/* Communication module for Android terminals. -*- c-file-style: "GNU" -*- Copyright (C) 2023-2025 Free Software Foundation, Inc. This file is part of GNU Emacs. GNU Emacs is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. GNU Emacs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GNU Emacs. If not, see . */ package org.gnu.emacs; import android.view.View; import android.os.Build; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; import android.graphics.Paint; import java.lang.ref.WeakReference; /* This originally extended SurfaceView. However, doing so proved to be too slow, and Android's surface view keeps up to three of its own back buffers, which use too much memory (up to 96 MB for a single frame.) */ public final class EmacsSurfaceView extends View { private static final String TAG = "EmacsSurfaceView"; /* The complete buffer contents at the time of the last draw. */ private Bitmap frontBuffer; /* Whether frontBuffer has been updated since the last call to `onDraw'. */ private boolean bitmapChanged; /* Canvas representing the front buffer. */ private Canvas bitmapCanvas; /* Reference to the last bitmap copied to the front buffer. */ private WeakReference bitmap; /* Paint objects used on the main and UI threads, respectively. */ private static final Paint bitmapPaint, uiThreadPaint; static { /* Create two different Paint objects; one is used on the main thread for buffer swaps, while the other is used from the UI thread in `onDraw'. This is necessary because Paint objects are not thread-safe, even if their uses are interlocked. */ bitmapPaint = new Paint (); uiThreadPaint = new Paint (); }; public EmacsSurfaceView (EmacsView view) { super (view.getContext ()); this.bitmap = new WeakReference (null); } private void copyToFrontBuffer (Bitmap bitmap, Rect damageRect) { EmacsService.checkEmacsThread (); if (Build.VERSION.SDK_INT != Build.VERSION_CODES.O && Build.VERSION.SDK_INT != Build.VERSION_CODES.O_MR1 && Build.VERSION.SDK_INT != Build.VERSION_CODES.N_MR1 && Build.VERSION.SDK_INT != Build.VERSION_CODES.N) { /* If `drawBitmap' can safely be used while a bitmap is locked by another thread, continue here... */ if (damageRect != null) bitmapCanvas.drawBitmap (bitmap, damageRect, damageRect, bitmapPaint); else bitmapCanvas.drawBitmap (bitmap, 0f, 0f, bitmapPaint); } else { /* But if it can not, as on Android 7.0 through 8.1, then use a replacement function. */ if (damageRect != null) EmacsNative.blitRect (bitmap, frontBuffer, damageRect.left, damageRect.top, damageRect.right, damageRect.bottom); else EmacsNative.blitRect (bitmap, frontBuffer, 0, 0, bitmap.getWidth (), bitmap.getHeight ()); } /* See the large comment inside `onDraw'. */ bitmapChanged = true; } private void reconfigureFrontBuffer (Bitmap bitmap) { /* First, remove the old front buffer. */ if (frontBuffer != null) { frontBuffer.recycle (); frontBuffer = null; bitmapCanvas = null; } this.bitmap = new WeakReference (bitmap); /* Next, create the new front buffer if necessary. */ if (bitmap != null && frontBuffer == null) { if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) frontBuffer = Bitmap.createBitmap (bitmap.getWidth (), bitmap.getHeight (), Bitmap.Config.ARGB_8888, false); else frontBuffer = Bitmap.createBitmap (bitmap.getWidth (), bitmap.getHeight (), Bitmap.Config.ARGB_8888); bitmapCanvas = new Canvas (frontBuffer); /* And copy over the bitmap contents. */ copyToFrontBuffer (bitmap, null); } else if (bitmap != null) /* Just copy over the bitmap contents. */ copyToFrontBuffer (bitmap, null); } public synchronized void setBitmap (Bitmap bitmap, Rect damageRect) { if (bitmap != this.bitmap.get ()) reconfigureFrontBuffer (bitmap); else if (bitmap != null) copyToFrontBuffer (bitmap, damageRect); if (bitmap != null) { /* In newer versions of Android, the invalid rectangle is supposedly internally calculated by the system. How that is done is unknown, but calling `invalidateRect' is now deprecated. Fortunately, nobody has deprecated the version of `postInvalidate' that accepts a dirty rectangle. */ if (damageRect != null) postInvalidate (damageRect.left, damageRect.top, damageRect.right, damageRect.bottom); else postInvalidate (); } } @Override public synchronized void onDraw (Canvas canvas) { /* Paint the view's bitmap; the bitmap might be recycled right now. */ if (frontBuffer != null) { /* The first time the bitmap is drawn after a buffer swap, mark its contents as having changed. This increments the ``generation ID'' used by Android to avoid uploading buffer textures for unchanged bitmaps. When a buffer swap takes place, the bitmap is initially updated from the Emacs thread, resulting in the generation ID being increased. If the render thread is texturizing the bitmap while the swap takes place, it might record the generation ID after the update for a texture containing the contents of the bitmap prior to the swap, leaving the texture tied to the bitmap partially updated. Android never calls `onDraw' if the render thread is still processing the bitmap. Update the generation ID here to ensure that a new texture will be uploaded if the bitmap has changed. Uploading the bitmap contents to the GPU uses an excessive amount of memory, as the entire bitmap is placed into the graphics command queue, but this memory is actually shared among all other applications and reclaimed by the system when necessary. */ if (bitmapChanged) { EmacsNative.notifyPixelsChanged (frontBuffer); bitmapChanged = false; } canvas.drawBitmap (frontBuffer, 0f, 0f, uiThreadPaint); } } };