Merge "Add Pointer capture demo to APIDemos"

This commit is contained in:
TreeHugger Robot
2017-01-27 19:43:41 +00:00
committed by Android (Google) Code Review

View File

@@ -16,9 +16,6 @@
package com.example.android.apis.graphics;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.opengl.GLSurfaceView;
@@ -27,6 +24,9 @@ import android.view.InputDevice;
import android.view.KeyEvent;
import android.view.MotionEvent;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* Wrapper activity demonstrating the use of {@link GLSurfaceView}, a view
* that uses OpenGL drawing into a dedicated surface.
@@ -35,6 +35,9 @@ import android.view.MotionEvent;
* + How to redraw in response to user input.
*/
public class TouchRotateActivity extends Activity {
private GLSurfaceView mGLSurfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
@@ -63,125 +66,147 @@ public class TouchRotateActivity extends Activity {
mGLSurfaceView.onPause();
}
private GLSurfaceView mGLSurfaceView;
}
/**
* Implement a simple rotation control.
*
*/
class TouchSurfaceView extends GLSurfaceView {
public TouchSurfaceView(Context context) {
super(context);
mRenderer = new CubeRenderer();
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
@Override public boolean onTrackballEvent(MotionEvent e) {
mRenderer.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;
mRenderer.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;
requestRender();
return true;
}
@Override public boolean onTouchEvent(MotionEvent e) {
if (e.getActionMasked() == MotionEvent.ACTION_MOVE) {
updateAngles(e);
}
mPreviousX = e.getX();
mPreviousY = e.getY();
return true;
}
private void updateAngles(MotionEvent e) {
float dx = e.getX() - mPreviousX;
float dy = e.getY() - mPreviousY;
if (dx != 0 && dy != 0) {
mRenderer.mAngleX += dx * TOUCH_SCALE_FACTOR;
mRenderer.mAngleY += dy * TOUCH_SCALE_FACTOR;
requestRender();
}
}
/**
* Render a cube.
* Implement a simple rotation control.
*
*/
private class CubeRenderer implements GLSurfaceView.Renderer {
public CubeRenderer() {
mCube = new Cube();
private static class TouchSurfaceView extends GLSurfaceView {
private static final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private static final float TRACKBALL_SCALE_FACTOR = 36.0f;
private CubeRenderer mRenderer;
private float mPreviousX;
private float mPreviousY;
TouchSurfaceView(Context context) {
super(context);
mRenderer = new CubeRenderer();
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngleX, 0, 1, 0);
gl.glRotatef(mAngleY, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
@Override
public boolean onTrackballEvent(MotionEvent e) {
updateAngles(e.getX(), e.getY(), TRACKBALL_SCALE_FACTOR);
return true;
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done
* each time we draw, but usually a new projection needs to
* be set when the viewport is resized.
*/
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
@Override
public boolean onTouchEvent(MotionEvent e) {
final int action = e.getActionMasked();
if (action == MotionEvent.ACTION_MOVE) {
updateAngles(e.getX() - mPreviousX, e.getY() - mPreviousY, TOUCH_SCALE_FACTOR);
} else if (action == MotionEvent.ACTION_DOWN) {
if (e.isFromSource(InputDevice.SOURCE_MOUSE)) {
requestPointerCapture();
} else {
releasePointerCapture();
}
}
mPreviousX = e.getX();
mPreviousY = e.getY();
return true;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* By default, OpenGL enables features that improve quality
* but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
gl.glClearColor(1,1,1,1);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
@Override
public boolean onCapturedPointerEvent(MotionEvent e) {
if (e.getActionMasked() == MotionEvent.ACTION_DOWN) {
releasePointerCapture();
} else {
updateAngles(e.getX(), e.getY(), TOUCH_SCALE_FACTOR);
}
return true;
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
// Release pointer capture on any key press.
releasePointerCapture();
return super.onKeyDown(keyCode, event);
}
private void updateAngles(float dx, float dy, float scaleFactor) {
if (dx != 0 && dy != 0) {
mRenderer.mAngleX += dx * scaleFactor;
mRenderer.mAngleY += dy * scaleFactor;
requestRender();
}
}
/**
* Render a cube.
*/
private static class CubeRenderer implements GLSurfaceView.Renderer {
CubeRenderer() {
mCube = new Cube();
}
@Override
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glRotatef(mAngleX, 0, 1, 0);
gl.glRotatef(mAngleY, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
/*
* Set our projection matrix. This doesn't have to be done
* each time we draw, but usually a new projection needs to
* be set when the viewport is resized.
*/
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* By default, OpenGL enables features that improve quality
* but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
gl.glClearColor(1, 1, 1, 1);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private Cube mCube;
float mAngleX;
float mAngleY;
}
private Cube mCube;
public float mAngleX;
public float mAngleY;
}
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private final float TRACKBALL_SCALE_FACTOR = 36.0f;
private CubeRenderer mRenderer;
private float mPreviousX;
private float mPreviousY;
}