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+/*
+ * Copyright (C) 2009 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.example.android.apis.graphics;
+
+import android.app.Activity;
+import android.app.ActivityManager;
+import android.content.Context;
+import android.content.pm.ConfigurationInfo;
+import android.opengl.GLSurfaceView;
+import android.os.Bundle;
+
+/**
+ * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
+ * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
+ */
+public class GLES20Activity extends Activity {
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mGLSurfaceView = new GLSurfaceView(this);
+ if (detectOpenGLES20()) {
+ // Tell the surface view we want to create an OpenGL ES 2.0-compatible
+ // context, and set an OpenGL ES 2.0-compatible renderer.
+ mGLSurfaceView.setEGLContextClientVersion(2);
+ mGLSurfaceView.setRenderer(new GLES20TriangleRenderer(this));
+ } else {
+ // Set an OpenGL ES 1.x-compatible renderer. In a real application
+ // this renderer might approximate the same output as the 2.0 renderer.
+ mGLSurfaceView.setRenderer(new TriangleRenderer(this));
+ }
+ setContentView(mGLSurfaceView);
+ }
+
+ private boolean detectOpenGLES20() {
+ ActivityManager am =
+ (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
+ ConfigurationInfo info = am.getDeviceConfigurationInfo();
+ return (info.reqGlEsVersion >= 0x20000);
+ }
+
+ @Override
+ protected void onResume() {
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onResume();
+ mGLSurfaceView.onResume();
+ }
+
+ @Override
+ protected void onPause() {
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onPause();
+ mGLSurfaceView.onPause();
+ }
+
+ private GLSurfaceView mGLSurfaceView;
+}