I\'m trying to port an emulator that i have written in java to android. Things have been going nicely, I was able to port most of my codes with minor changes however due to how
One quite low-level method, but working fine for me (with native code):
Create Bitmap
object, as big as your visible screen.
Also create a View
object and implement onDraw
method.
Then in native code you'd load libjnigraphics.so native library, lookup functions AndroidBitmap_lockPixels
and AndroidBitmap_unlockPixels
.
These functions are defined in Android source in bitmap.h.
Then you'd call lock/unlock on a bitmap, receiving address to raw pixels. You must interpret RGB format of pixels accordingly to what it really is (16-bit 565 or 32-bit 8888).
After changing content of the bitmap, you want to present this on screen.
Call View.invalidate()
on your View
. In its onDraw
, blit your bitmap into given Canvas
.
This method is very low level and dependent on actual implementation of Android, however it's very fast, you may get 60fps no problem.
bitmap.h is part of Android NDK since platform version 8, so this IS official way to do this from Android 2.2.
Don't recreate the bitmap every single time. Try something like this:
Bitmap buffer = null;
@Override
public void onDraw(Canvas canvas)
{
if(buffer == null) buffer = Bitmap.createBitmap(256, 192, Bitmap.Config.RGB_565);
buffer.copyPixelsFromBuffer(pixelsA);
canvas.drawBitmap(buffer, 0, 0, null);
}
EDIT: as pointed out, you need to update the pixel buffer. And the bitmap must be mutable for that to happen.
You can use the drawBitmap method that avoids creating a Bitmap each time, or even as a last resort, draw the pixels one by one with drawPoint.
if pixelsA is already an array of pixels (which is what I would infer from your statement about containing colors) then you can just render them directly without converting with:
canvas.drawBitmap(pixelsA, 0, 256, 0, 0, 256, 192, false, null);