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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 private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
     54 private float mPreviousX;
     55 private float mPreviousY;
     56 
     57 &#64;Override
     58 public boolean onTouchEvent(MotionEvent e) {
     59     // MotionEvent reports input details from the touch screen
     60     // and other input controls. In this case, you are only
     61     // interested in events where the touch position changed.
     62 
     63     float x = e.getX();
     64     float y = e.getY();
     65 
     66     switch (e.getAction()) {
     67         case MotionEvent.ACTION_MOVE:
     68 
     69             float dx = x - mPreviousX;
     70             float dy = y - mPreviousY;
     71 
     72             // reverse direction of rotation above the mid-line
     73             if (y &gt; getHeight() / 2) {
     74               dx = dx * -1 ;
     75             }
     76 
     77             // reverse direction of rotation to left of the mid-line
     78             if (x &lt; getWidth() / 2) {
     79               dy = dy * -1 ;
     80             }
     81 
     82             mRenderer.setAngle(
     83                     mRenderer.getAngle() +
     84                     ((dx + dy) * TOUCH_SCALE_FACTOR));
     85             requestRender();
     86     }
     87 
     88     mPreviousX = x;
     89     mPreviousY = y;
     90     return true;
     91 }
     92 </pre>
     93 
     94 <p>Notice that after calculating the rotation angle, this method calls {@link
     95 android.opengl.GLSurfaceView#requestRender requestRender()} to tell the
     96 renderer that it is time to render the frame. This approach is the most efficient in this example
     97 because the frame does not need to be redrawn unless there is a change in the rotation. However, it
     98 does not have any impact on efficiency unless you also request that the renderer only redraw when
     99 the data changes using the {@link android.opengl.GLSurfaceView#setRenderMode setRenderMode()}
    100 method, so make sure this line is uncommented in the renderer:</p>
    101 
    102 <pre>
    103 public MyGLSurfaceView(Context context) {
    104     ...
    105     // Render the view only when there is a change in the drawing data
    106     <strong>setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);</strong>
    107 }
    108 </pre>
    109 
    110 <h2 id="angle">Expose the Rotation Angle</h2>
    111 
    112 <p>The example code above requires that you expose the rotation angle through your renderer by
    113 adding a public member. Since the renderer code is running on a separate thread from the main user
    114 interface thread of your application, you must declare this public variable as {@code volatile}.
    115 Here is the code to declare the variable and expose the getter and setter pair:</p>
    116 
    117 <pre>
    118 public class MyGLRenderer implements GLSurfaceView.Renderer {
    119     ...
    120 
    121     public volatile float mAngle;
    122 
    123     public float getAngle() {
    124         return mAngle;
    125     }
    126 
    127     public void setAngle(float angle) {
    128         mAngle = angle;
    129     }
    130 }
    131 </pre>
    132 
    133 
    134 <h2 id="rotate">Apply Rotation</h2>
    135 
    136 <p>To apply the rotation generated by touch input, comment out the code that generates an angle and
    137 add {@code mAngle}, which contains the touch input generated angle:</p>
    138 
    139 <pre>
    140 public void onDrawFrame(GL10 gl) {
    141     ...
    142     float[] scratch = new float[16];
    143 
    144     // Create a rotation for the triangle
    145     // long time = SystemClock.uptimeMillis() % 4000L;
    146     // float angle = 0.090f * ((int) time);
    147     <strong>Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);</strong>
    148 
    149     // Combine the rotation matrix with the projection and camera view
    150     // Note that the mMVPMatrix factor *must be first* in order
    151     // for the matrix multiplication product to be correct.
    152     Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
    153 
    154     // Draw triangle
    155     mTriangle.draw(scratch);
    156 }
    157 </pre>
    158 
    159 <p>When you have completed the steps described above, run the program and drag your finger over the
    160 screen to rotate the triangle:</p>
    161 
    162 <img src="{@docRoot}images/opengl/ogl-triangle-touch.png">
    163 <p class="img-caption">
    164 <strong>Figure 1.</strong> Triangle being rotated with touch input (circle shows touch
    165 location).</p>
    166