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Listing 19.6 Android.mk
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LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := ua2efindedges LOCAL_SRC_FILES := ua2efindedges.c LOCAL_LDLIBS := -llog ljnigraphics include $(BUILD_SHARED_LIBRARY)
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The Android.mk file is a make file containing build information about the JNI library for this project. The name of the library module is ua2efindedges. The actual resulting filename is libua2efindedges.so, which follows the normal file-naming structure for a dynamically loadable library for Linux. The only source file for this library is ua2efindedges.c. The input libraries are also listed. These libraries are searched for code symbols when the library is linked. The standard C and math libraries are automatically searched, so they don t need to be included in the LOCAL_LDLIBS variable. Building the application is as simple as opening a terminal window to the jni folder and running the file ndk-build, which can be found in the NDK installation directory. Figure 19.7 shows the build process from the command line.
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Building the user interface
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Building the JNI library
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Now that the JNI library is complete, let s swing back to the Android SDK and build the user interface for this application.
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19.4 Building the user interface
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The UI for the application is modest. The things the UI must do include responding to two different buttons, one for taking a picture and one for calling the JNI functions. Beyond that, the code performs simple operations to display the various bitmap images. Let s start by looking at the layout for this application.
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19.4.1 User interface layout
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The layout for this application is contained in the resource file main.xml, shown next.
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Listing 19.7 Layout file
< xml version="1.0" encoding="utf-8" > <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" Outer layout android:layout_height="fill_parent" android:background="#ffffffff"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="horizontal" android:layout_width="fill_parent" Layout android:layout_height="wrap_content" containing android:background="#ffffffff" Buttons android:gravity="center"> <Button android:id="@+id/AcquireImage" android:layout_width="wrap_content" Acquire, Find android:layout_height="wrap_content" Edges Buttons android:text="Acquire Image" /> <Button android:id="@+id/FindEdges" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Find Edges" />
Android Native Development Kit
</LinearLayout> <ImageView android:id="@+id/PictureFrame" android:layout_width="320px" android:layout_height="240px" android:scaleType="centerCrop" android:layout_gravity="center_vertical|center_horizontal"/> </LinearLayout>
Image View
This layout is straightforward. It contains a vertically oriented LinearLayout B, which contains all the UI elements of this application. Next is a horizontally oriented Layout, which is also centered c. This layout contains two Buttons d, one for the acquisition of a photo and one for calling the image-processing routines. When an image is available, it s shown in an ImageView instance e. The visibility of the FindEdges Button is toggled on only after a photo is available. This application relies on an Application object to hold a global variable in this case, a Bitmap. This is necessary because a photo application often results in the user changing the orientation of the device: portrait to landscape or landscape to portrait, and so on. Whenever this occurs, Android s default behavior is to restart the Activity. If you store a captured photo in an Activity-level variable, you ll lose it each time the device is rotated. To solve this problem, store the Bitmap in an Application object. The following listing shows the code for this simple class.
Listing 19.8
UA2EFindEdgesApp.java
package com.msi.manning.ua2efindedges; import android.app.Application; import android.graphics.Bitmap; public class UA2EFindEdgesApp extends Application { private Bitmap b; public Bitmap getBitmap() { return b; } public void setBitmap(Bitmap b) { this.b = b; } }
Required imports
Getter and setter routines
The Application and Bitmap classes must be imported B for this code to compile. The UA2EFindEdgesApp class extends the Application class. The Bitmap is stored as a private member, and of course you have a getter and setter c to manipulate this Bitmap. Whenever you use an Application class, it must be defined in the AndroidManifest.xml file as the android:name attribute of the application tag.
NOTE
Let s now look at the primary user interface code to see how you take a photo and store it into the Application object.
Building the user interface
19.4.2 Taking a photo
There are a number of ways to take a photograph on the Android platform. For this application you ll just ask the Camera to do the work for you through the use of an Intent. The next listing demonstrates this approach. Note that the JNI-related code introduced next is employed in listing 19.10.
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