/* * 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 android.view.View; import com.android.ex.carousel.CarouselRS.CarouselCallback; import android.content.Context; import android.graphics.Bitmap; import android.renderscript.Float4; import android.renderscript.Mesh; import android.renderscript.RSSurfaceView; import android.renderscript.RenderScriptGL; import android.util.AttributeSet; import android.view.MotionEvent; import android.view.SurfaceHolder; /** *

* 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 abstract class CarouselView extends RSSurfaceView { private static final boolean USE_DEPTH_BUFFER = true; private static final String TAG = "CarouselView"; private CarouselRS mRenderScript; private RenderScriptGL mRS; private Context mContext; private boolean mTracking; CarouselController mController; // Drag relative to x coordinate of motion on screen public static final int DRAG_MODEL_SCREEN_DELTA = CarouselRS.DRAG_MODEL_SCREEN_DELTA; // Drag relative to projected point on plane of carousel public static final int DRAG_MODEL_PLANE = CarouselRS.DRAG_MODEL_PLANE; // Drag relative to projected point on inside (far point) of cylinder centered around carousel public static final int DRAG_MODEL_CYLINDER_INSIDE = CarouselRS.DRAG_MODEL_CYLINDER_INSIDE; // Drag relative to projected point on outside (near point) of cylinder centered around carousel public static final int DRAG_MODEL_CYLINDER_OUTSIDE = CarouselRS.DRAG_MODEL_CYLINDER_OUTSIDE; // Draw cards counterclockwise around the carousel public static final int FILL_DIRECTION_CCW = CarouselRS.FILL_DIRECTION_CCW; // Draw cards clockwise around the carousel public static final int FILL_DIRECTION_CW = CarouselRS.FILL_DIRECTION_CW; // Note: remember to update carousel.rs when changing the values below public static class InterpolationMode { /** y= x **/ public static final int LINEAR = 0; /** The quadratic curve y= 1 - (1 - x)^2 moves quickly towards the target * while decelerating constantly. **/ public static final int DECELERATE_QUADRATIC = 1; /** The cubic curve y= (3-2x)*x^2 gradually accelerates at the origin, * and decelerates near the target. **/ public static final int ACCELERATE_DECELERATE_CUBIC = 2; } // Note: remember to update carousel.rs when changing the values below public static class DetailAlignment { /** Detail is centered vertically with respect to the card **/ public static final int CENTER_VERTICAL = 1; /** Detail is aligned with the top edge of the carousel view **/ public static final int VIEW_TOP = 1 << 1; /** Detail is aligned with the bottom edge of the carousel view (not yet implemented) **/ public static final int VIEW_BOTTOM = 1 << 2; /** Detail is positioned above the card (not yet implemented) **/ public static final int ABOVE = 1 << 3; /** Detail is positioned below the card **/ public static final int BELOW = 1 << 4; /** Mask that selects those bits that control vertical alignment **/ public static final int VERTICAL_ALIGNMENT_MASK = 0xff; /** * Detail is centered horizontally with respect to either the top or bottom * extent of the card, depending on whether the detail is above or below the card. */ public static final int CENTER_HORIZONTAL = 1 << 8; /** * Detail is aligned with the left edge of either the top or the bottom of * the card, depending on whether the detail is above or below the card. */ public static final int LEFT = 1 << 9; /** * Detail is aligned with the right edge of either the top or the bottom of * the card, depending on whether the detail is above or below the card. * (not yet implemented) */ public static final int RIGHT = 1 << 10; /** Mask that selects those bits that control horizontal alignment **/ public static final int HORIZONTAL_ALIGNMENT_MASK = 0xff00; } public static class Info { public Info(int _resId) { resId = _resId; } public int resId; // resource for renderscript resource (e.g. R.raw.carousel) } public abstract Info getRenderScriptInfo(); public CarouselView(Context context) { this(context, new CarouselController()); } public CarouselView(Context context, CarouselController controller) { this(context, null, controller); } /** * Constructor used when this widget is created from a layout file. */ public CarouselView(Context context, AttributeSet attrs) { this(context, attrs, new CarouselController()); } public CarouselView(Context context, AttributeSet attrs, CarouselController controller) { super(context, attrs); mContext = context; mController = controller; boolean useDepthBuffer = true; ensureRenderScript(); // TODO: add parameters to layout setOnLongClickListener(new View.OnLongClickListener() { public boolean onLongClick(View v) { if (interpretLongPressEvents()) { mController.onLongPress(); return true; } else { return false; } } }); } private void ensureRenderScript() { if (mRS == null) { RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig(); if (USE_DEPTH_BUFFER) { sc.setDepth(16, 24); } mRS = createRenderScriptGL(sc); } if (mRenderScript == null) { mRenderScript = new CarouselRS(mRS, mContext.getResources(), getRenderScriptInfo().resId); mRenderScript.resumeRendering(); } mController.setRS(mRS, mRenderScript); } @Override public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { super.surfaceChanged(holder, format, w, h); // setZOrderOnTop(true); mController.onSurfaceChanged(); } public CarouselController getController() { return mController; } public void setController(CarouselController controller) { mController = controller; mController.setRS(mRS, mRenderScript); } /** * Do I want to interpret the long-press gesture? If so, long-presses will cancel the * current selection and call the appropriate callbacks. Otherwise, a long press will * not be handled any way other than as a continued drag. * * @return True if we interpret long-presses */ public boolean interpretLongPressEvents() { return false; } /** * Loads geometry from a resource id. * * @param resId * @return the loaded mesh or null if it cannot be loaded */ public Mesh loadGeometry(int resId) { return mController.loadGeometry(resId); } /** * Set the geometry for a given item. * @param n * @param mesh */ public void setGeometryForItem(int n, Mesh mesh) { mController.setGeometryForItem(n, mesh); } /** * Set the matrix for a given item. * @param n * @param matrix the requested matrix; null to just use the default */ public void setMatrixForItem(int n, float[] matrix) { mController.setMatrixForItem(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) { mController.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) { mController.setVisibleSlots(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) { mController.setPrefetchCardCount(n); } /** * Sets the number of rows of cards to show in each slot. */ public void setRowCount(int n) { mController.setRowCount(n); } /** * Sets the spacing between each row of cards when rowCount > 1. */ public void setRowSpacing(float s) { mController.setRowSpacing(s); } /** * Sets the position of the first card when rowCount > 1. */ public void setFirstCardTop(boolean f) { mController.setFirstCardTop(f); } /** * Sets the amount of allowed overscroll (in slots) */ public void setOverscrollSlots(float slots) { mController.setOverscrollSlots(slots); } /** * Set the number of detail textures that can be visible at one time. * * @param n the number of slots */ public void setVisibleDetails(int n) { mController.setVisibleDetails(n); } /** * Sets how detail textures are aligned with respect to the card. * * @param alignment a bitmask of DetailAlignment flags. */ public void setDetailTextureAlignment(int alignment) { mController.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. For example, geometry for an item must be drawn * back-to-front if any edges overlap. * * @param enabled True to enable depth while blending, and false to disable it. */ public void setForceBlendCardsWithZ(boolean enabled) { mController.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) { mController.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) { mController.createCards(n); } public int getCardCount() { return mController.getCardCount(); } /** * 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) { mController.setTextureForItem(n, bitmap); } /** * 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) { mController.setDetailTextureForItem(n, offx, offy, loffx, loffy, bitmap); } /** * 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) { mController.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) { mController.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) { mController.setBackgroundColor(red, green, blue, alpha); } /** * Can be used to optionally set the background to a bitmap. When set to something other than * null, this overrides {@link CarouselView#setBackgroundColor(Float4)}. * * @param bitmap */ public void setBackgroundBitmap(Bitmap bitmap) { mController.setBackgroundBitmap(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) { mController.setDetailLoadingBitmap(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) { mController.setDetailLineBitmap(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 CarouselView#setForceBlendCardsWithZ(boolean)} * * @param resId */ public void setDefaultGeometry(int resId) { mController.setDefaultGeometry(resId); } /** * 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) { mController.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) { mController.setLoadingGeometry(resId); } /** * Sets the callback for receiving events from RenderScript. * * @param callback */ public void setCallback(CarouselCallback callback) { mController.setCallback(callback); } /** * 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) { mController.setStartAngle(angle); } public void setRadius(float radius) { mController.setRadius(radius); } public void setCardRotation(float cardRotation) { mController.setCardRotation(cardRotation); } public void setCardsFaceTangent(boolean faceTangent) { mController.setCardsFaceTangent(faceTangent); } public void setSwaySensitivity(float swaySensitivity) { mController.setSwaySensitivity(swaySensitivity); } public void setFrictionCoefficient(float frictionCoefficient) { mController.setFrictionCoefficient(frictionCoefficient); } public void setDragFactor(float dragFactor) { mController.setDragFactor(dragFactor); } public void setDragModel(int model) { mController.setDragModel(model); } public void setLookAt(float[] eye, float[] at, float[] up) { mController.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) { mController.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 */ public void setFadeInDuration(long t) { mController.setFadeInDuration(t); } @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); mRenderScript = null; if (mRS != null) { mRS = null; destroyRenderScriptGL(); } mController.setRS(mRS, mRenderScript); } @Override protected void onAttachedToWindow() { super.onAttachedToWindow(); ensureRenderScript(); } @Override public boolean onTouchEvent(MotionEvent event) { super.onTouchEvent(event); final int action = event.getAction(); if (mRenderScript == null) { return true; } switch (action) { case MotionEvent.ACTION_DOWN: mTracking = true; mController.onTouchStarted(event.getX(), event.getY(), event.getEventTime()); break; case MotionEvent.ACTION_MOVE: if (mTracking) { for (int i = 0; i < event.getHistorySize(); i++) { mController.onTouchMoved(event.getHistoricalX(i), event.getHistoricalY(i), event.getHistoricalEventTime(i)); } mController.onTouchMoved(event.getX(), event.getY(), event.getEventTime()); } break; case MotionEvent.ACTION_UP: mController.onTouchStopped(event.getX(), event.getY(), event.getEventTime()); mTracking = false; break; } return true; } }