Change the framework to use the new camera preview path.

This change makes the camera HAL interface take an ANativeWindow interface from
which all the camera preview buffers will be allocated.  The framework code
running in application processes now passes a Surface object rather than an
ISurface to the camera server via Binder when setting the preview surface.  The
camera server then forwards that Surface object (which implements the
ANativeWindow interface) to the camera HAL, which uses it to communicate with
SurfaceFlinger to allocate the camera preview buffers.

Change-Id: Ie438f721559cd7de5e4f848a26d96360dda07b5f
diff --git a/services/camera/libcameraservice/CameraService.h b/services/camera/libcameraservice/CameraService.h
index 0d69836..7ed192e 100644
--- a/services/camera/libcameraservice/CameraService.h
+++ b/services/camera/libcameraservice/CameraService.h
@@ -79,6 +79,12 @@
     sp<MediaPlayer>     mSoundPlayer[NUM_SOUNDS];
     int                 mSoundRef;  // reference count (release all MediaPlayer when 0)
 
+    // Used by Client objects to extract the ISurface from a Surface object.
+    // This is used because making Client a friend class of Surface would
+    // require including this header in Surface.h since Client is a nested
+    // class.
+    static sp<ISurface> getISurface(const sp<Surface>& surface);
+
     class Client : public BnCamera
     {
     public:
@@ -87,7 +93,7 @@
         virtual status_t        connect(const sp<ICameraClient>& client);
         virtual status_t        lock();
         virtual status_t        unlock();
-        virtual status_t        setPreviewDisplay(const sp<ISurface>& surface);
+        virtual status_t        setPreviewDisplay(const sp<Surface>& surface);
         virtual void            setPreviewCallbackFlag(int flag);
         virtual status_t        startPreview();
         virtual void            stopPreview();
@@ -169,6 +175,7 @@
         // Ensures atomicity among the public methods
         mutable Mutex                   mLock;
         sp<ISurface>                    mSurface;
+        sp<ANativeWindow>               mPreviewWindow;
 
         // If the user want us to return a copy of the preview frame (instead
         // of the original one), we allocate mPreviewBuffer and reuse it if possible.