AndroidExternalSurface
@Composable
fun AndroidExternalSurface(
modifier: Modifier = Modifier,
isOpaque: Boolean = true,
surfaceSize: IntSize = IntSize.Zero,
zOrder: AndroidExternalSurfaceZOrder = AndroidExternalSurfaceZOrder.Behind,
isSecure: Boolean = false,
onInit: AndroidExternalSurfaceScope.() -> Unit,
)
Provides a dedicated drawing Surface
as a separate layer positioned by default behind the
window holding the AndroidExternalSurface
composable. Because AndroidExternalSurface
uses a
separate window layer, graphics composition is handled by the system compositor which can bypass
the GPU and provide better performance and power usage characteristics compared to
AndroidEmbeddedExternalSurface
. It is therefore recommended to use AndroidExternalSurface
over AndroidEmbeddedExternalSurface
whenever possible.
The Surface
provided can be used to present content that's external to Compose, such as a video
stream (from a camera or a media player), OpenGL, Vulkan...The provided Surface
can be rendered
into using a thread different from the main thread.
The z-ordering of the surface can be controlled using the zOrder
parameter:
AndroidExternalSurfaceZOrder.Behind
: positions the surface behind the windowAndroidExternalSurfaceZOrder.MediaOverlay
: positions the surface behind the window but above otherAndroidExternalSurfaceZOrder.Behind
surfacesAndroidExternalSurfaceZOrder.OnTop
: positions the surface above the window
The drawing surface is opaque by default, which can be controlled with the isOpaque
parameter.
When the surface is transparent, you may need to change the z-order to see something behind the
surface.
To start rendering, the caller must first acquire the Surface
when it's created. This is
achieved by providing the onInit
lambda, which allows the caller to register an appropriate
AndroidExternalSurfaceScope.onSurface
callback. The onInit
lambda can also be used to
initialize/cache resources needed once a surface is available.
After acquiring a surface, the caller can start rendering into it. Rendering into a surface can be done from any thread.
It is recommended to register the SurfaceScope.onChanged
and SurfaceScope.onDestroyed
callbacks to properly handle the lifecycle of the surface and react to dimension changes. You
must ensure that the rendering thread stops interacting with the surface when the
SurfaceScope.onDestroyed
callback is invoked.
If a surfaceSize
is specified (set to non-IntSize.Zero
), the surface will use the specified
size instead of the layout size of this composable. The surface will be stretched at render time
to fit the layout size. This can be used for instance to render at a lower resolution for
performance reasons.
Parameters
modifier | Modifier to be applied to the AndroidExternalSurface |
isOpaque | Whether the managed surface should be opaque or transparent. |
surfaceSize | Sets the surface size independently of the layout size of this AndroidExternalSurface . If set to IntSize.Zero , the surface size will be equal to the AndroidExternalSurface layout size. |
zOrder | Sets the z-order of the surface relative to its parent window. |
isSecure | Control whether the surface view's content should be treated as secure, preventing it from appearing in screenshots or from being viewed on non-secure displays. |
onInit | Lambda invoked on first composition. This lambda can be used to declare a AndroidExternalSurfaceScope.onSurface callback that will be invoked when a surface is available. |
Code Examples
AndroidExternalSurfaceColors
@Composable
fun AndroidExternalSurfaceColors() {
AndroidExternalSurface(modifier = Modifier.fillMaxWidth().height(400.dp)) {
// Resources can be initialized/cached here
// A surface is available, we can start rendering
onSurface { surface, width, height ->
var w = width
var h = height
// Initial draw to avoid a black frame
surface.lockCanvas(Rect(0, 0, w, h)).apply {
drawColor(Color.Blue.toArgb())
surface.unlockCanvasAndPost(this)
}
// React to surface dimension changes
surface.onChanged { newWidth, newHeight ->
w = newWidth
h = newHeight
}
// Cleanup if needed
surface.onDestroyed {}
// Render loop, automatically cancelled on surface destruction
while (true) {
withFrameNanos { time ->
surface.lockCanvas(Rect(0, 0, w, h)).apply {
val timeMs = time / 1_000_000L
val t = 0.5f + 0.5f * sin(timeMs / 1_000.0f)
drawColor(lerp(Color.Blue, Color.Green, t).toArgb())
surface.unlockCanvasAndPost(this)
}
}
}
}
}
}