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      1 page.title= Responding to Touch Events
      2 parent.title=Displaying Graphics with OpenGL ES
      3 parent.link=index.html
      4 
      5 trainingnavtop=true
      6 previous.title=Adding Motion
      7 previous.link=motion.html
      8 
      9 @jd:body
     10 
     11 <div id="tb-wrapper">
     12 <div id="tb">
     13 
     14 <h2>This lesson teaches you to</h2>
     15 <ol>
     16   <li><a href="#listener">Setup a Touch Listener</a></li>
     17   <li><a href="#angle">Expose the Rotation Angle</a></li>
     18   <li><a href="#rotate">Apply Rotation</a></li>
     19 </ol>
     20 
     21 <h2>You should also read</h2>
     22 <ul>
     23   <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
     24 </ul>
     25 
     26 <div class="download-box">
     27  <a href="http://developer.android.com/shareables/training/OpenGLES.zip"
     28 class="button">Download the sample</a>
     29  <p class="filename">OpenGLES.zip</p>
     30 </div>
     31 
     32 </div>
     33 </div>
     34 
     35 <p>Making objects move according to a preset program like the rotating triangle is useful for
     36 getting some attention, but what if you want to have users interact with your OpenGL ES graphics?
     37 The key to making your OpenGL ES application touch interactive is expanding your implementation of
     38 {@link android.opengl.GLSurfaceView} to override the {@link
     39 android.opengl.GLSurfaceView#onTouchEvent onTouchEvent()} to listen for touch events.</p>
     40 
     41 <p>This lesson shows you how to listen for touch events to let users rotate an OpenGL ES object.</p>
     42 
     43 
     44 <h2 id="listener">Setup a Touch Listener</h2>
     45 
     46 <p>In order to make your OpenGL ES application respond to touch events, you must implement the
     47 {@link android.opengl.GLSurfaceView#onTouchEvent onTouchEvent()} method in your
     48 {@link android.opengl.GLSurfaceView} class. The example implementation below shows how to listen for
     49 {@link android.view.MotionEvent#ACTION_MOVE MotionEvent.ACTION_MOVE} events and translate them to
     50 an angle of rotation for a shape.</p>
     51 
     52 <pre>
     53 &#64;Override
     54 public boolean onTouchEvent(MotionEvent e) {
     55     // MotionEvent reports input details from the touch screen
     56     // and other input controls. In this case, you are only
     57     // interested in events where the touch position changed.
     58 
     59     float x = e.getX();
     60     float y = e.getY();
     61 
     62     switch (e.getAction()) {
     63         case MotionEvent.ACTION_MOVE:
     64 
     65             float dx = x - mPreviousX;
     66             float dy = y - mPreviousY;
     67 
     68             // reverse direction of rotation above the mid-line
     69             if (y &gt; getHeight() / 2) {
     70               dx = dx * -1 ;
     71             }
     72 
     73             // reverse direction of rotation to left of the mid-line
     74             if (x &lt; getWidth() / 2) {
     75               dy = dy * -1 ;
     76             }
     77 
     78             mRenderer.setAngle(
     79                     mRenderer.getAngle() +
     80                     ((dx + dy) * TOUCH_SCALE_FACTOR);  // = 180.0f / 320
     81             requestRender();
     82     }
     83 
     84     mPreviousX = x;
     85     mPreviousY = y;
     86     return true;
     87 }
     88 </pre>
     89 
     90 <p>Notice that after calculating the rotation angle, this method calls {@link
     91 android.opengl.GLSurfaceView#requestRender requestRender()} to tell the
     92 renderer that it is time to render the frame. This approach is the most efficient in this example
     93 because the frame does not need to be redrawn unless there is a change in the rotation. However, it
     94 does not have any impact on efficiency unless you also request that the renderer only redraw when
     95 the data changes using the {@link android.opengl.GLSurfaceView#setRenderMode setRenderMode()}
     96 method, so make sure this line is uncommented in the renderer:</p>
     97 
     98 <pre>
     99 public MyGLSurfaceView(Context context) {
    100     ...
    101     // Render the view only when there is a change in the drawing data
    102     <strong>setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);</strong>
    103 }
    104 </pre>
    105 
    106 <h2 id="angle">Expose the Rotation Angle</h2>
    107 
    108 <p>The example code above requires that you expose the rotation angle through your renderer by
    109 adding a public member. Since the renderer code is running on a separate thread from the main user
    110 interface thread of your application, you must declare this public variable as {@code volatile}.
    111 Here is the code to do that:</p>
    112 
    113 <pre>
    114 public class MyGLRenderer implements GLSurfaceView.Renderer {
    115     ...
    116     public volatile float mAngle;
    117 </pre>
    118 
    119 
    120 <h2 id="rotate">Apply Rotation</h2>
    121 
    122 <p>To apply the rotation generated by touch input, comment out the code that generates an angle and
    123 add {@code mAngle}, which contains the touch input generated angle:</p>
    124 
    125 <pre>
    126 public void onDrawFrame(GL10 gl) {
    127     ...
    128     float[] scratch = new float[16];
    129 
    130     // Create a rotation for the triangle
    131     // long time = SystemClock.uptimeMillis() % 4000L;
    132     // float angle = 0.090f * ((int) time);
    133     <strong>Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);</strong>
    134 
    135     // Combine the rotation matrix with the projection and camera view
    136     // Note that the mMVPMatrix factor *must be first* in order
    137     // for the matrix multiplication product to be correct.
    138     Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
    139 
    140     // Draw triangle
    141     mTriangle.draw(scratch);
    142 }
    143 </pre>
    144 
    145 <p>When you have completed the steps described above, run the program and drag your finger over the
    146 screen to rotate the triangle:</p>
    147 
    148 <img src="{@docRoot}images/opengl/ogl-triangle-touch.png">
    149 <p class="img-caption">
    150 <strong>Figure 1.</strong> Triangle being rotated with touch input (circle shows touch
    151 location).</p>
    152