am 18159037: Add API demo for game style system UI interaction.
* commit '18159037a4f6a6b539736f6b8c0bdab4d26e3bd7': Add API demo for game style system UI interaction.
This commit is contained in:
@@ -2469,6 +2469,16 @@
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</intent-filter>
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</activity>
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<activity android:name=".view.GameActivity"
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android:label="Views/System UI Visibility/Game"
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android:theme="@android:style/Theme.Holo.NoActionBar"
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android:enabled="@bool/atLeastKitKat">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.SAMPLE_CODE" />
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</intent-filter>
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</activity>
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<activity android:name=".view.Switches" android:label="Views/Switches">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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48
samples/ApiDemos/res/layout/game.xml
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48
samples/ApiDemos/res/layout/game.xml
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@@ -0,0 +1,48 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (C) 2013 The Android Open Source Project
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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<!-- BEGIN_INCLUDE(complete) -->
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<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:layout_width="match_parent" android:layout_height="match_parent"
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>
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<!-- This is the outer area of the entire game screen, extending out under
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system UI elements. -->
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<view class="com.example.android.apis.view.GameActivity$Content"
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android:id="@+id/content"
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android:src="@drawable/frantic"
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android:layout_width="match_parent"
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android:layout_height="match_parent"
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android:scaleType="center"
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/>
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<!-- This is the inner area of the game, not covered by system UI elements.
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Any UI elements that need to be accessible when the game is paused or other
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states where the system UI is shown (such as in menus) should go here. -->
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<FrameLayout
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android:layout_width="match_parent"
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android:layout_height="match_parent"
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android:fitsSystemWindows="true"
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android:animateLayoutChanges="true"
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>
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<Button
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android:id="@+id/play"
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:layout_gravity="top|right"
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android:textSize="28dp"
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/>
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</FrameLayout>
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</FrameLayout>
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<!-- END_INCLUDE(complete) -->
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@@ -26,6 +26,7 @@ import android.graphics.RectF;
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import android.os.Bundle;
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import android.os.Handler;
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import android.os.Message;
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import android.util.AttributeSet;
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import android.view.Menu;
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import android.view.MenuItem;
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import android.view.MotionEvent;
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@@ -87,9 +88,6 @@ public class TouchPaint extends GraphicsActivity {
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/** Is fading mode enabled? */
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boolean mFading;
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/** The index of the current color to use. */
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int mColorIndex;
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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@@ -104,10 +102,10 @@ public class TouchPaint extends GraphicsActivity {
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// the contents of the bitmap.
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if (savedInstanceState != null) {
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mFading = savedInstanceState.getBoolean("fading", true);
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mColorIndex = savedInstanceState.getInt("color", 0);
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mView.mColorIndex = savedInstanceState.getInt("color", 0);
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} else {
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mFading = true;
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mColorIndex = 0;
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mView.mColorIndex = 0;
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}
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}
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@@ -161,7 +159,7 @@ public class TouchPaint extends GraphicsActivity {
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// Save away the fading state to restore if needed later. Note that
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// we do not currently save the contents of the display.
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outState.putBoolean("fading", mFading);
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outState.putInt("color", mColorIndex);
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outState.putInt("color", mView.mColorIndex);
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}
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@Override
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@@ -225,9 +223,9 @@ public class TouchPaint extends GraphicsActivity {
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*
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* It handles all of the input events and drawing functions.
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*/
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class PaintView extends View {
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public static class PaintView extends View {
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private static final int FADE_ALPHA = 0x06;
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private static final int MAX_FADE_STEPS = 256 / FADE_ALPHA + 4;
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private static final int MAX_FADE_STEPS = 256 / (FADE_ALPHA/2) + 4;
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private static final int TRACKBALL_SCALE = 10;
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private static final int SPLAT_VECTORS = 40;
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@@ -235,21 +233,31 @@ public class TouchPaint extends GraphicsActivity {
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private final Random mRandom = new Random();
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private Bitmap mBitmap;
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private Canvas mCanvas;
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private final Paint mPaint;
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private final Paint mFadePaint;
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private final Paint mPaint = new Paint();
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private final Paint mFadePaint = new Paint();
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private float mCurX;
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private float mCurY;
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private int mOldButtonState;
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private int mFadeSteps = MAX_FADE_STEPS;
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/** The index of the current color to use. */
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int mColorIndex;
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public PaintView(Context c) {
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super(c);
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init();
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}
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public PaintView(Context c, AttributeSet attrs) {
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super(c, attrs);
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init();
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}
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private void init() {
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setFocusable(true);
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mPaint = new Paint();
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mPaint.setAntiAlias(true);
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mFadePaint = new Paint();
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mFadePaint.setColor(BACKGROUND_COLOR);
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mFadePaint.setAlpha(FADE_ALPHA);
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}
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@@ -273,6 +281,31 @@ public class TouchPaint extends GraphicsActivity {
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}
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}
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public void text(String text) {
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if (mBitmap != null) {
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final int width = mBitmap.getWidth();
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final int height = mBitmap.getHeight();
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mPaint.setColor(COLORS[mColorIndex]);
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mPaint.setAlpha(255);
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int size = height;
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mPaint.setTextSize(size);
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Rect bounds = new Rect();
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mPaint.getTextBounds(text, 0, text.length(), bounds);
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int twidth = bounds.width();
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twidth += (twidth/4);
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if (twidth > width) {
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size = (size*width)/twidth;
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mPaint.setTextSize(size);
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mPaint.getTextBounds(text, 0, text.length(), bounds);
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}
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Paint.FontMetrics fm = mPaint.getFontMetrics();
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mCanvas.drawText(text, (width-bounds.width())/2,
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((height-size)/2) - fm.ascent, mPaint);
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mFadeSteps = 0;
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invalidate();
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}
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}
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@Override
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protected void onSizeChanged(int w, int h, int oldw, int oldh) {
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int curW = mBitmap != null ? mBitmap.getWidth() : 0;
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@@ -0,0 +1,189 @@
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/*
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* Copyright (C) 2011 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.example.android.apis.view;
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import android.app.ActionBar;
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import android.app.ActionBar.Tab;
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import android.app.Activity;
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import android.app.FragmentTransaction;
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import android.content.Context;
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import android.content.Intent;
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import android.net.Uri;
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import android.os.Bundle;
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import android.os.Handler;
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import android.util.AttributeSet;
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import android.util.Log;
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import android.view.Menu;
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import android.view.MenuInflater;
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import android.view.MenuItem;
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import android.view.View;
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import android.view.Window;
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import android.widget.Button;
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import android.widget.ImageView;
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import android.widget.SearchView;
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import android.widget.SeekBar;
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import android.widget.ShareActionProvider;
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import android.widget.TextView;
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import android.widget.Toast;
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import android.widget.SearchView.OnQueryTextListener;
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import com.example.android.apis.R;
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import com.example.android.apis.graphics.TouchPaint;
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/**
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* This activity demonstrates how to use the system UI flags to
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* implement an immersive game.
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*/
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public class GameActivity extends Activity {
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/**
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* Implementation of a view for the game, filling the entire screen.
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*/
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//BEGIN_INCLUDE(content)
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public static class Content extends TouchPaint.PaintView implements
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View.OnSystemUiVisibilityChangeListener, View.OnClickListener {
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Activity mActivity;
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Button mPlayButton;
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boolean mPaused;
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int mLastSystemUiVis;
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boolean mUpdateSystemUi;
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Runnable mFader = new Runnable() {
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@Override public void run() {
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fade();
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if (mUpdateSystemUi) {
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updateNavVisibility();
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}
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if (!mPaused) {
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getHandler().postDelayed(mFader, 1000/30);
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}
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}
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};
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public Content(Context context, AttributeSet attrs) {
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super(context, attrs);
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setOnSystemUiVisibilityChangeListener(this);
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}
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public void init(Activity activity, Button playButton) {
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// This called by the containing activity to supply the surrounding
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// state of the game that it will interact with.
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mActivity = activity;
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mPlayButton = playButton;
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mPlayButton.setOnClickListener(this);
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setGamePaused(true);
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}
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@Override public void onSystemUiVisibilityChange(int visibility) {
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// Detect when we go out of nav-hidden mode, to reset back to having
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// it hidden; our game wants those elements to stay hidden as long
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// as it is being played and stay shown when paused.
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int diff = mLastSystemUiVis ^ visibility;
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mLastSystemUiVis = visibility;
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if (!mPaused && (diff&SYSTEM_UI_FLAG_HIDE_NAVIGATION) != 0
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&& (visibility&SYSTEM_UI_FLAG_HIDE_NAVIGATION) == 0) {
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// We are running and the system UI navigation has become
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// shown... we want it to remain hidden, so update our system
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// UI state at the next game loop.
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mUpdateSystemUi = true;
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}
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}
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@Override protected void onWindowVisibilityChanged(int visibility) {
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super.onWindowVisibilityChanged(visibility);
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// When we become visible or invisible, play is paused.
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setGamePaused(true);
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}
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@Override
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public void onWindowFocusChanged(boolean hasWindowFocus) {
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super.onWindowFocusChanged(hasWindowFocus);
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// When we become visible or invisible, play is paused.
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// Optional: pause game when window loses focus. This will cause it to
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// pause, for example, when the notification shade is pulled down.
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if (!hasWindowFocus) {
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//setGamePaused(true);
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}
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}
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@Override public void onClick(View v) {
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if (v == mPlayButton) {
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// Clicking on the play/pause button toggles its state.
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setGamePaused(!mPaused);
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}
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}
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void setGamePaused(boolean paused) {
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mPaused = paused;
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mPlayButton.setText(paused ? R.string.play : R.string.pause);
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setKeepScreenOn(!paused);
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updateNavVisibility();
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Handler h = getHandler();
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if (h != null) {
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getHandler().removeCallbacks(mFader);
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if (!paused) {
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mFader.run();
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text("Draw!");
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}
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}
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}
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void updateNavVisibility() {
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int newVis = SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
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| SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
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| SYSTEM_UI_FLAG_LAYOUT_STABLE;
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if (!mPaused) {
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newVis |= SYSTEM_UI_FLAG_LOW_PROFILE | SYSTEM_UI_FLAG_FULLSCREEN
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| SYSTEM_UI_FLAG_HIDE_NAVIGATION | SYSTEM_UI_FLAG_IMMERSIVE_STICKY;
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}
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// Set the new desired visibility.
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setSystemUiVisibility(newVis);
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mUpdateSystemUi = false;
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}
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}
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//END_INCLUDE(content)
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Content mContent;
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public GameActivity() {
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}
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@Override
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public void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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setContentView(R.layout.game);
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mContent = (Content)findViewById(R.id.content);
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mContent.init(this, (Button)findViewById(R.id.play));
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}
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@Override
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public void onAttachedToWindow() {
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super.onAttachedToWindow();
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}
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@Override
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protected void onPause() {
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super.onPause();
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// Pause game when its activity is paused.
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mContent.setGamePaused(true);
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}
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}
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Block a user