I am developing an application using JNI and a third party engine (Unreal Engine 4) in charge of managing the graphics pipeline/rendering.
The third party engine is written in C++, thus the need of using JNI to bridge it with Android.
The app requires to save a screenshot on the device of what is being displayed on the screen (in other words a dump of the framebuffer).
The third party engine exposes an API that calls a custom handler, passing in the width, height and color data of the screen.
colordata
is a custom container of uint8
representing RGBA components.
I successfully managed to convert the colorData
to a jbyteArray
and pass it as an argument to a function on the JAVA side.
On the java side things are simpler: I create a bitmap from the byteArray, flip it and save it as a jpg/png via a custom AsyncTask
.
The problem: The code works marvellously o Samsung Galaxy S4/Note3 (Both Android 5.0), whereas on a Nexus 10 Android version 5.1.1 the png that gets saved is blank. I am afraid that the problem with this lies on a depper level than the ones I have access to, i.e. graphics card/drivers/OS version, but I am not an expert in that field, so I would like to know if someone has already experienced a similar issue or could shed some light on what is causing it.
This is the code used to bridge the engine with Java (I started c++ with this project so maybe there are ownership/memory issues in this snippet. You are more than welcome to correct me in case :))
void AndroidInterface::SaveBitmap(const TArray<FColor>& colorData, int32 width, int32 height) {
JNIEnv* env = FAndroidApplication::GetJavaEnv(true);
TArray<FColor> bitmap = colorData;
TArray<uint8> compressedBitmap;
FImageUtils::CompressImageArray(width, height, bitmap, compressedBitmap);
size_t len = width*height*compressedBitmap.GetTypeSize();
LOGD("===========Width: %i, height: %i - Len of bitmap element: %i==========", width, height, len);
jbyteArray bitmapData = env->NewByteArray(len);
LOGD("===========Called new byte array==========");
env->SetByteArrayRegion(bitmapData, 0, len, (const jbyte*)compressedBitmap.GetData() );
LOGD("===========Populated byte array==========");
check (bitmapData != NULL && "Couldn't create byte array");
jclass gameActivityClass = FAndroidApplication::FindJavaClass("com/epicgames/ue4/GameActivity");
check (gameActivityClass != nullptr && "GameActivityClassNotFound");
//get the method signature to take a game screenshot
jmethodID saveScreenshot = env->GetMethodID(gameActivityClass, "saveScreenshot", "([BII)V");
env->CallVoidMethod(AndroidInterface::sGameActivity, saveScreenshot, bitmapData, width, height);
env->DeleteLocalRef(bitmapData);
}
This is the java code in charge of converting from byte[]
to Bitmap
:
public void saveScreenshot(final byte[] colors, int width, int height) {
android.util.Log.d("GameActivity", "======saveScreenshot called. Width: " + width + " height: " + height + "=======");
android.util.Log.d("GameActivity", "Color content---->\n " + Arrays.toString(colors));
final BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inPreferredConfig = Bitmap.Config.ARGB_8888;
final Bitmap bitmap = BitmapFactory.decodeByteArray(colors, 0, colors.length, opts);
final FlipBitmap flipBitmapTask = new FlipBitmap();
flipBitmapTask.executeOnExecutor(AsyncTask.THREAD_POOL_EXECUTOR, bitmap);
}
FlipBitmap is the AsyncTask in charge of saving the bitmap to a file:
private class FlipBitmap extends AsyncTask<Bitmap, Void, File> {
@Override
protected File doInBackground(Bitmap... params) {
final Bitmap src = params[0];
final File file = new File(MainActivity.SCREENSHOT_FOLDER + "screenshot" + System.currentTimeMillis() + ".png");
final Matrix matrix = new Matrix();
matrix.setScale(1, -1);
final Bitmap dst = Bitmap.createBitmap(src, 0, 0, src.getWidth(), src.getHeight(), matrix, false);
try {
final FileOutputStream out = new FileOutputStream(file);
dst.compress(Bitmap.CompressFormat.PNG, 90, out);
out.flush();
out.close();
} catch (Exception e) {
e.printStackTrace();
}
return file;
}
@Override
protected void onPostExecute(File file) {
android.util.Log.d("GameActivity", "FlipBitmap onPostExecute");
if (file.exists()) {
final Intent i = new Intent(Intent.ACTION_SENDTO);
i.setData(Uri.parse("mailto:" + Globals.Network.MAIL_TO));
i.putExtra(Intent.EXTRA_SUBJECT, Globals.Network.MAIL_SUBJECT);
i.putExtra(Intent.EXTRA_TEXT, mBodyEmail);
i.putExtra(Intent.EXTRA_STREAM, Uri.parse("file://" + file.getAbsolutePath()));
startActivity(Intent.createChooser(i, "Invia via email"));
}
}
}
Thanks in advance!