adding support for plugins to use the java view system.
Change-Id: I7305300dfc09e3e0968a1e61c21a6a2cdb983594
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.sampleplugin;
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import android.content.Context;
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import android.graphics.PixelFormat;
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import android.opengl.GLSurfaceView;
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import android.view.View;
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import android.view.WindowManager;
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import android.view.ViewGroup.LayoutParams;
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import android.webkit.PluginStub;
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import android.widget.FrameLayout;
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import android.widget.MediaController;
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import android.widget.VideoView;
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import com.android.sampleplugin.graphics.CubeRenderer;
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public class SamplePluginStub extends PluginStub {
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private int npp;
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public SamplePluginStub(int npp) {
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super(npp);
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this.npp = npp;
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}
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public View getEmbeddedView(Context context) {
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// TODO Auto-generated method stub
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return null;
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}
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public View getFullScreenView(Context context) {
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/* TODO make this aware of the plugin instance and get the video file
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* from the plugin.
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*/
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//needed for jni calls
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System.loadLibrary("sampleplugin");
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FrameLayout layout = new FrameLayout(context);
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LayoutParams fp = new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT);
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layout.setLayoutParams(fp);
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VideoView video = new VideoView(context);
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LayoutParams vp = new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT);
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layout.setLayoutParams(vp);
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GLSurfaceView gl = new GLSurfaceView(context);
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LayoutParams gp = new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT);
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layout.setLayoutParams(gp);
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layout.addView(video);
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layout.addView(gl);
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// We want an 8888 pixel format because that's required for a translucent
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// window. And we want a depth buffer.
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gl.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
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// Tell the cube renderer that we want to render a translucent version
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// of the cube:
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gl.setRenderer(new CubeRenderer(true));
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// Use a surface format with an Alpha channel:
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gl.getHolder().setFormat(PixelFormat.TRANSLUCENT);
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gl.setWindowType(WindowManager.LayoutParams.TYPE_APPLICATION_MEDIA_OVERLAY);
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video.setVideoPath("/sdcard/test_video.3gp");
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video.setMediaController(new MediaController(context));
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video.requestFocus();
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return layout;
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}
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public native String nativeStringFromJNI();
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}
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@@ -0,0 +1,100 @@
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.sampleplugin.graphics;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import javax.microedition.khronos.opengles.GL10;
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/**
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* A vertex shaded cube.
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*/
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class Cube
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{
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public Cube()
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{
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int one = 0x10000;
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int vertices[] = {
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-one, -one, -one,
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one, -one, -one,
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one, one, -one,
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-one, one, -one,
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-one, -one, one,
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one, -one, one,
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one, one, one,
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-one, one, one,
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};
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int colors[] = {
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0, 0, 0, one,
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one, 0, 0, one,
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one, one, 0, one,
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0, one, 0, one,
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0, 0, one, one,
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one, 0, one, one,
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one, one, one, one,
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0, one, one, one,
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};
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byte indices[] = {
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0, 4, 5, 0, 5, 1,
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1, 5, 6, 1, 6, 2,
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2, 6, 7, 2, 7, 3,
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3, 7, 4, 3, 4, 0,
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4, 7, 6, 4, 6, 5,
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3, 0, 1, 3, 1, 2
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};
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// Buffers to be passed to gl*Pointer() functions
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// must be direct, i.e., they must be placed on the
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// native heap where the garbage collector cannot
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// move them.
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//
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// Buffers with multi-byte datatypes (e.g., short, int, float)
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// must have their byte order set to native order
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ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
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vbb.order(ByteOrder.nativeOrder());
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mVertexBuffer = vbb.asIntBuffer();
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mVertexBuffer.put(vertices);
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mVertexBuffer.position(0);
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ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
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cbb.order(ByteOrder.nativeOrder());
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mColorBuffer = cbb.asIntBuffer();
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mColorBuffer.put(colors);
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mColorBuffer.position(0);
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mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
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mIndexBuffer.put(indices);
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mIndexBuffer.position(0);
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}
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public void draw(GL10 gl)
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{
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gl.glFrontFace(gl.GL_CW);
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gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer);
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gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer);
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gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer);
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}
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private IntBuffer mVertexBuffer;
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private IntBuffer mColorBuffer;
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private ByteBuffer mIndexBuffer;
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}
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@@ -0,0 +1,109 @@
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.sampleplugin.graphics;
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import javax.microedition.khronos.egl.EGL10;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.opengl.GLSurfaceView;
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/**
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* Render a pair of tumbling cubes.
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*/
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public class CubeRenderer implements GLSurfaceView.Renderer {
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public CubeRenderer(boolean useTranslucentBackground) {
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mTranslucentBackground = useTranslucentBackground;
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mCube = new Cube();
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}
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public void onDrawFrame(GL10 gl) {
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/*
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* Usually, the first thing one might want to do is to clear
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* the screen. The most efficient way of doing this is to use
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* glClear().
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*/
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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/*
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* Now we're ready to draw some 3D objects
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*/
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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gl.glTranslatef(0, 0, -3.0f);
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gl.glRotatef(mAngle, 0, 1, 0);
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gl.glRotatef(mAngle*0.25f, 1, 0, 0);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
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mCube.draw(gl);
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gl.glRotatef(mAngle*2.0f, 0, 1, 1);
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gl.glTranslatef(0.5f, 0.5f, 0.5f);
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mCube.draw(gl);
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mAngle += 1.2f;
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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gl.glViewport(0, 0, width, height);
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/*
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* Set our projection matrix. This doesn't have to be done
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* each time we draw, but usually a new projection needs to
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* be set when the viewport is resized.
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*/
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float ratio = (float) width / height;
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glLoadIdentity();
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gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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/*
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* By default, OpenGL enables features that improve quality
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* but reduce performance. One might want to tweak that
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* especially on software renderer.
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*/
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gl.glDisable(GL10.GL_DITHER);
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/*
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* Some one-time OpenGL initialization can be made here
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* probably based on features of this particular context
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*/
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gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
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GL10.GL_FASTEST);
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if (mTranslucentBackground) {
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gl.glClearColor(0,0,0,0);
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} else {
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gl.glClearColor(1,1,1,1);
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}
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gl.glEnable(GL10.GL_CULL_FACE);
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gl.glShadeModel(GL10.GL_SMOOTH);
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gl.glEnable(GL10.GL_DEPTH_TEST);
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}
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private boolean mTranslucentBackground;
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private Cube mCube;
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private float mAngle;
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}
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