响应触摸事件
制作对象移动,根据预先设定的程序,如旋转的三角形,但是如果你想用户与OpenGL ES的图形交互?OpenGL ES应用程序的触摸交互的关键是在GLSurfaceView的onTouchEvent()的方法里来侦听触摸事件。
1.Setup a Touch Listener
为了响应OpenGL ES 应用的触摸事件,必须实现GLSurfaceView类的onTouchEvent()方法。下面的示例演示了如何使用监听事件MotionEvent.ACTION_MOVE并把它们转换成旋转形状的角度。
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float mPreviousX;
private float mPreviousY;
@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.
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1 ;
}
// reverse direction of rotation to left of the mid-line
if (x < getWidth() / 2) {
dy = dy * -1 ;
}
mRenderer.setAngle(
mRenderer.getAngle() +
((dx + dy) * TOUCH_SCALE_FACTOR));
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
注意,计算旋转角度后,调用requestRender()这个方法告诉渲染器该呈现该画面了。这种方法是最有效率的在本例,因为该画面不需要重新绘制,除非有一个在旋转的变化。但是,它不会对效率产生任何影响,除非你还要求当数据发生改变时使用setRenderMode()方法渲染重绘,所以一定确认该方法没有被注释:
public MyGLSurfaceView(Context context) {
...
// Render the view only when there is a change in the drawing data
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
二.Expose the Rotation Angle
上面的示例代码,您需要添加一个公共成员来公开渲染器的旋转角度。由于渲染代码是运行在子线程,则必须声明这个公共变量使用。
public class MyGLRenderer implements GLSurfaceView.Renderer {
...
public volatile float mAngle;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
}
应用由触摸输入产生的旋转,注释掉生成的angle换成mAngle,它包含了触摸输入产生angle:
public void onDrawFrame(GL10 gl) {
...
float[] scratch = new float[16];
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
// Draw triangle
mTriangle.draw(scratch);
}
完成以上运行程序: