/* * Copyright (C) 2008 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.graphics; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.content.Context; import android.opengl.GLSurfaceView; import android.os.Bundle; import android.view.InputDevice; import android.view.KeyEvent; import android.view.MotionEvent; /** * Wrapper activity demonstrating the use of {@link GLSurfaceView}, a view * that uses OpenGL drawing into a dedicated surface. * * Shows: * + How to redraw in response to user input. */ public class TouchRotateActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create our Preview view and set it as the content of our // Activity mGLSurfaceView = new TouchSurfaceView(this); setContentView(mGLSurfaceView); mGLSurfaceView.requestFocus(); mGLSurfaceView.setFocusableInTouchMode(true); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); mGLSurfaceView.onPause(); } private GLSurfaceView mGLSurfaceView; } /** * Implement a simple rotation control. * */ class TouchSurfaceView extends GLSurfaceView { public TouchSurfaceView(Context context) { super(context); mRenderer = new CubeRenderer(); setRenderer(mRenderer); setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { // Release pointer capture on any key press. if (event.getAction() == KeyEvent.ACTION_DOWN && hasPointerCapture()) { releasePointerCapture(); } return super.onKeyDown(keyCode, event); } @Override public boolean onTrackballEvent(MotionEvent e) { mRenderer.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR; mRenderer.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR; requestRender(); return true; } @Override public boolean onHoverEvent(MotionEvent e) { if (hasPointerCapture()) { switch (e.getAction()) { case MotionEvent.ACTION_HOVER_MOVE: case MotionEvent.ACTION_HOVER_EXIT: case MotionEvent.ACTION_HOVER_ENTER: updateAngles(e); break; } } return super.onHoverEvent(e); } @Override public boolean onTouchEvent(MotionEvent e) { switch (e.getAction()) { case MotionEvent.ACTION_DOWN: if (e.isFromSource(InputDevice.SOURCE_MOUSE)) { if (hasPointerCapture()) { releasePointerCapture(); } else { requestPointerCapture(); } } break; case MotionEvent.ACTION_MOVE: updateAngles(e); break; } mPreviousX = e.getX(); mPreviousY = e.getY(); return true; } private void updateAngles(MotionEvent e) { float dx, dy; if (e.isFromSource(InputDevice.SOURCE_MOUSE) && hasPointerCapture()) { dx = e.getAxisValue(MotionEvent.AXIS_RELATIVE_X); dy = e.getAxisValue(MotionEvent.AXIS_RELATIVE_Y); } else { dx = e.getX() - mPreviousX; dy = e.getY() - mPreviousY; } if (dx != 0 && dy != 0) { mRenderer.mAngleX += dx * TOUCH_SCALE_FACTOR; mRenderer.mAngleY += dy * TOUCH_SCALE_FACTOR; requestRender(); } } /** * Render a cube. */ private class CubeRenderer implements GLSurfaceView.Renderer { public CubeRenderer() { mCube = new Cube(); } public void onDrawFrame(GL10 gl) { /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngleX, 0, 1, 0); gl.glRotatef(mAngleY, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(1,1,1,1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); } private Cube mCube; public float mAngleX; public float mAngleY; } private final float TOUCH_SCALE_FACTOR = 180.0f / 320; private final float TRACKBALL_SCALE_FACTOR = 36.0f; private CubeRenderer mRenderer; private float mPreviousX; private float mPreviousY; }