Graphics Development
How do I obtain the DPI of a device?
Applicable to: OpenHarmony 3.2 Beta5 (API version 9, stage model)
Solution
Import the @ohos.display module and call the getDefaultDisplaySync() API.
Example
import display from '@ohos.display';
let displayClass = null;
try {
displayClass = display.getDefaultDisplaySync();
console.info('Test densityDPI:' + JSON.stringify(displayClass.densityDPI));
} catch (exception) {
console.error('Failed to obtain the default display object. Code: ' + JSON.stringify(exception));
}
How do I obtain the window width and height?
Applicable to: OpenHarmony 3.2 Beta5 (API version 9, stage model)
Solution
Import the @ohos.window module, obtain a Window object, and use getWindowProperties() of the object to obtain the window properties. The windowRect field in the properties specifies the window width and height.
Example
import window from '@ohos.window';
let windowClass = null;
try {
let promise = window.getLastWindow(this.context);
promise.then((data)=> {
// Obtain a Window object.
windowClass = data;
try {
// Obtain the window properties.
let properties = windowClass.getWindowProperties();
let rect = properties.windowRect;
// rect.width: window width; rect.height: window height.
} catch (exception) {
console.error('Failed to obtain the window properties. Cause: ' + JSON.stringify(exception));
}
console.info('Succeeded in obtaining the top window. Data: ' + JSON.stringify(data));
}).catch((err)=>{
console.error('Failed to obtain the top window. Cause: ' + JSON.stringify(err));
});} catch (exception) {
console.error('Failed to obtain the top window. Cause: ' + JSON.stringify(exception));
}
How do I perform Gaussian blurring on images?
Applicable to: OpenHarmony 3.2 Beta5 (API version 9)
Solution
Import the @ohos.multimedia.image and @ohos.effectKit modules to process the image and add the blur effect.
Example
import image from "@ohos.multimedia.image";
import effectKit from "@ohos.effectKit";
const color = new ArrayBuffer(96);
let opts = { editable: true, pixelFormat: 3, size: { height: 4, width: 6 } };
image.createPixelMap(color, opts).then((pixelMap) => {
let radius = 5;
let headFilter = effectKit.createEffect(pixelMap);
if (headFilter != null) {
headFilter.blur(radius);
}
})
References
Can EGL operations be performed in subthreads?
Applicable to: OpenHarmony SDK 4.0 Release API 10
Solution
Yes. You can create SharedContext to implement EGL operations in subthreads.
Example
void CreateShareEglContext()
{
if (renderContext == nullptr) { // renderContext is the context of the main thread.
RS_LOGE("renderContext_ is nullptr");
return;
}
eglShareContext = renderContext->CreateShareContext();
if (eglShareContext == EGL_NO_CONTEXT) {
RS_LOGE("eglShareContext is EGL_NO_CONTEXT");
return;
}
if (!eglMakeCurrent(renderContext->GetEGLDisplay(), EGL_NO_SURFACE, EGL_NO_SURFACE, eglShareContext)) {
RS_LOGE("eglMakeCurrent failed");
return;
}
}
How do I draw a custom animation using EGL?
Applicable to: OpenHarmony SDK 4.0 Release API 10
Solution
Use OpenGL APIs to draw a custom animation.
To implement a custom animation, code the logic of the service party so that the service party can identify animation trigger events, obtain the start and end of the animation based on the service requirements, and calculate the content of each frame to draw based on the time axis and animation curve. After that, you can draw the content by calling the OpenGL APIs.
References
Native XComponent Usage (ArkTS)
How do I operate a buffer to draw graphics in the EGL multithreaded drawing scenario?
Applicable to: OpenHarmony SDK 4.0 Release API 10
Solution
You can generate a texture through each thread, and then combine the textures into a buffer.
You can use SharedContext to implement EGL operations in subthreads. You can call OpenGL APIs for the drawing operation.
Example
void CreateShareEglContext()
{
if (renderContext == nullptr) { // renderContext is the context of the main thread.
RS_LOGE("renderContext_ is nullptr");
return;
}
eglShareContext = renderContext->CreateShareContext();
if (eglShareContext == EGL_NO_CONTEXT) {
RS_LOGE("eglShareContext is EGL_NO_CONTEXT");
return;
}
if (!eglMakeCurrent(renderContext->GetEGLDisplay(), EGL_NO_SURFACE, EGL_NO_SURFACE, eglShareContext)) {
RS_LOGE("eglMakeCurrent failed");
return;
}
}
Can a custom transition animation be used during an ability migration? If yes, how can I implement it?
Applicable to: OpenHarmony SDK 4.0 Release API 10
Solution
No, a custom transition animation cannot be used. The UIAbility displays only one widget on the Recents screen. No customization is allowed for consistency purposes.
The UIAbility cannot be used to combine in-app screens. Instead, use the <Navigation> component to implement in-app redirection.
References