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      1 /*
      2  * Copyright (C) 2008 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.example.android.apis.graphics;
     18 
     19 import android.app.Activity;
     20 import android.content.Context;
     21 import android.opengl.GLSurfaceView;
     22 import android.os.Bundle;
     23 import android.view.InputDevice;
     24 import android.view.KeyEvent;
     25 import android.view.MotionEvent;
     26 
     27 import javax.microedition.khronos.egl.EGLConfig;
     28 import javax.microedition.khronos.opengles.GL10;
     29 
     30 /**
     31  * Wrapper activity demonstrating the use of {@link GLSurfaceView}, a view
     32  * that uses OpenGL drawing into a dedicated surface.
     33  *
     34  * Shows:
     35  * + How to redraw in response to user input.
     36  */
     37 public class TouchRotateActivity extends Activity {
     38 
     39     private GLSurfaceView mGLSurfaceView;
     40 
     41     @Override
     42     protected void onCreate(Bundle savedInstanceState) {
     43         super.onCreate(savedInstanceState);
     44 
     45         // Create our Preview view and set it as the content of our
     46         // Activity
     47         mGLSurfaceView = new TouchSurfaceView(this);
     48         setContentView(mGLSurfaceView);
     49         mGLSurfaceView.requestFocus();
     50         mGLSurfaceView.setFocusableInTouchMode(true);
     51     }
     52 
     53     @Override
     54     protected void onResume() {
     55         // Ideally a game should implement onResume() and onPause()
     56         // to take appropriate action when the activity looses focus
     57         super.onResume();
     58         mGLSurfaceView.onResume();
     59     }
     60 
     61     @Override
     62     protected void onPause() {
     63         // Ideally a game should implement onResume() and onPause()
     64         // to take appropriate action when the activity looses focus
     65         super.onPause();
     66         mGLSurfaceView.onPause();
     67     }
     68 
     69     /**
     70      * Implement a simple rotation control.
     71      *
     72      */
     73     private static class TouchSurfaceView extends GLSurfaceView {
     74 
     75         private static final float TOUCH_SCALE_FACTOR = 180.0f / 320;
     76         private static final float TRACKBALL_SCALE_FACTOR = 36.0f;
     77         private CubeRenderer mRenderer;
     78         private float mPreviousX;
     79         private float mPreviousY;
     80 
     81         TouchSurfaceView(Context context) {
     82             super(context);
     83             mRenderer = new CubeRenderer();
     84             setRenderer(mRenderer);
     85             setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
     86         }
     87 
     88         @Override
     89         public boolean onTrackballEvent(MotionEvent e) {
     90             updateAngles(e.getX(), e.getY(), TRACKBALL_SCALE_FACTOR);
     91             return true;
     92         }
     93 
     94         @Override
     95         public boolean onTouchEvent(MotionEvent e) {
     96             final int action = e.getActionMasked();
     97             if (action == MotionEvent.ACTION_MOVE) {
     98                 updateAngles(e.getX() - mPreviousX, e.getY() - mPreviousY, TOUCH_SCALE_FACTOR);
     99             } else if (action == MotionEvent.ACTION_DOWN) {
    100                 if (e.isFromSource(InputDevice.SOURCE_MOUSE)) {
    101                     requestPointerCapture();
    102                 } else {
    103                     releasePointerCapture();
    104                 }
    105             }
    106             mPreviousX = e.getX();
    107             mPreviousY = e.getY();
    108             return true;
    109         }
    110 
    111         @Override
    112         public boolean onCapturedPointerEvent(MotionEvent e) {
    113             if (e.getActionMasked() == MotionEvent.ACTION_DOWN) {
    114                 releasePointerCapture();
    115             } else {
    116                 updateAngles(e.getX(), e.getY(), TOUCH_SCALE_FACTOR);
    117             }
    118             return true;
    119         }
    120 
    121         @Override
    122         public boolean onKeyDown(int keyCode, KeyEvent event) {
    123             // Release pointer capture on any key press.
    124             releasePointerCapture();
    125             return super.onKeyDown(keyCode, event);
    126         }
    127 
    128         private void updateAngles(float dx, float dy, float scaleFactor) {
    129             if (dx != 0 && dy != 0) {
    130                 mRenderer.mAngleX += dx * scaleFactor;
    131                 mRenderer.mAngleY += dy * scaleFactor;
    132                 requestRender();
    133             }
    134         }
    135 
    136         /**
    137          * Render a cube.
    138          */
    139         private static class CubeRenderer implements GLSurfaceView.Renderer {
    140             CubeRenderer() {
    141                 mCube = new Cube();
    142             }
    143 
    144             @Override
    145             public void onDrawFrame(GL10 gl) {
    146                 /*
    147                  * Usually, the first thing one might want to do is to clear
    148                  * the screen. The most efficient way of doing this is to use
    149                  * glClear().
    150                  */
    151 
    152                 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    153 
    154                 /*
    155                  * Now we're ready to draw some 3D objects
    156                  */
    157 
    158                 gl.glMatrixMode(GL10.GL_MODELVIEW);
    159                 gl.glLoadIdentity();
    160                 gl.glTranslatef(0, 0, -3.0f);
    161                 gl.glRotatef(mAngleX, 0, 1, 0);
    162                 gl.glRotatef(mAngleY, 1, 0, 0);
    163 
    164                 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    165                 gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
    166 
    167                 mCube.draw(gl);
    168             }
    169 
    170             @Override
    171             public void onSurfaceChanged(GL10 gl, int width, int height) {
    172                 gl.glViewport(0, 0, width, height);
    173 
    174                 /*
    175                 * Set our projection matrix. This doesn't have to be done
    176                 * each time we draw, but usually a new projection needs to
    177                 * be set when the viewport is resized.
    178                 */
    179 
    180                 float ratio = (float) width / height;
    181                 gl.glMatrixMode(GL10.GL_PROJECTION);
    182                 gl.glLoadIdentity();
    183                 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    184             }
    185 
    186             @Override
    187             public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    188                 /*
    189                  * By default, OpenGL enables features that improve quality
    190                  * but reduce performance. One might want to tweak that
    191                  * especially on software renderer.
    192                  */
    193                 gl.glDisable(GL10.GL_DITHER);
    194 
    195                 /*
    196                  * Some one-time OpenGL initialization can be made here
    197                  * probably based on features of this particular context
    198                  */
    199                 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
    200                         GL10.GL_FASTEST);
    201 
    202                 gl.glClearColor(1, 1, 1, 1);
    203                 gl.glEnable(GL10.GL_CULL_FACE);
    204                 gl.glShadeModel(GL10.GL_SMOOTH);
    205                 gl.glEnable(GL10.GL_DEPTH_TEST);
    206             }
    207             private Cube mCube;
    208             float mAngleX;
    209             float mAngleY;
    210         }
    211     }
    212 }
    213