Java tutorial
/* * 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 co.adrianblan.fastbrush; import android.content.Context; import android.graphics.PixelFormat; import android.opengl.GLSurfaceView; import android.support.v4.view.VelocityTrackerCompat; import android.view.MotionEvent; import android.view.VelocityTracker; import java.util.ArrayList; import co.adrianblan.fastbrush.touch.TouchData; import co.adrianblan.fastbrush.vector.Vector2; /** * A view container where OpenGL ES graphics can be drawn on screen. * This view can also be used to capture touch events, such as a user * interacting with drawn objects. */ public class MyGLSurfaceView extends GLSurfaceView { private final MyGLRenderer mRenderer; private VelocityTracker mVelocityTracker; private int[] savedPixelBuffer; public MyGLSurfaceView(Context context) { super(context); // Create an OpenGL ES 3.0 context. setEGLContextClientVersion(3); // Sets a paper background to the scene setEGLConfigChooser(8, 8, 8, 8, 16, 0); getHolder().setFormat(PixelFormat.TRANSLUCENT); setBackgroundResource(R.drawable.paperbright); setZOrderOnTop(true); // Set the Renderer for drawing on the GLSurfaceView mRenderer = new MyGLRenderer(context); setRenderer(mRenderer); // Render the view only when there is a change in the drawing data setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); setPreserveEGLContextOnPause(true); } @Override public boolean onTouchEvent(MotionEvent e) { // MotionEvent reports input details from the touch screen // and other input controls. In this case, you are only // interested in events where the touch position changed. switch (e.getAction()) { case MotionEvent.ACTION_DOWN: if (mVelocityTracker == null) { mVelocityTracker = VelocityTracker.obtain(); } else { mVelocityTracker.clear(); } queueEvent(new Runnable() { @Override public void run() { mRenderer.touchHasStarted(); } }); // No break is intentional case MotionEvent.ACTION_MOVE: mVelocityTracker.addMovement(e); // Compute velocity in pixels per second mVelocityTracker.computeCurrentVelocity(1); final ArrayList<TouchData> touchDataList = new ArrayList<>(e.getHistorySize() + 1); Vector2 viewportPosition; Vector2 viewportVelocity = new Vector2( VelocityTrackerCompat.getXVelocity(mVelocityTracker, e.getActionIndex()), VelocityTrackerCompat.getYVelocity(mVelocityTracker, e.getActionIndex())); // Add previous touch coordinates for (int i = 0; i < e.getHistorySize(); i++) { viewportPosition = new Vector2(e.getHistoricalX(i), e.getHistoricalY(i)); touchDataList.add(new TouchData(mRenderer.viewportToWorld(viewportPosition), viewportVelocity, e.getHistoricalSize(i), e.getHistoricalPressure(i))); } // Add current touch coordinates viewportPosition = new Vector2(e.getX(), e.getY()); touchDataList.add(new TouchData(mRenderer.viewportToWorld(viewportPosition), viewportVelocity, e.getSize(), e.getPressure())); // Ensure we call switchMode() on the OpenGL thread. // queueEvent() is a method of GLSurfaceView that will do this for us. queueEvent(new Runnable() { @Override public void run() { mRenderer.addTouchData(touchDataList); } }); requestRender(); break; case MotionEvent.ACTION_UP: queueEvent(new Runnable() { @Override public void run() { mRenderer.touchHasEnded(); } }); requestRender(); break; } return true; } public void undo() { queueEvent(new Runnable() { @Override public void run() { mRenderer.undo(); } }); requestRender(); } public void clearScreen() { queueEvent(new Runnable() { @Override public void run() { mRenderer.clearScreen(); } }); requestRender(); } public void saveImage() { queueEvent(new Runnable() { @Override public void run() { mRenderer.saveImage(); } }); } @Override public void onPause() { super.onPause(); mRenderer.onPause(); } @Override public void onResume() { super.onResume(); mRenderer.onResume(); } }