/* * 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 android.content.Context; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.PixelFormat; import android.graphics.Bitmap.Config; import android.renderscript.FileA3D; import android.renderscript.Float4; import android.renderscript.Mesh; import android.renderscript.RSSurfaceView; import android.renderscript.RenderScriptGL; import android.util.AttributeSet; import android.util.Log; 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 final int DEFAULT_SLOT_COUNT = 10; private final float DEFAULT_RADIUS = 20.0f; private final int DEFAULT_VISIBLE_DETAIL_COUNT = 3; 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 static final String TAG = "CarouselView"; private static final boolean DBG = false; private CarouselRS mRenderScript; private RenderScriptGL mRS; private Context mContext; private boolean mTracking; // 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 Mesh mDefaultGeometry; private Mesh mLoadingGeometry; private int mCardCount = 0; private int mVisibleSlots = 0; private int mVisibleDetails = DEFAULT_VISIBLE_DETAIL_COUNT; private boolean mDrawDetailBelowCard = false; private boolean mDrawRuler = true; private float mStartAngle; private float mRadius = DEFAULT_RADIUS; private float mCardRotation = 0.0f; 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 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 Bitmap mDetailLoadingBitmap = Bitmap.createBitmap( new int[] {0}, 0, 1, 1, 1, Bitmap.Config.ARGB_4444); 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, null); } /** * Constructor used when this widget is created from a layout file. */ public CarouselView(Context context, AttributeSet attrs) { super(context, attrs); mContext = context; boolean useDepthBuffer = true; ensureRenderScript(); // TODO: add parameters to layout } private void ensureRenderScript() { if (mRS == null) { mRS = createRenderScript(USE_DEPTH_BUFFER); } if (mRenderScript == null) { mRenderScript = new CarouselRS(mRS, getResources(), getRenderScriptInfo().resId); mRenderScript.resumeRendering(); } } @Override public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { super.surfaceChanged(holder, format, w, h); //mRS.contextSetSurface(w, h, holder.getSurface()); mRenderScript.resumeRendering(); setSlotCount(mSlotCount); createCards(mCardCount); setVisibleSlots(mVisibleSlots); setVisibleDetails(mVisibleDetails); setDrawDetailBelowCard(mDrawDetailBelowCard); 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); setRadius(mRadius); setCardRotation(mCardRotation); setSwaySensitivity(mSwaySensitivity); setFrictionCoefficient(mFrictionCoefficient); setDragFactor(mDragFactor); setLookAt(mEye, mAt, mUp); setRezInCardCount(mRezInCardCount); setFadeInDuration(mFadeInDuration); setDetailLoadingBitmap(mDetailLoadingBitmap); } /** * Loads geometry from a resource id. * * @param resId * @return the loaded mesh or null if it cannot be loaded */ public Mesh loadGeometry(int resId) { Resources res = mContext.getResources(); FileA3D model = FileA3D.createFromResource(mRS, res, resId); FileA3D.IndexEntry entry = model.getIndexEntry(0); if(entry == null || entry.getClassID() != FileA3D.ClassID.MESH) { return null; } return (Mesh) entry.getObject(); } /** * Load A3D file from resource. If resId == 0, will clear geometry for this item. * @param n * @param resId */ public void setGeometryForItem(int n, Mesh mesh) { if (mRenderScript != null) { mRenderScript.setGeometry(n, mesh); } } /** * 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 whether to draw the detail texture above or below the card. * * @param below False for above, true for below. */ public void setDrawDetailBelowCard(boolean below) { mDrawDetailBelowCard = below; if (mRenderScript != null) { mRenderScript.setDrawDetailBelowCard(below); } } /** * 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) { if (DBG) Log.v(TAG, "setDetailTextureForItem(" + n + ")"); mRenderScript.setDetailTexture(n, offx, offy, loffx, loffy, bitmap); 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 CarouselView#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. * * @param mesh */ public void setDefaultGeometry(Mesh mesh) { mDefaultGeometry = mesh; if (mRenderScript != null) { mRenderScript.setDefaultGeometry(mesh); } } /** * 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. * * @param mesh */ public void setLoadingGeometry(Mesh mesh) { mLoadingGeometry = mesh; if (mRenderScript != null) { 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); } } /** * 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); } } public void setRadius(float radius) { mRadius = radius; if (mRenderScript != null) { mRenderScript.setRadius(radius); } } public void setCardRotation(float cardRotation) { mCardRotation = cardRotation; if (mRenderScript != null) { mRenderScript.setCardRotation(cardRotation); } } 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); } } public void requestFirstCardPosition() { if (mRenderScript != null) { mRenderScript.requestFirstCardPosition(); } } /** * 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 */ public void setFadeInDuration(long t) { mFadeInDuration = t; if (mRenderScript != null) { mRenderScript.setFadeInDuration(t); } } @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); mRenderScript = null; if (mRS != null) { mRS = null; destroyRenderScript(); } } @Override protected void onAttachedToWindow() { super.onAttachedToWindow(); ensureRenderScript(); } @Override public boolean onTouchEvent(MotionEvent event) { final int action = event.getAction(); final float x = event.getX(); final float y = event.getY(); if (mRenderScript == null) { return true; } switch (action) { case MotionEvent.ACTION_DOWN: mTracking = true; mRenderScript.doStart(x, y); break; case MotionEvent.ACTION_MOVE: if (mTracking) { mRenderScript.doMotion(x, y); } break; case MotionEvent.ACTION_UP: mRenderScript.doStop(x, y); mTracking = false; break; } return true; } }