFamily('HarmonyHeiTi-Bold')
- .fontWeight(FontWeight.Bold)
- .fontColor($r('app.color.font_color_182431'))
- .textOverflow({ overflow: TextOverflow.Ellipsis })
- .textAlign(TextAlign.Start)
- .margin({ top: $r('app.float.wh_value_13'), bottom: $r('app.float.wh_value_15') });
-
- Stack({ alignContent: Alignment.Center }) {
- XComponent({ id: this.xcomponentId, type: 'surface', libraryname: 'tetrahedron_napi' })
- .onLoad((context) => {
- hilog.info(0x0000, 'Xcomponent', 'onLoad')
- this.xcomponentContext = context;
- globalThis.xcomponentContext = this.xcomponentContext;
- globalThis.xcomponentId = this.xcomponentId;
- globalThis.touchTypeDown = this.touchTypeDown;
- globalThis.touchTypeUp = this.touchTypeUp;
- globalThis.type_ = this.type_;
- globalThis.index = this.index;
- globalThis.touchTypeMove = this.touchTypeMove;
- globalThis.touchTypeCancel = this.touchTypeCancel;
- globalThis.offset_x = this.offset_x;
- globalThis.offset_y = this.offset_y;
- })
- .width($r('app.float.wh_value_362'))
- .height($r('app.float.wh_value_362'))
- .key('tetrahedron')
- .backgroundColor('#00000000')
- .onDestroy(() => {
- globalThis.flag = false;
- hilog.info(0x0000, "Xcomponent", 'onDestroy')
- })
- }
- .gesture(
- PanGesture(this.panOption)
- .onActionStart((event: GestureEvent) => {
- console.info('onActionStart');
- })
- .onActionUpdate((event: GestureEvent) => {
- this.angleArray = tetrahedron_napi.UpdateAngle(event.offsetX, event.offsetY);
- hilog.info(0x0000, "Gesture", 'offSet:' + event.offsetX + "," + event.offsetY);
- })
- .onActionEnd(() => {
- this.positionX = this.offsetX;
- this.positionY = this.offsetY;
- console.info('onActionEnd');
- })
- )
- .width('100%')
- .height('100%')
- .backgroundColor('#00000000')
- }
- }
- }
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