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。
效果展示
首页 | 滑动屏幕旋转变换 |
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环境要求
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本示例仅支持在标准系统上运行。
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IDE:DevEco Studio 3.1 Beta2
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SDK:Ohos_sdk_public 3.2.11.9 (API Version 9 Release)
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开发步骤
1、环境搭建
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。
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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。
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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。
2、源码结构
-
代码结构分析,整个工程的代码结构如下:
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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
3、绘制流程
- 3D绘制函数调用流程如下:
- 在Tetrahedron类的Update方法中使用GLES3库着色器绘制,最终通过ArkUI的XComponent组件显示,流程如下:
4、C++(OpenGL)实现
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); }
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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 sharedcontextmEGLDisplay = 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 WindowEGLint 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 fromint 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11,0,0, 1,0,0, 1,0,0,//红色——面21,0,0, 1,0,0, 1,0,0,//红色——面31,0,0, 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);}
5、NAPI接口定义
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
6、NAPI接口实现
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;
}
7、ArkTS接口定义
(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": {}
}
8、CMake规则配置
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 SHAREDmodule.cppapp_napi.cpptetrahedron.cppnapi_manager.cppnapi_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)
9、ArkTS实现
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')}}
}
最后
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