am 1437d2c3: am 59e6f5d9: am 18159037: Add API demo for game style system UI interaction.

* commit '1437d2c372f4d88c4f6c5aabfa460ce8fefa3299':
  Add API demo for game style system UI interaction.
This commit is contained in:
Dianne Hackborn
2013-12-05 18:19:41 +00:00
committed by Android Git Automerger
4 changed files with 292 additions and 12 deletions

View File

@@ -26,6 +26,7 @@ import android.graphics.RectF;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.view.Menu;
import android.view.MenuItem;
import android.view.MotionEvent;
@@ -87,9 +88,6 @@ public class TouchPaint extends GraphicsActivity {
/** Is fading mode enabled? */
boolean mFading;
/** The index of the current color to use. */
int mColorIndex;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
@@ -104,10 +102,10 @@ public class TouchPaint extends GraphicsActivity {
// the contents of the bitmap.
if (savedInstanceState != null) {
mFading = savedInstanceState.getBoolean("fading", true);
mColorIndex = savedInstanceState.getInt("color", 0);
mView.mColorIndex = savedInstanceState.getInt("color", 0);
} else {
mFading = true;
mColorIndex = 0;
mView.mColorIndex = 0;
}
}
@@ -161,7 +159,7 @@ public class TouchPaint extends GraphicsActivity {
// Save away the fading state to restore if needed later. Note that
// we do not currently save the contents of the display.
outState.putBoolean("fading", mFading);
outState.putInt("color", mColorIndex);
outState.putInt("color", mView.mColorIndex);
}
@Override
@@ -225,9 +223,9 @@ public class TouchPaint extends GraphicsActivity {
*
* It handles all of the input events and drawing functions.
*/
class PaintView extends View {
public static class PaintView extends View {
private static final int FADE_ALPHA = 0x06;
private static final int MAX_FADE_STEPS = 256 / FADE_ALPHA + 4;
private static final int MAX_FADE_STEPS = 256 / (FADE_ALPHA/2) + 4;
private static final int TRACKBALL_SCALE = 10;
private static final int SPLAT_VECTORS = 40;
@@ -235,21 +233,31 @@ public class TouchPaint extends GraphicsActivity {
private final Random mRandom = new Random();
private Bitmap mBitmap;
private Canvas mCanvas;
private final Paint mPaint;
private final Paint mFadePaint;
private final Paint mPaint = new Paint();
private final Paint mFadePaint = new Paint();
private float mCurX;
private float mCurY;
private int mOldButtonState;
private int mFadeSteps = MAX_FADE_STEPS;
/** The index of the current color to use. */
int mColorIndex;
public PaintView(Context c) {
super(c);
init();
}
public PaintView(Context c, AttributeSet attrs) {
super(c, attrs);
init();
}
private void init() {
setFocusable(true);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mFadePaint = new Paint();
mFadePaint.setColor(BACKGROUND_COLOR);
mFadePaint.setAlpha(FADE_ALPHA);
}
@@ -273,6 +281,31 @@ public class TouchPaint extends GraphicsActivity {
}
}
public void text(String text) {
if (mBitmap != null) {
final int width = mBitmap.getWidth();
final int height = mBitmap.getHeight();
mPaint.setColor(COLORS[mColorIndex]);
mPaint.setAlpha(255);
int size = height;
mPaint.setTextSize(size);
Rect bounds = new Rect();
mPaint.getTextBounds(text, 0, text.length(), bounds);
int twidth = bounds.width();
twidth += (twidth/4);
if (twidth > width) {
size = (size*width)/twidth;
mPaint.setTextSize(size);
mPaint.getTextBounds(text, 0, text.length(), bounds);
}
Paint.FontMetrics fm = mPaint.getFontMetrics();
mCanvas.drawText(text, (width-bounds.width())/2,
((height-size)/2) - fm.ascent, mPaint);
mFadeSteps = 0;
invalidate();
}
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
int curW = mBitmap != null ? mBitmap.getWidth() : 0;

View File

@@ -0,0 +1,189 @@
/*
* Copyright (C) 2011 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.view;
import android.app.ActionBar;
import android.app.ActionBar.Tab;
import android.app.Activity;
import android.app.FragmentTransaction;
import android.content.Context;
import android.content.Intent;
import android.net.Uri;
import android.os.Bundle;
import android.os.Handler;
import android.util.AttributeSet;
import android.util.Log;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.View;
import android.view.Window;
import android.widget.Button;
import android.widget.ImageView;
import android.widget.SearchView;
import android.widget.SeekBar;
import android.widget.ShareActionProvider;
import android.widget.TextView;
import android.widget.Toast;
import android.widget.SearchView.OnQueryTextListener;
import com.example.android.apis.R;
import com.example.android.apis.graphics.TouchPaint;
/**
* This activity demonstrates how to use the system UI flags to
* implement an immersive game.
*/
public class GameActivity extends Activity {
/**
* Implementation of a view for the game, filling the entire screen.
*/
//BEGIN_INCLUDE(content)
public static class Content extends TouchPaint.PaintView implements
View.OnSystemUiVisibilityChangeListener, View.OnClickListener {
Activity mActivity;
Button mPlayButton;
boolean mPaused;
int mLastSystemUiVis;
boolean mUpdateSystemUi;
Runnable mFader = new Runnable() {
@Override public void run() {
fade();
if (mUpdateSystemUi) {
updateNavVisibility();
}
if (!mPaused) {
getHandler().postDelayed(mFader, 1000/30);
}
}
};
public Content(Context context, AttributeSet attrs) {
super(context, attrs);
setOnSystemUiVisibilityChangeListener(this);
}
public void init(Activity activity, Button playButton) {
// This called by the containing activity to supply the surrounding
// state of the game that it will interact with.
mActivity = activity;
mPlayButton = playButton;
mPlayButton.setOnClickListener(this);
setGamePaused(true);
}
@Override public void onSystemUiVisibilityChange(int visibility) {
// Detect when we go out of nav-hidden mode, to reset back to having
// it hidden; our game wants those elements to stay hidden as long
// as it is being played and stay shown when paused.
int diff = mLastSystemUiVis ^ visibility;
mLastSystemUiVis = visibility;
if (!mPaused && (diff&SYSTEM_UI_FLAG_HIDE_NAVIGATION) != 0
&& (visibility&SYSTEM_UI_FLAG_HIDE_NAVIGATION) == 0) {
// We are running and the system UI navigation has become
// shown... we want it to remain hidden, so update our system
// UI state at the next game loop.
mUpdateSystemUi = true;
}
}
@Override protected void onWindowVisibilityChanged(int visibility) {
super.onWindowVisibilityChanged(visibility);
// When we become visible or invisible, play is paused.
setGamePaused(true);
}
@Override
public void onWindowFocusChanged(boolean hasWindowFocus) {
super.onWindowFocusChanged(hasWindowFocus);
// When we become visible or invisible, play is paused.
// Optional: pause game when window loses focus. This will cause it to
// pause, for example, when the notification shade is pulled down.
if (!hasWindowFocus) {
//setGamePaused(true);
}
}
@Override public void onClick(View v) {
if (v == mPlayButton) {
// Clicking on the play/pause button toggles its state.
setGamePaused(!mPaused);
}
}
void setGamePaused(boolean paused) {
mPaused = paused;
mPlayButton.setText(paused ? R.string.play : R.string.pause);
setKeepScreenOn(!paused);
updateNavVisibility();
Handler h = getHandler();
if (h != null) {
getHandler().removeCallbacks(mFader);
if (!paused) {
mFader.run();
text("Draw!");
}
}
}
void updateNavVisibility() {
int newVis = SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| SYSTEM_UI_FLAG_LAYOUT_STABLE;
if (!mPaused) {
newVis |= SYSTEM_UI_FLAG_LOW_PROFILE | SYSTEM_UI_FLAG_FULLSCREEN
| SYSTEM_UI_FLAG_HIDE_NAVIGATION | SYSTEM_UI_FLAG_IMMERSIVE_STICKY;
}
// Set the new desired visibility.
setSystemUiVisibility(newVis);
mUpdateSystemUi = false;
}
}
//END_INCLUDE(content)
Content mContent;
public GameActivity() {
}
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.game);
mContent = (Content)findViewById(R.id.content);
mContent.init(this, (Button)findViewById(R.id.play));
}
@Override
public void onAttachedToWindow() {
super.onAttachedToWindow();
}
@Override
protected void onPause() {
super.onPause();
// Pause game when its activity is paused.
mContent.setGamePaused(true);
}
}