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authorDianne Hackborn <hackbod@google.com>2013-12-05 10:08:56 -0800
committerAndroid Git Automerger <android-git-automerger@android.com>2013-12-05 10:08:56 -0800
commit59e6f5d9c99d216db6db7e5e56648daaf909d328 (patch)
tree09165872f2d33ffe03e5e63e7999790d26961d6a /samples
parentaa198e6cd531c5c069c8f5bff94f8c889ad6c59a (diff)
parent18159037a4f6a6b539736f6b8c0bdab4d26e3bd7 (diff)
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am 18159037: Add API demo for game style system UI interaction.
* commit '18159037a4f6a6b539736f6b8c0bdab4d26e3bd7': Add API demo for game style system UI interaction.
Diffstat (limited to 'samples')
-rw-r--r--samples/ApiDemos/AndroidManifest.xml10
-rw-r--r--samples/ApiDemos/res/layout/game.xml48
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/graphics/TouchPaint.java57
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/view/GameActivity.java189
4 files changed, 292 insertions, 12 deletions
diff --git a/samples/ApiDemos/AndroidManifest.xml b/samples/ApiDemos/AndroidManifest.xml
index d7bda3125..f202d595d 100644
--- a/samples/ApiDemos/AndroidManifest.xml
+++ b/samples/ApiDemos/AndroidManifest.xml
@@ -2469,6 +2469,16 @@
</intent-filter>
</activity>
+ <activity android:name=".view.GameActivity"
+ android:label="Views/System UI Visibility/Game"
+ android:theme="@android:style/Theme.Holo.NoActionBar"
+ android:enabled="@bool/atLeastKitKat">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.SAMPLE_CODE" />
+ </intent-filter>
+ </activity>
+
<activity android:name=".view.Switches" android:label="Views/Switches">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
diff --git a/samples/ApiDemos/res/layout/game.xml b/samples/ApiDemos/res/layout/game.xml
new file mode 100644
index 000000000..809a253c1
--- /dev/null
+++ b/samples/ApiDemos/res/layout/game.xml
@@ -0,0 +1,48 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2013 The Android Open Source Project
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+
+<!-- BEGIN_INCLUDE(complete) -->
+<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
+ android:layout_width="match_parent" android:layout_height="match_parent"
+ >
+ <!-- This is the outer area of the entire game screen, extending out under
+ system UI elements. -->
+ <view class="com.example.android.apis.view.GameActivity$Content"
+ android:id="@+id/content"
+ android:src="@drawable/frantic"
+ android:layout_width="match_parent"
+ android:layout_height="match_parent"
+ android:scaleType="center"
+ />
+ <!-- This is the inner area of the game, not covered by system UI elements.
+ Any UI elements that need to be accessible when the game is paused or other
+ states where the system UI is shown (such as in menus) should go here. -->
+ <FrameLayout
+ android:layout_width="match_parent"
+ android:layout_height="match_parent"
+ android:fitsSystemWindows="true"
+ android:animateLayoutChanges="true"
+ >
+ <Button
+ android:id="@+id/play"
+ android:layout_width="wrap_content"
+ android:layout_height="wrap_content"
+ android:layout_gravity="top|right"
+ android:textSize="28dp"
+ />
+ </FrameLayout>
+</FrameLayout>
+<!-- END_INCLUDE(complete) -->
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/TouchPaint.java b/samples/ApiDemos/src/com/example/android/apis/graphics/TouchPaint.java
index c3c8a6cc3..a86301415 100644
--- a/samples/ApiDemos/src/com/example/android/apis/graphics/TouchPaint.java
+++ b/samples/ApiDemos/src/com/example/android/apis/graphics/TouchPaint.java
@@ -26,6 +26,7 @@ import android.graphics.RectF;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
+import android.util.AttributeSet;
import android.view.Menu;
import android.view.MenuItem;
import android.view.MotionEvent;
@@ -87,9 +88,6 @@ public class TouchPaint extends GraphicsActivity {
/** Is fading mode enabled? */
boolean mFading;
- /** The index of the current color to use. */
- int mColorIndex;
-
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
@@ -104,10 +102,10 @@ public class TouchPaint extends GraphicsActivity {
// the contents of the bitmap.
if (savedInstanceState != null) {
mFading = savedInstanceState.getBoolean("fading", true);
- mColorIndex = savedInstanceState.getInt("color", 0);
+ mView.mColorIndex = savedInstanceState.getInt("color", 0);
} else {
mFading = true;
- mColorIndex = 0;
+ mView.mColorIndex = 0;
}
}
@@ -161,7 +159,7 @@ public class TouchPaint extends GraphicsActivity {
// Save away the fading state to restore if needed later. Note that
// we do not currently save the contents of the display.
outState.putBoolean("fading", mFading);
- outState.putInt("color", mColorIndex);
+ outState.putInt("color", mView.mColorIndex);
}
@Override
@@ -225,9 +223,9 @@ public class TouchPaint extends GraphicsActivity {
*
* It handles all of the input events and drawing functions.
*/
- class PaintView extends View {
+ public static class PaintView extends View {
private static final int FADE_ALPHA = 0x06;
- private static final int MAX_FADE_STEPS = 256 / FADE_ALPHA + 4;
+ private static final int MAX_FADE_STEPS = 256 / (FADE_ALPHA/2) + 4;
private static final int TRACKBALL_SCALE = 10;
private static final int SPLAT_VECTORS = 40;
@@ -235,21 +233,31 @@ public class TouchPaint extends GraphicsActivity {
private final Random mRandom = new Random();
private Bitmap mBitmap;
private Canvas mCanvas;
- private final Paint mPaint;
- private final Paint mFadePaint;
+ private final Paint mPaint = new Paint();
+ private final Paint mFadePaint = new Paint();
private float mCurX;
private float mCurY;
private int mOldButtonState;
private int mFadeSteps = MAX_FADE_STEPS;
+ /** The index of the current color to use. */
+ int mColorIndex;
+
public PaintView(Context c) {
super(c);
+ init();
+ }
+
+ public PaintView(Context c, AttributeSet attrs) {
+ super(c, attrs);
+ init();
+ }
+
+ private void init() {
setFocusable(true);
- mPaint = new Paint();
mPaint.setAntiAlias(true);
- mFadePaint = new Paint();
mFadePaint.setColor(BACKGROUND_COLOR);
mFadePaint.setAlpha(FADE_ALPHA);
}
@@ -273,6 +281,31 @@ public class TouchPaint extends GraphicsActivity {
}
}
+ public void text(String text) {
+ if (mBitmap != null) {
+ final int width = mBitmap.getWidth();
+ final int height = mBitmap.getHeight();
+ mPaint.setColor(COLORS[mColorIndex]);
+ mPaint.setAlpha(255);
+ int size = height;
+ mPaint.setTextSize(size);
+ Rect bounds = new Rect();
+ mPaint.getTextBounds(text, 0, text.length(), bounds);
+ int twidth = bounds.width();
+ twidth += (twidth/4);
+ if (twidth > width) {
+ size = (size*width)/twidth;
+ mPaint.setTextSize(size);
+ mPaint.getTextBounds(text, 0, text.length(), bounds);
+ }
+ Paint.FontMetrics fm = mPaint.getFontMetrics();
+ mCanvas.drawText(text, (width-bounds.width())/2,
+ ((height-size)/2) - fm.ascent, mPaint);
+ mFadeSteps = 0;
+ invalidate();
+ }
+ }
+
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
int curW = mBitmap != null ? mBitmap.getWidth() : 0;
diff --git a/samples/ApiDemos/src/com/example/android/apis/view/GameActivity.java b/samples/ApiDemos/src/com/example/android/apis/view/GameActivity.java
new file mode 100644
index 000000000..a02542707
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/view/GameActivity.java
@@ -0,0 +1,189 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package com.example.android.apis.view;
+
+import android.app.ActionBar;
+import android.app.ActionBar.Tab;
+import android.app.Activity;
+import android.app.FragmentTransaction;
+import android.content.Context;
+import android.content.Intent;
+import android.net.Uri;
+import android.os.Bundle;
+import android.os.Handler;
+import android.util.AttributeSet;
+import android.util.Log;
+import android.view.Menu;
+import android.view.MenuInflater;
+import android.view.MenuItem;
+import android.view.View;
+import android.view.Window;
+import android.widget.Button;
+import android.widget.ImageView;
+import android.widget.SearchView;
+import android.widget.SeekBar;
+import android.widget.ShareActionProvider;
+import android.widget.TextView;
+import android.widget.Toast;
+import android.widget.SearchView.OnQueryTextListener;
+
+import com.example.android.apis.R;
+import com.example.android.apis.graphics.TouchPaint;
+
+/**
+ * This activity demonstrates how to use the system UI flags to
+ * implement an immersive game.
+ */
+public class GameActivity extends Activity {
+
+ /**
+ * Implementation of a view for the game, filling the entire screen.
+ */
+//BEGIN_INCLUDE(content)
+ public static class Content extends TouchPaint.PaintView implements
+ View.OnSystemUiVisibilityChangeListener, View.OnClickListener {
+ Activity mActivity;
+ Button mPlayButton;
+ boolean mPaused;
+ int mLastSystemUiVis;
+ boolean mUpdateSystemUi;
+
+ Runnable mFader = new Runnable() {
+ @Override public void run() {
+ fade();
+ if (mUpdateSystemUi) {
+ updateNavVisibility();
+ }
+ if (!mPaused) {
+ getHandler().postDelayed(mFader, 1000/30);
+ }
+ }
+ };
+
+ public Content(Context context, AttributeSet attrs) {
+ super(context, attrs);
+ setOnSystemUiVisibilityChangeListener(this);
+ }
+
+ public void init(Activity activity, Button playButton) {
+ // This called by the containing activity to supply the surrounding
+ // state of the game that it will interact with.
+ mActivity = activity;
+ mPlayButton = playButton;
+ mPlayButton.setOnClickListener(this);
+ setGamePaused(true);
+ }
+
+ @Override public void onSystemUiVisibilityChange(int visibility) {
+ // Detect when we go out of nav-hidden mode, to reset back to having
+ // it hidden; our game wants those elements to stay hidden as long
+ // as it is being played and stay shown when paused.
+ int diff = mLastSystemUiVis ^ visibility;
+ mLastSystemUiVis = visibility;
+ if (!mPaused && (diff&SYSTEM_UI_FLAG_HIDE_NAVIGATION) != 0
+ && (visibility&SYSTEM_UI_FLAG_HIDE_NAVIGATION) == 0) {
+ // We are running and the system UI navigation has become
+ // shown... we want it to remain hidden, so update our system
+ // UI state at the next game loop.
+ mUpdateSystemUi = true;
+ }
+ }
+
+ @Override protected void onWindowVisibilityChanged(int visibility) {
+ super.onWindowVisibilityChanged(visibility);
+
+ // When we become visible or invisible, play is paused.
+ setGamePaused(true);
+ }
+
+ @Override
+ public void onWindowFocusChanged(boolean hasWindowFocus) {
+ super.onWindowFocusChanged(hasWindowFocus);
+
+ // When we become visible or invisible, play is paused.
+ // Optional: pause game when window loses focus. This will cause it to
+ // pause, for example, when the notification shade is pulled down.
+ if (!hasWindowFocus) {
+ //setGamePaused(true);
+ }
+ }
+
+ @Override public void onClick(View v) {
+ if (v == mPlayButton) {
+ // Clicking on the play/pause button toggles its state.
+ setGamePaused(!mPaused);
+ }
+ }
+
+ void setGamePaused(boolean paused) {
+ mPaused = paused;
+ mPlayButton.setText(paused ? R.string.play : R.string.pause);
+ setKeepScreenOn(!paused);
+ updateNavVisibility();
+ Handler h = getHandler();
+ if (h != null) {
+ getHandler().removeCallbacks(mFader);
+ if (!paused) {
+ mFader.run();
+ text("Draw!");
+ }
+ }
+ }
+
+ void updateNavVisibility() {
+ int newVis = SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
+ | SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
+ | SYSTEM_UI_FLAG_LAYOUT_STABLE;
+ if (!mPaused) {
+ newVis |= SYSTEM_UI_FLAG_LOW_PROFILE | SYSTEM_UI_FLAG_FULLSCREEN
+ | SYSTEM_UI_FLAG_HIDE_NAVIGATION | SYSTEM_UI_FLAG_IMMERSIVE_STICKY;
+ }
+
+ // Set the new desired visibility.
+ setSystemUiVisibility(newVis);
+ mUpdateSystemUi = false;
+ }
+ }
+//END_INCLUDE(content)
+
+ Content mContent;
+
+ public GameActivity() {
+ }
+
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+
+ setContentView(R.layout.game);
+ mContent = (Content)findViewById(R.id.content);
+ mContent.init(this, (Button)findViewById(R.id.play));
+ }
+
+ @Override
+ public void onAttachedToWindow() {
+ super.onAttachedToWindow();
+ }
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+
+ // Pause game when its activity is paused.
+ mContent.setGamePaused(true);
+ }
+}