/* * Copyright (C) 2010 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.android.ex.carousel; import com.android.ex.carousel.CarouselRS.CarouselCallback; import com.android.ex.carousel.CarouselView.DetailAlignment; import android.graphics.Bitmap; import android.renderscript.Float4; import android.renderscript.Mesh; import android.renderscript.RenderScriptGL; import android.util.Log; /** *

* This class represents the basic building block for using a 3D Carousel. The Carousel is * basically a scene of cards and slots. The spacing between cards is dictated by the number * of slots and the radius. The number of visible cards dictates how far the Carousel can be moved. * If the number of cards exceeds the number of slots, then the Carousel will continue to go * around until the last card can be seen. */ public class CarouselController { private final int DEFAULT_SLOT_COUNT = 10; private final float DEFAULT_RADIUS = 20.0f; private final int DEFAULT_VISIBLE_DETAIL_COUNT = 3; private final int DEFAULT_PREFETCH_CARD_COUNT = 2; private final int DEFAULT_ROW_COUNT = 1; private final float DEFAULT_OVERSCROLL_SLOTS = 1.0f; private final float DEFAULT_ROW_SPACING = 0.0f; private final float DEFAULT_SWAY_SENSITIVITY = 0.0f; private final float DEFAULT_FRICTION_COEFFICIENT = 10.0f; private final float DEFAULT_DRAG_FACTOR = 0.25f; private final int DEFAULT_DETAIL_ALIGNMENT = DetailAlignment.VIEW_TOP | DetailAlignment.LEFT; private CarouselRS mRenderScript; private RenderScriptGL mRS; private static final String TAG = "CarouselController"; private static final boolean DBG = false; // These shadow the state of the renderer in case the surface changes so the surface // can be restored to its previous state. private Bitmap mDefaultBitmap; private Bitmap mLoadingBitmap; private Bitmap mBackgroundBitmap; private Bitmap mDefaultLineBitmap = Bitmap.createBitmap( new int[] {0x00000000, 0xffffffff, 0x00000000}, 0, 3, 3, 1, Bitmap.Config.ARGB_4444); private int mDefaultGeometry; private int mLoadingGeometry; private float[] mDefaultCardMatrix; private int mCardCount = 0; private int mVisibleSlots = 0; private int mVisibleDetails = DEFAULT_VISIBLE_DETAIL_COUNT; private int mPrefetchCardCount = DEFAULT_PREFETCH_CARD_COUNT; private int mDetailTextureAlignment = DEFAULT_DETAIL_ALIGNMENT; private boolean mForceBlendCardsWithZ = false; private boolean mDrawRuler = true; private float mStartAngle; private float mCarouselRotationAngle; private float mRadius = DEFAULT_RADIUS; private float mCardRotation = 0.0f; private boolean mCardsFaceTangent = false; private float mOverscrollSlots = DEFAULT_OVERSCROLL_SLOTS; private float mSwaySensitivity = DEFAULT_SWAY_SENSITIVITY; private float mFrictionCoefficient = DEFAULT_FRICTION_COEFFICIENT; private float mDragFactor = DEFAULT_DRAG_FACTOR; private int mSlotCount = DEFAULT_SLOT_COUNT; private int mRowCount = DEFAULT_ROW_COUNT; private float mRowSpacing = DEFAULT_ROW_SPACING; private float mEye[] = { 20.6829f, 2.77081f, 16.7314f }; private float mAt[] = { 14.7255f, -3.40001f, -1.30184f }; private float mUp[] = { 0.0f, 1.0f, 0.0f }; private Float4 mBackgroundColor = new Float4(0.0f, 0.0f, 0.0f, 1.0f); private CarouselCallback mCarouselCallback; private float mRezInCardCount = 0.0f; private long mFadeInDuration = 250L; private long mCardCreationFadeDuration = 0L; private Bitmap mDetailLoadingBitmap = Bitmap.createBitmap( new int[] {0}, 0, 1, 1, 1, Bitmap.Config.ARGB_4444); private int mDragModel = CarouselRS.DRAG_MODEL_SCREEN_DELTA; private int mFillDirection = CarouselRS.FILL_DIRECTION_CCW; private boolean mFirstCardTop = false; private int[] mStoreConfigs; public CarouselController() { boolean useDepthBuffer = true; } public void setRS(RenderScriptGL rs, CarouselRS renderScript) { mRS = rs; mRenderScript = renderScript; } public void onSurfaceChanged() { setSlotCount(mSlotCount); setDefaultCardMatrix(mDefaultCardMatrix); createCards(mCardCount); setVisibleSlots(mVisibleSlots); setVisibleDetails(mVisibleDetails); setPrefetchCardCount(mPrefetchCardCount); setOverscrollSlots(mOverscrollSlots); setRowCount(mRowCount); setRowSpacing(mRowSpacing); setFirstCardTop(mFirstCardTop); setDetailTextureAlignment(mDetailTextureAlignment); setForceBlendCardsWithZ(mForceBlendCardsWithZ); setDrawRuler(mDrawRuler); setCallback(mCarouselCallback); setDefaultBitmap(mDefaultBitmap); setLoadingBitmap(mLoadingBitmap); setDefaultGeometry(mDefaultGeometry); setLoadingGeometry(mLoadingGeometry); setBackgroundColor(mBackgroundColor.x, mBackgroundColor.y, mBackgroundColor.z, mBackgroundColor.w); setBackgroundBitmap(mBackgroundBitmap); setDetailLineBitmap(mDefaultLineBitmap); setStartAngle(mStartAngle); setCarouselRotationAngle(mCarouselRotationAngle); setRadius(mRadius); setCardRotation(mCardRotation); setCardsFaceTangent(mCardsFaceTangent); setSwaySensitivity(mSwaySensitivity); setFrictionCoefficient(mFrictionCoefficient); setDragFactor(mDragFactor); setDragModel(mDragModel); setFillDirection(mFillDirection); setLookAt(mEye, mAt, mUp); setRezInCardCount(mRezInCardCount); setFadeInDuration(mFadeInDuration); setCardCreationFadeDuration(mCardCreationFadeDuration); setDetailLoadingBitmap(mDetailLoadingBitmap); setStoreConfigs(mStoreConfigs); } /** * Loads geometry from a resource id. * * @param resId * @return the loaded mesh or null if it cannot be loaded */ public Mesh loadGeometry(int resId) { if (mRenderScript != null) { return mRenderScript.loadGeometry(resId); } return null; } /** * Set the geometry to show for a given slot. * @param n The card to set the geometry for * @param mesh The geometry for that item * @see {@link #setDefaultGeometry} */ public void setGeometryForItem(int n, Mesh mesh) { if (mRenderScript != null) { mRenderScript.setGeometry(n, mesh); } } /** * Load A3D file from resource. If resId == 0, will clear geometry for this item. * @param n The card to set the geometry for * @param resId The resource ID for the geometry for that item * @see {@link #setDefaultGeometry} */ public void setGeometryForItem(int n, int resId) { if (mRenderScript != null) { Mesh mesh = mRenderScript.loadGeometry(resId); mRenderScript.setGeometry(n, mesh); } } /** * Set the matrix for the specified card * @param n The card to set the matrix for * @param matrix The matrix to use * @see {@link #setDefaultGeometry} */ public void setMatrixForItem(int n, float[] matrix) { if (mRenderScript != null) { mRenderScript.setMatrix(n, matrix); } } /** * Set the number of slots around the Carousel. Basically equivalent to the poles horses * might attach to on a real Carousel. * * @param n the number of slots */ public void setSlotCount(int n) { mSlotCount = n; if (mRenderScript != null) { mRenderScript.setSlotCount(n); } } /** * Sets the number of visible slots around the Carousel. This is primarily used as a cheap * form of clipping. The Carousel will never show more than this many cards. * @param n the number of visible slots */ public void setVisibleSlots(int n) { mVisibleSlots = n; if (mRenderScript != null) { mRenderScript.setVisibleSlots(n); } } /** * Set the number of detail textures that can be visible at one time. * * @param n the number of slots */ public void setVisibleDetails(int n) { mVisibleDetails = n; if (mRenderScript != null) { mRenderScript.setVisibleDetails(n); } } /** * Set the number of cards to pre-load that are outside of the visible region, as determined by * setVisibleSlots(). This number gets added to the number of visible slots and used to * determine when resources for cards should be loaded. This number should be small (n <= 4) * for systems with limited texture memory or views that show more than half dozen cards in the * view. * * @param n the number of cards; should be even, so the count is the same on each side */ public void setPrefetchCardCount(int n) { mPrefetchCardCount = n; if (mRenderScript != null) { mRenderScript.setPrefetchCardCount(n); } } /** * Sets the number of rows of cards to show in each slot. */ public void setRowCount(int n) { mRowCount = n; if (mRenderScript != null) { mRenderScript.setRowCount(n); } } /** * Sets the spacing between each row of cards when rowCount > 1. */ public void setRowSpacing(float s) { mRowSpacing = s; if (mRenderScript != null) { mRenderScript.setRowSpacing(s); } } /** * Sets the position of the first card when rowCount > 1 . */ public void setFirstCardTop(boolean f) { mFirstCardTop = f; if (mRenderScript != null) { mRenderScript.setFirstCardTop(f); } } /** * Sets the amount of allowed overscroll (in slots) */ public void setOverscrollSlots(float slots) { mOverscrollSlots = slots; if (mRenderScript != null) { mRenderScript.setOverscrollSlots(slots); } } /** * Sets how detail textures are aligned with respect to the card. * * @param alignment a bitmask of DetailAlignment flags. */ public void setDetailTextureAlignment(int alignment) { int xBits = alignment & DetailAlignment.HORIZONTAL_ALIGNMENT_MASK; if (xBits == 0 || ((xBits & (xBits - 1)) != 0)) { throw new IllegalArgumentException( "Must specify exactly one horizontal alignment flag"); } int yBits = alignment & DetailAlignment.VERTICAL_ALIGNMENT_MASK; if (yBits == 0 || ((yBits & (yBits - 1)) != 0)) { throw new IllegalArgumentException( "Must specify exactly one vertical alignment flag"); } mDetailTextureAlignment = alignment; if (mRenderScript != null) { mRenderScript.setDetailTextureAlignment(alignment); } } /** * Set whether depth is enabled while blending. Generally, this is discouraged because * it causes bad artifacts. Careful attention to geometry and alpha transparency of * textures can mitigate much of this. Geometry for an individual item must be drawn * back-to-front, for example. * * @param enabled True to enable depth while blending, and false to disable it. */ public void setForceBlendCardsWithZ(boolean enabled) { mForceBlendCardsWithZ = enabled; if (mRenderScript != null) { mRenderScript.setForceBlendCardsWithZ(enabled); } } /** * Set whether to draw a ruler from the card to the detail texture * * @param drawRuler True to draw a ruler, false to draw nothing where the ruler would go. */ public void setDrawRuler(boolean drawRuler) { mDrawRuler = drawRuler; if (mRenderScript != null) { mRenderScript.setDrawRuler(drawRuler); } } /** * This dictates how many cards are in the deck. If the number of cards is greater than the * number of slots, then the Carousel goes around n / slot_count times. * * Can be called again to increase or decrease the number of cards. * * @param n the number of cards to create. */ public void createCards(int n) { mCardCount = n; if (mRenderScript != null) { mRenderScript.createCards(n); } } public int getCardCount() { return mCardCount; } /** * This sets the texture on card n. It should only be called in response to * {@link CarouselCallback#onRequestTexture(int)}. Since there's no guarantee * that a given texture is still on the screen, replacing this texture should be done * by first setting it to null and then waiting for the next * {@link CarouselCallback#onRequestTexture(int)} to swap it with the new one. * * @param n the card given by {@link CarouselCallback#onRequestTexture(int)} * @param bitmap the bitmap image to show */ public void setTextureForItem(int n, Bitmap bitmap) { // Also check against mRS, to handle the case where the result is being delivered by a // background thread but the sender no longer exists. if (mRenderScript != null && mRS != null) { if (DBG) Log.v(TAG, "setTextureForItem(" + n + ")"); mRenderScript.setTexture(n, bitmap); if (DBG) Log.v(TAG, "done"); } } /** * This sets the detail texture that floats above card n. It should only be called in response * to {@link CarouselCallback#onRequestDetailTexture(int)}. Since there's no guarantee * that a given texture is still on the screen, replacing this texture should be done * by first setting it to null and then waiting for the next * {@link CarouselCallback#onRequestDetailTexture(int)} to swap it with the new one. * * @param n the card to set detail texture for * @param offx an optional offset to apply to the texture (in pixels) from top of detail line * @param offy an optional offset to apply to the texture (in pixels) from top of detail line * @param loffx an optional offset to apply to the line (in pixels) from left edge of card * @param loffy an optional offset to apply to the line (in pixels) from top of screen * @param bitmap the bitmap to show as the detail */ public void setDetailTextureForItem(int n, float offx, float offy, float loffx, float loffy, Bitmap bitmap) { if (mRenderScript != null && mRS != null) { if (DBG) Log.v(TAG, "setDetailTextureForItem(" + n + ")"); mRenderScript.setDetailTexture(n, offx, offy, loffx, loffy, bitmap); if (DBG) Log.v(TAG, "done"); } } /** * Sets the specified texture as invalid. If {@code eraseCurrent} is true, * the texture will be immediately cleared from view and an invalidate * handler will be called. If {@code eraseCurrent} is false, a replacement * texture will be requested, and the old texture will be left in place in * the meantime. * * @param n the card to invalidate the detail texture for * @param eraseCurrent whether to erase the current texture */ public void invalidateTexture(int n, boolean eraseCurrent) { if (mRenderScript != null && mRS != null) { if (DBG) Log.v(TAG, "invalidateTexture(" + n + ", " + eraseCurrent + ")"); mRenderScript.invalidateTexture(n, eraseCurrent); if (DBG) Log.v(TAG, "done"); } } /** * Sets the specified detail texture as invalid. If eraseCurrent is true, the texture will be * immediately cleared from view and an invalidate handler will be called. If eraseCurrent is * false, a replacement texture will be requested, and the old texture will be left in place * in the meantime. * @param n the card to invalidate the detail texture for * @param eraseCurrent whether to erase the current texture */ public void invalidateDetailTexture(int n, boolean eraseCurrent) { if (mRenderScript != null && mRS != null) { if (DBG) Log.v(TAG, "invalidateDetailTexture(" + n + ", " + eraseCurrent + ")"); mRenderScript.invalidateDetailTexture(n, eraseCurrent); if (DBG) Log.v(TAG, "done"); } } /** * Sets the bitmap to show on a card when the card draws the very first time. * Generally, this bitmap will only be seen during the first few frames of startup * or when the number of cards are changed. It can be ignored in most cases, * as the cards will generally only be in the loading or loaded state. * * @param bitmap */ public void setDefaultBitmap(Bitmap bitmap) { mDefaultBitmap = bitmap; if (mRenderScript != null) { mRenderScript.setDefaultBitmap(bitmap); } } /** * Sets the bitmap to show on the card while the texture is loading. It is set to this * value just before {@link CarouselCallback#onRequestTexture(int)} is called and changed * when {@link CarouselView#setTextureForItem(int, Bitmap)} is called. It is shared by all * cards. * * @param bitmap */ public void setLoadingBitmap(Bitmap bitmap) { mLoadingBitmap = bitmap; if (mRenderScript != null) { mRenderScript.setLoadingBitmap(bitmap); } } /** * Sets background to specified color. If a background texture is specified with * {@link CarouselView#setBackgroundBitmap(Bitmap)}, then this call has no effect. * * @param red the amount of red * @param green the amount of green * @param blue the amount of blue * @param alpha the amount of alpha */ public void setBackgroundColor(float red, float green, float blue, float alpha) { mBackgroundColor = new Float4(red, green, blue, alpha); if (mRenderScript != null) { mRenderScript.setBackgroundColor(mBackgroundColor); } } /** * Can be used to optionally set the background to a bitmap. When set to something other than * null, this overrides {@link CarouselController#setBackgroundColor(Float4)}. * * @param bitmap */ public void setBackgroundBitmap(Bitmap bitmap) { mBackgroundBitmap = bitmap; if (mRenderScript != null) { mRenderScript.setBackgroundTexture(bitmap); } } /** * Can be used to optionally set a "loading" detail bitmap. Typically, this is just a black * texture with alpha = 0 to allow details to slowly fade in. * * @param bitmap */ public void setDetailLoadingBitmap(Bitmap bitmap) { mDetailLoadingBitmap = bitmap; if (mRenderScript != null) { mRenderScript.setDetailLoadingTexture(bitmap); } } /** * This texture is used to draw a line from the card alongside the texture detail. The line * will be as wide as the texture. It can be used to give the line glow effects as well as * allowing other blending effects. It is typically one dimensional, e.g. 3x1. * * @param bitmap */ public void setDetailLineBitmap(Bitmap bitmap) { mDefaultLineBitmap = bitmap; if (mRenderScript != null) { mRenderScript.setDetailLineTexture(bitmap); } } /** * This geometry will be shown when no geometry has been loaded for a given slot. If not set, * a quad will be drawn in its place. It is shared for all cards. If something other than * simple planar geometry is used, consider enabling depth test with * {@link CarouselController#setForceBlendCardsWithZ(boolean)} * * @param mesh */ public void setDefaultGeometry(int resId) { mDefaultGeometry = resId; if (mRenderScript != null) { Mesh mesh = mRenderScript.loadGeometry(resId); mRenderScript.setDefaultGeometry(mesh); } } /** * Sets the matrix used to transform card geometries. By default, this * is the identity matrix, but you can specify a different matrix if you * want to scale, translate and / or rotate the card before drawing. * * @param matrix array of 9 or 16 floats representing a 3x3 or 4x4 matrix, * or null as a shortcut for an identity matrix. */ public void setDefaultCardMatrix(float[] matrix) { mDefaultCardMatrix = matrix; if (mRenderScript != null) { mRenderScript.setDefaultCardMatrix(matrix); } } /** * This is an intermediate version of the object to show while geometry is loading. If not set, * a quad will be drawn in its place. It is shared for all cards. If something other than * simple planar geometry is used, consider enabling depth test with * {@link CarouselView#setForceBlendCardsWithZ(boolean)} * * @param resId */ public void setLoadingGeometry(int resId) { mLoadingGeometry = resId; if (mRenderScript != null) { Mesh mesh = mRenderScript.loadGeometry(resId); mRenderScript.setLoadingGeometry(mesh); } } /** * Sets the callback for receiving events from RenderScript. * * @param callback */ public void setCallback(CarouselCallback callback) { mCarouselCallback = callback; if (mRenderScript != null) { mRenderScript.setCallback(callback); } } /** * Gets the callback for receiving events from Renderscript. */ public CarouselCallback getCallback() { return mCarouselCallback; } /** * Sets the startAngle for the Carousel. The start angle is the first position of the first * slot draw. Cards will be drawn from this angle in a counter-clockwise manner around the * Carousel. * * @param angle the angle, in radians. */ public void setStartAngle(float angle) { mStartAngle = angle; if (mRenderScript != null) { mRenderScript.setStartAngle(angle); } } /** * Set the current carousel rotation angle, in card units. * This is measured in card positions, not in radians or degrees. * * A value of 0.0 means that card 0 is in the home position. * A value of 1.0 means that card 1 is in the home position, and so on. * The maximum value will be somewhat less than the total number of cards. * * @param angle */ public void setCarouselRotationAngle(float angle) { mCarouselRotationAngle = angle; if (mRenderScript != null) { mRenderScript.setCarouselRotationAngle(angle); } } /** * Triggers a rotation of the carousel. All angles are in card units, see: * {@link CarouselController#setCarouselRotationAngle(float)}) for more details. * * @param endAngle the card unit to which the carousel should rotate to * @param milliseconds the length of the animation * @param interpolationMode three modes are currently supported : * {@link CarouselView.InterpolationMode#LINEAR} * {@link CarouselView.InterpolationMode#DECELERATE_QUADRATIC} * {@link CarouselView.InterpolationMode#ACCELERATE_DECELERATE_CUBIC} * @param maxAnimatedArc the maximum angular distance over which the transition will be * animated. * If the current position is further away, it is set at maxAnimatedArc from endAngle. * This parameter is ignored when <= 0. */ public void setCarouselRotationAngle(float endAngle, int milliseconds, int interpolationMode, float maxAnimatedArc) { if (mRenderScript != null) { mRenderScript.setCarouselRotationAngle(endAngle, milliseconds, interpolationMode, maxAnimatedArc); } } public void setRadius(float radius) { mRadius = radius; if (mRenderScript != null) { mRenderScript.setRadius(radius); } } /** * Sets the current model for dragging. There are currently four drag models: * {@link CarouselView#DRAG_MODEL_SCREEN_DELTA} * {@link CarouselView#DRAG_MODEL_PLANE} * {@link CarouselView#DRAG_MODEL_CYLINDER_INSIDE} * {@link CarouselView#DRAG_MODEL_CYLINDER_OUTSIDE} * * @param model */ public void setDragModel(int model) { mDragModel = model; if (mRenderScript != null) { mRenderScript.setDragModel(model); } } /** Sets the direction to fill in cards around the carousel. * * @param direction Either {@link CarouselRS#FILL_DIRECTION_CCW} or * {@link CarouselRS#FILL_DIRECTION_CW}. */ public void setFillDirection(int direction) { mFillDirection = direction; if (mRenderScript != null) { mRenderScript.setFillDirection(direction); } } public void setCardRotation(float cardRotation) { mCardRotation = cardRotation; if (mRenderScript != null) { mRenderScript.setCardRotation(cardRotation); } } public void setCardsFaceTangent(boolean faceTangent) { mCardsFaceTangent = faceTangent; if (mRenderScript != null) { mRenderScript.setCardsFaceTangent(faceTangent); } } public void setSwaySensitivity(float swaySensitivity) { mSwaySensitivity = swaySensitivity; if (mRenderScript != null) { mRenderScript.setSwaySensitivity(swaySensitivity); } } public void setFrictionCoefficient(float frictionCoefficient) { mFrictionCoefficient = frictionCoefficient; if (mRenderScript != null) { mRenderScript.setFrictionCoefficient(frictionCoefficient); } } public void setDragFactor(float dragFactor) { mDragFactor = dragFactor; if (mRenderScript != null) { mRenderScript.setDragFactor(dragFactor); } } public void setLookAt(float[] eye, float[] at, float[] up) { mEye = eye; mAt = at; mUp = up; if (mRenderScript != null) { mRenderScript.setLookAt(eye, at, up); } } /** * This sets the number of cards in the distance that will be shown "rezzing in". * These alpha values will be faded in from the background to the foreground over * 'n' cards. A floating point value is used to allow subtly changing the rezzing in * position. * * @param n the number of cards to rez in. */ public void setRezInCardCount(float n) { mRezInCardCount = n; if (mRenderScript != null) { mRenderScript.setRezInCardCount(n); } } /** * This sets the duration (in ms) that a card takes to fade in when loaded via a call * to {@link CarouselView#setTextureForItem(int, Bitmap)}. The timer starts the * moment {@link CarouselView#setTextureForItem(int, Bitmap)} is called and continues * until all of the cards have faded in. Note: using large values will extend the * animation until all cards have faded in. * * @param t The time, in milliseconds */ public void setFadeInDuration(long t) { mFadeInDuration = t; if (mRenderScript != null) { mRenderScript.setFadeInDuration(t); } } /** * This sets the duration (in ms) that a card takes to fade in when it is initially created, * such as when it is added or when the application starts. The timer starts at the moment * when the card is first created. Replacing a card's contents does not affect the timer. * @param t The time, in milliseconds */ public void setCardCreationFadeDuration(long t) { mCardCreationFadeDuration = t; if (mRenderScript != null) { mRenderScript.setCardCreationFadeDuration(t); } } /** * Tells the carousel that a touch event has started at the designated location. * @param x The number of pixels from the left edge that the event occurred * @param y The number of pixels from the top edge that the event occurred * @param t The time stamp of the event */ public void onTouchStarted(float x, float y, long t) { mRenderScript.doStart(x, y, t); } /** * Tells the carousel that a touch event has moved to the designated location. * @param x The number of pixels from the left edge that the event occurred * @param y The number of pixels from the top edge that the event occurred * @param t The time stamp of the event */ public void onTouchMoved(float x, float y, long t) { mRenderScript.doMotion(x, y, t); } /** * Tells the carousel that the user has long-pressed. */ public void onLongPress() { mRenderScript.doLongPress(); } /** * Tells the carousel that a touch event has stopped at the designated location. * @param x The number of pixels from the left edge that the event occurred * @param y The number of pixels from the top edge that the event occurred * @param t The time stamp of the event */ public void onTouchStopped(float x, float y, long t) { mRenderScript.doStop(x, y, t); } /** * Whether to use alpha when drawing a primitive: on for translucent, off for opaque. */ public static final int STORE_CONFIG_ALPHA = 1; /** * Whether to read from the depth buffer when rendering. Determines with glDepthFunc() * is given GL_LESS or GL_ALWAYS. On for GL_LESS, off for GL_ALWAYS. */ public static final int STORE_CONFIG_DEPTH_READS = 2; /** * Whether to write to the depth buffer when rendering. Passed to glDepthMask(). */ public static final int STORE_CONFIG_DEPTH_WRITES = 4; /** * Set the StoreConfig parameters that will be used for each mesh primitive. * * Each integer in the array is a bitfield composed of * {@link CarouselController#STORE_CONFIG_ALPHA}, * {@link CarouselController#STORE_CONFIG_DEPTH_READS}, and * {@link CarouselController#STORE_CONFIG_DEPTH_WRITES}. * * These parameters MUST correspond to primitives in geometry previously set in * {@link CarouselController#setDefaultGeometry(int)} or * {@link CarouselController#setLoadingGeometry(int)} or * {@link CarouselController#setGeometryForItem(int,Mesh)}. * * @param configs An array, each element of which corresponds to an ordered mesh primitive */ public void setStoreConfigs(int configs[]) { mStoreConfigs = configs; if (mRenderScript != null) { mRenderScript.setStoreConfigs(configs); } } }