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-rw-r--r--samples/ApiDemos/src/com/example/android/apis/app/TextToSpeechActivity.java136
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.java72
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/graphics/GLES20TriangleRenderer.java255
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteActivity.java52
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java408
-rw-r--r--samples/ApiDemos/src/com/example/android/apis/view/List7.java64
6 files changed, 965 insertions, 22 deletions
diff --git a/samples/ApiDemos/src/com/example/android/apis/app/TextToSpeechActivity.java b/samples/ApiDemos/src/com/example/android/apis/app/TextToSpeechActivity.java
new file mode 100644
index 000000000..a693e8036
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/app/TextToSpeechActivity.java
@@ -0,0 +1,136 @@
+ /*
+ * 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.app;
+
+import android.app.Activity;
+import android.os.Bundle;
+import android.speech.tts.TextToSpeech;
+import android.util.Log;
+import android.view.View;
+import android.widget.Button;
+
+import com.example.android.apis.R;
+
+import java.util.Locale;
+import java.util.Random;
+
+/**
+ * <p>Demonstrates text-to-speech (TTS). Please note the following steps:</p>
+ *
+ * <ol>
+ * <li>Construct the TextToSpeech object.</li>
+ * <li>Handle initialization callback in the onInit method.
+ * The activity implements TextToSpeech.OnInitListener for this purpose.</li>
+ * <li>Call TextToSpeech.speak to synthesize speech.</li>
+ * <li>Shutdown TextToSpeech in onDestroy.</li>
+ * </ol>
+ *
+ * <p>Documentation:
+ * http://developer.android.com/reference/android/speech/tts/package-summary.html
+ * </p>
+ * <ul>
+ */
+public class TextToSpeechActivity extends Activity implements TextToSpeech.OnInitListener {
+
+ private static final String TAG = "TextToSpeechDemo";
+
+ private TextToSpeech mTts;
+ private Button mAgainButton;
+
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.text_to_speech);
+
+ // Initialize text-to-speech. This is an asynchronous operation.
+ // The OnInitListener (second argument) is called after initialization completes.
+ mTts = new TextToSpeech(this,
+ this // TextToSpeech.OnInitListener
+ );
+
+ // The button is disabled in the layout.
+ // It will be enabled upon initialization of the TTS engine.
+ mAgainButton = (Button) findViewById(R.id.again_button);
+
+ mAgainButton.setOnClickListener(new View.OnClickListener() {
+ public void onClick(View v) {
+ sayHello();
+ }
+ });
+ }
+
+ @Override
+ public void onDestroy() {
+ // Don't forget to shutdown!
+ if (mTts != null) {
+ mTts.stop();
+ mTts.shutdown();
+ }
+
+ super.onDestroy();
+ }
+
+ // Implements TextToSpeech.OnInitListener.
+ public void onInit(int status) {
+ // status can be either TextToSpeech.SUCCESS or TextToSpeech.ERROR.
+ if (status == TextToSpeech.SUCCESS) {
+ // Set preferred language to US english.
+ // Note that a language may not be available, and the result will indicate this.
+ int result = mTts.setLanguage(Locale.US);
+ // Try this someday for some interesting results.
+ // int result mTts.setLanguage(Locale.FRANCE);
+ if (result == TextToSpeech.LANG_MISSING_DATA ||
+ result == TextToSpeech.LANG_NOT_SUPPORTED) {
+ // Lanuage data is missing or the language is not supported.
+ Log.e(TAG, "Language is not available.");
+ } else {
+ // Check the documentation for other possible result codes.
+ // For example, the language may be available for the locale,
+ // but not for the specified country and variant.
+
+ // The TTS engine has been successfully initialized.
+ // Allow the user to press the button for the app to speak again.
+ mAgainButton.setEnabled(true);
+ // Greet the user.
+ sayHello();
+ }
+ } else {
+ // Initialization failed.
+ Log.e(TAG, "Could not initialize TextToSpeech.");
+ }
+ }
+
+ private static final Random RANDOM = new Random();
+ private static final String[] HELLOS = {
+ "Hello",
+ "Salutations",
+ "Greetings",
+ "Howdy",
+ "What's crack-a-lackin?",
+ "That explains the stench!"
+ };
+
+ private void sayHello() {
+ // Select a random hello.
+ int helloLength = HELLOS.length;
+ String hello = HELLOS[RANDOM.nextInt(helloLength)];
+ mTts.speak(hello,
+ TextToSpeech.QUEUE_FLUSH, // Drop all pending entries in the playback queue.
+ null);
+ }
+
+}
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.java b/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.java
new file mode 100644
index 000000000..f5573cf48
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20Activity.java
@@ -0,0 +1,72 @@
+/*
+ * 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;
+}
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20TriangleRenderer.java b/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20TriangleRenderer.java
new file mode 100644
index 000000000..956eb6862
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20TriangleRenderer.java
@@ -0,0 +1,255 @@
+/*
+ * 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 java.io.IOException;
+import java.io.InputStream;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.content.Context;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.opengl.GLES20;
+import android.opengl.GLSurfaceView;
+import android.opengl.GLUtils;
+import android.opengl.Matrix;
+import android.os.SystemClock;
+import android.util.Log;
+
+import com.example.android.apis.R;
+
+class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
+
+ public GLES20TriangleRenderer(Context context) {
+ mContext = context;
+ mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
+ * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
+ mTriangleVertices.put(mTriangleVerticesData).position(0);
+ }
+
+ public void onDrawFrame(GL10 glUnused) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
+ GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
+ GLES20.glUseProgram(mProgram);
+ checkGlError("glUseProgram");
+
+ GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
+
+ mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
+ GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
+ checkGlError("glVertexAttribPointer maPosition");
+ mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
+ GLES20.glEnableVertexAttribArray(maPositionHandle);
+ checkGlError("glEnableVertexAttribArray maPositionHandle");
+ GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
+ TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
+ checkGlError("glVertexAttribPointer maTextureHandle");
+ GLES20.glEnableVertexAttribArray(maTextureHandle);
+ checkGlError("glEnableVertexAttribArray maTextureHandle");
+
+ long time = SystemClock.uptimeMillis() % 4000L;
+ float angle = 0.090f * ((int) time);
+ Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
+ Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
+ Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
+
+ GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+ GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
+ checkGlError("glDrawArrays");
+ }
+
+ public void onSurfaceChanged(GL10 glUnused, int width, int height) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ GLES20.glViewport(0, 0, width, height);
+ float ratio = (float) width / height;
+ Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
+ }
+
+ public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
+ // Ignore the passed-in GL10 interface, and use the GLES20
+ // class's static methods instead.
+ mProgram = createProgram(mVertexShader, mFragmentShader);
+ if (mProgram == 0) {
+ return;
+ }
+ maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
+ checkGlError("glGetAttribLocation aPosition");
+ if (maPositionHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for aPosition");
+ }
+ maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
+ checkGlError("glGetAttribLocation aTextureCoord");
+ if (maTextureHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for aTextureCoord");
+ }
+
+ muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
+ checkGlError("glGetUniformLocation uMVPMatrix");
+ if (muMVPMatrixHandle == -1) {
+ throw new RuntimeException("Could not get attrib location for uMVPMatrix");
+ }
+
+ /*
+ * Create our texture. This has to be done each time the
+ * surface is created.
+ */
+
+ int[] textures = new int[1];
+ GLES20.glGenTextures(1, textures, 0);
+
+ mTextureID = textures[0];
+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
+
+ GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
+ GLES20.GL_NEAREST);
+ GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
+ GLES20.GL_TEXTURE_MAG_FILTER,
+ GLES20.GL_LINEAR);
+
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
+ GLES20.GL_REPEAT);
+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
+ GLES20.GL_REPEAT);
+
+ InputStream is = mContext.getResources()
+ .openRawResource(R.raw.robot);
+ Bitmap bitmap;
+ try {
+ bitmap = BitmapFactory.decodeStream(is);
+ } finally {
+ try {
+ is.close();
+ } catch(IOException e) {
+ // Ignore.
+ }
+ }
+
+ GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
+ bitmap.recycle();
+
+ Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+ }
+
+ private int loadShader(int shaderType, String source) {
+ int shader = GLES20.glCreateShader(shaderType);
+ if (shader != 0) {
+ GLES20.glShaderSource(shader, source);
+ GLES20.glCompileShader(shader);
+ int[] compiled = new int[1];
+ GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
+ if (compiled[0] == 0) {
+ Log.e(TAG, "Could not compile shader " + shaderType + ":");
+ Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
+ GLES20.glDeleteShader(shader);
+ shader = 0;
+ }
+ }
+ return shader;
+ }
+
+ private int createProgram(String vertexSource, String fragmentSource) {
+ int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
+ if (vertexShader == 0) {
+ return 0;
+ }
+
+ int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
+ if (pixelShader == 0) {
+ return 0;
+ }
+
+ int program = GLES20.glCreateProgram();
+ if (program != 0) {
+ GLES20.glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader");
+ GLES20.glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader");
+ GLES20.glLinkProgram(program);
+ int[] linkStatus = new int[1];
+ GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
+ if (linkStatus[0] != GLES20.GL_TRUE) {
+ Log.e(TAG, "Could not link program: ");
+ Log.e(TAG, GLES20.glGetProgramInfoLog(program));
+ GLES20.glDeleteProgram(program);
+ program = 0;
+ }
+ }
+ return program;
+ }
+
+ private void checkGlError(String op) {
+ int error;
+ while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
+ Log.e(TAG, op + ": glError " + error);
+ throw new RuntimeException(op + ": glError " + error);
+ }
+ }
+
+ private static final int FLOAT_SIZE_BYTES = 4;
+ private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
+ private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
+ private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
+ private final float[] mTriangleVerticesData = {
+ // X, Y, Z, U, V
+ -1.0f, -0.5f, 0, -0.5f, 0.0f,
+ 1.0f, -0.5f, 0, 1.5f, -0.0f,
+ 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
+
+ private FloatBuffer mTriangleVertices;
+
+ private final String mVertexShader =
+ "uniform mat4 uMVPMatrix;\n" +
+ "attribute vec4 aPosition;\n" +
+ "attribute vec2 aTextureCoord;\n" +
+ "varying vec2 vTextureCoord;\n" +
+ "void main() {\n" +
+ " gl_Position = uMVPMatrix * aPosition;\n" +
+ " vTextureCoord = aTextureCoord;\n" +
+ "}\n";
+
+ private final String mFragmentShader =
+ "precision mediump float;\n" +
+ "varying vec2 vTextureCoord;\n" +
+ "uniform sampler2D sTexture;\n" +
+ "void main() {\n" +
+ " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
+ "}\n";
+
+ private float[] mMVPMatrix = new float[16];
+ private float[] mProjMatrix = new float[16];
+ private float[] mMMatrix = new float[16];
+ private float[] mVMatrix = new float[16];
+
+ private int mProgram;
+ private int mTextureID;
+ private int muMVPMatrixHandle;
+ private int maPositionHandle;
+ private int maTextureHandle;
+
+ private Context mContext;
+ private static String TAG = "GLES20TriangleRenderer";
+}
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteActivity.java b/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteActivity.java
new file mode 100644
index 000000000..520e0e1c8
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteActivity.java
@@ -0,0 +1,52 @@
+/*
+ * 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.opengl.GLSurfaceView;
+import android.os.Bundle;
+
+/**
+ * This sample shows how to implement a Matrix Palette
+ */
+public class MatrixPaletteActivity extends Activity {
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mGLSurfaceView = new GLSurfaceView(this);
+ mGLSurfaceView.setRenderer(new MatrixPaletteRenderer(this));
+ setContentView(mGLSurfaceView);
+ }
+
+ @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;
+}
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java b/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java
new file mode 100644
index 000000000..e0e2db166
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java
@@ -0,0 +1,408 @@
+/*
+ * 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 java.io.IOException;
+import java.io.InputStream;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.CharBuffer;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL;
+import javax.microedition.khronos.opengles.GL10;
+import javax.microedition.khronos.opengles.GL11;
+import javax.microedition.khronos.opengles.GL11Ext;
+
+import android.content.Context;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.opengl.GLSurfaceView;
+import android.opengl.GLU;
+import android.opengl.GLUtils;
+import android.os.SystemClock;
+
+import com.example.android.apis.R;
+
+public class MatrixPaletteRenderer implements GLSurfaceView.Renderer{
+ private Context mContext;
+ private Grid mGrid;
+ private int mTextureID;
+
+ /** A grid is a topologically rectangular array of vertices.
+ *
+ * This grid class is customized for the vertex data required for this
+ * example.
+ *
+ * The vertex and index data are held in VBO objects because on most
+ * GPUs VBO objects are the fastest way of rendering static vertex
+ * and index data.
+ *
+ */
+
+ private static class Grid {
+ // Size of vertex data elements in bytes:
+ final static int FLOAT_SIZE = 4;
+ final static int CHAR_SIZE = 2;
+
+ // Vertex structure:
+ // float x, y, z;
+ // float u, v;
+ // float weight0, weight1;
+ // byte palette0, palette1, pad0, pad1;
+
+ final static int VERTEX_SIZE = 8 * FLOAT_SIZE;
+ final static int VERTEX_TEXTURE_BUFFER_INDEX_OFFSET = 3;
+ final static int VERTEX_WEIGHT_BUFFER_INDEX_OFFSET = 5;
+ final static int VERTEX_PALETTE_INDEX_OFFSET = 7 * FLOAT_SIZE;
+
+ private int mVertexBufferObjectId;
+ private int mElementBufferObjectId;
+
+ // These buffers are used to hold the vertex and index data while
+ // constructing the grid. Once createBufferObjects() is called
+ // the buffers are nulled out to save memory.
+
+ private ByteBuffer mVertexByteBuffer;
+ private FloatBuffer mVertexBuffer;
+ private CharBuffer mIndexBuffer;
+
+ private int mW;
+ private int mH;
+ private int mIndexCount;
+
+ public Grid(int w, int h) {
+ if (w < 0 || w >= 65536) {
+ throw new IllegalArgumentException("w");
+ }
+ if (h < 0 || h >= 65536) {
+ throw new IllegalArgumentException("h");
+ }
+ if (w * h >= 65536) {
+ throw new IllegalArgumentException("w * h >= 65536");
+ }
+
+ mW = w;
+ mH = h;
+ int size = w * h;
+
+ mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size)
+ .order(ByteOrder.nativeOrder());
+ mVertexBuffer = mVertexByteBuffer.asFloatBuffer();
+
+ int quadW = mW - 1;
+ int quadH = mH - 1;
+ int quadCount = quadW * quadH;
+ int indexCount = quadCount * 6;
+ mIndexCount = indexCount;
+ mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
+ .order(ByteOrder.nativeOrder()).asCharBuffer();
+
+ /*
+ * Initialize triangle list mesh.
+ *
+ * [0]-----[ 1] ...
+ * | / |
+ * | / |
+ * | / |
+ * [w]-----[w+1] ...
+ * | |
+ *
+ */
+
+ {
+ int i = 0;
+ for (int y = 0; y < quadH; y++) {
+ for (int x = 0; x < quadW; x++) {
+ char a = (char) (y * mW + x);
+ char b = (char) (y * mW + x + 1);
+ char c = (char) ((y + 1) * mW + x);
+ char d = (char) ((y + 1) * mW + x + 1);
+
+ mIndexBuffer.put(i++, a);
+ mIndexBuffer.put(i++, c);
+ mIndexBuffer.put(i++, b);
+
+ mIndexBuffer.put(i++, b);
+ mIndexBuffer.put(i++, c);
+ mIndexBuffer.put(i++, d);
+ }
+ }
+ }
+
+ }
+
+ public void set(int i, int j, float x, float y, float z,
+ float u, float v,
+ float w0, float w1,
+ int p0, int p1) {
+ if (i < 0 || i >= mW) {
+ throw new IllegalArgumentException("i");
+ }
+ if (j < 0 || j >= mH) {
+ throw new IllegalArgumentException("j");
+ }
+
+ if (w0 + w1 != 1.0f) {
+ throw new IllegalArgumentException("Weights must add up to 1.0f");
+ }
+
+ int index = mW * j + i;
+
+ mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE);
+ mVertexBuffer.put(x);
+ mVertexBuffer.put(y);
+ mVertexBuffer.put(z);
+ mVertexBuffer.put(u);
+ mVertexBuffer.put(v);
+ mVertexBuffer.put(w0);
+ mVertexBuffer.put(w1);
+
+ mVertexByteBuffer.position(index * VERTEX_SIZE + VERTEX_PALETTE_INDEX_OFFSET);
+ mVertexByteBuffer.put((byte) p0);
+ mVertexByteBuffer.put((byte) p1);
+ }
+
+ public void createBufferObjects(GL gl) {
+ // Generate a the vertex and element buffer IDs
+ int[] vboIds = new int[2];
+ GL11 gl11 = (GL11) gl;
+ gl11.glGenBuffers(2, vboIds, 0);
+ mVertexBufferObjectId = vboIds[0];
+ mElementBufferObjectId = vboIds[1];
+
+ // Upload the vertex data
+ gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
+ mVertexByteBuffer.position(0);
+ gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW);
+
+ gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
+ mIndexBuffer.position(0);
+ gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW);
+
+ // We don't need the in-memory data any more
+ mVertexBuffer = null;
+ mVertexByteBuffer = null;
+ mIndexBuffer = null;
+ }
+
+ public void draw(GL10 gl) {
+ GL11 gl11 = (GL11) gl;
+ GL11Ext gl11Ext = (GL11Ext) gl;
+
+ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+
+ gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
+ gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);
+ gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
+
+ gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
+ gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
+
+ gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
+ gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET );
+
+ gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
+ gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0);
+ gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
+ gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
+ gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
+ gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
+ gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
+
+ public MatrixPaletteRenderer(Context context) {
+ mContext = context;
+ }
+
+ public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+ /*
+ * By default, OpenGL enables features that improve quality
+ * but reduce performance. One might want to tweak that
+ * especially on software renderer.
+ */
+ gl.glDisable(GL10.GL_DITHER);
+
+ /*
+ * Some one-time OpenGL initialization can be made here
+ * probably based on features of this particular context
+ */
+ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
+ GL10.GL_FASTEST);
+
+ gl.glClearColor(.5f, .5f, .5f, 1);
+ gl.glShadeModel(GL10.GL_SMOOTH);
+ gl.glEnable(GL10.GL_DEPTH_TEST);
+ gl.glEnable(GL10.GL_TEXTURE_2D);
+
+ /*
+ * Create our texture. This has to be done each time the
+ * surface is created.
+ */
+
+ int[] textures = new int[1];
+ gl.glGenTextures(1, textures, 0);
+
+ mTextureID = textures[0];
+ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
+
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
+ GL10.GL_NEAREST);
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D,
+ GL10.GL_TEXTURE_MAG_FILTER,
+ GL10.GL_LINEAR);
+
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
+ GL10.GL_CLAMP_TO_EDGE);
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
+ GL10.GL_CLAMP_TO_EDGE);
+
+ gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
+ GL10.GL_REPLACE);
+
+ InputStream is = mContext.getResources()
+ .openRawResource(R.raw.robot);
+ Bitmap bitmap;
+ try {
+ bitmap = BitmapFactory.decodeStream(is);
+ } finally {
+ try {
+ is.close();
+ } catch(IOException e) {
+ // Ignore.
+ }
+ }
+
+ GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
+ bitmap.recycle();
+
+ mGrid = generateWeightedGrid(gl);
+ }
+
+ public void onDrawFrame(GL10 gl) {
+ /*
+ * By default, OpenGL enables features that improve quality
+ * but reduce performance. One might want to tweak that
+ * especially on software renderer.
+ */
+ gl.glDisable(GL10.GL_DITHER);
+
+ gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
+ GL10.GL_MODULATE);
+
+ /*
+ * Usually, the first thing one might want to do is to clear
+ * the screen. The most efficient way of doing this is to use
+ * glClear().
+ */
+
+ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+
+ gl.glEnable(GL10.GL_DEPTH_TEST);
+
+ gl.glEnable(GL10.GL_CULL_FACE);
+
+ /*
+ * Now we're ready to draw some 3D objects
+ */
+
+ gl.glMatrixMode(GL10.GL_MODELVIEW);
+ gl.glLoadIdentity();
+
+ GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+
+ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+ gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
+
+ gl.glActiveTexture(GL10.GL_TEXTURE0);
+ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
+ gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
+ GL10.GL_REPEAT);
+ gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
+ GL10.GL_REPEAT);
+
+ long time = SystemClock.uptimeMillis() % 4000L;
+
+ // Rock back and forth
+ double animationUnit = ((double) time) / 4000;
+ float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI);
+ float angle = unitAngle * 135f;
+
+ gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES);
+ gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES);
+
+ GL11Ext gl11Ext = (GL11Ext) gl;
+
+ // matrix 0: no transformation
+ gl11Ext.glCurrentPaletteMatrixOES(0);
+ gl11Ext.glLoadPaletteFromModelViewMatrixOES();
+
+
+ // matrix 1: rotate by "angle"
+ gl.glRotatef(angle, 0, 0, 1.0f);
+
+ gl11Ext.glCurrentPaletteMatrixOES(1);
+ gl11Ext.glLoadPaletteFromModelViewMatrixOES();
+
+ mGrid.draw(gl);
+
+ gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES);
+ }
+
+ public void onSurfaceChanged(GL10 gl, int w, int h) {
+ gl.glViewport(0, 0, w, h);
+
+ /*
+ * Set our projection matrix. This doesn't have to be done
+ * each time we draw, but usually a new projection needs to
+ * be set when the viewport is resized.
+ */
+
+ float ratio = (float) w / h;
+ gl.glMatrixMode(GL10.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
+ }
+
+ private Grid generateWeightedGrid(GL gl) {
+ final int uSteps = 20;
+ final int vSteps = 20;
+
+ float radius = 0.25f;
+ float height = 2.0f;
+ Grid grid = new Grid(uSteps + 1, vSteps + 1);
+
+ for (int j = 0; j <= vSteps; j++) {
+ for (int i = 0; i <= uSteps; i++) {
+ double angle = Math.PI * 2 * i / uSteps;
+ float x = radius * (float) Math.cos(angle);
+ float y = height * ((float) j / vSteps - 0.5f);
+ float z = radius * (float) Math.sin(angle);
+ float u = -4.0f * (float) i / uSteps;
+ float v = -4.0f * (float) j / vSteps;
+ float w0 = (float) j / vSteps;
+ float w1 = 1.0f - w0;
+ grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1);
+ }
+ }
+
+ grid.createBufferObjects(gl);
+ return grid;
+ }
+}
diff --git a/samples/ApiDemos/src/com/example/android/apis/view/List7.java b/samples/ApiDemos/src/com/example/android/apis/view/List7.java
index d44ed5672..e773db62a 100644
--- a/samples/ApiDemos/src/com/example/android/apis/view/List7.java
+++ b/samples/ApiDemos/src/com/example/android/apis/view/List7.java
@@ -16,15 +16,12 @@
package com.example.android.apis.view;
-// Need the following import to get access to the app resources, since this
-// class is in a sub-package.
import com.example.android.apis.R;
-
import android.app.ListActivity;
import android.database.Cursor;
-import android.provider.Contacts.People;
import android.os.Bundle;
+import android.provider.ContactsContract;
import android.view.View;
import android.widget.AdapterView;
import android.widget.AdapterView.OnItemSelectedListener;
@@ -36,46 +33,69 @@ import android.widget.TextView;
* A list view example where the data comes from a cursor.
*/
public class List7 extends ListActivity implements OnItemSelectedListener {
- private static String[] PROJECTION = new String[] {
- People._ID, People.NAME, People.NUMBER
+ private static final String[] PROJECTION = new String[] {
+ ContactsContract.Contacts._ID,
+ ContactsContract.Contacts.DISPLAY_NAME,
+ ContactsContract.Contacts.HAS_PHONE_NUMBER,
+ ContactsContract.Contacts.LOOKUP_KEY
};
+ private int mIdColumnIndex;
+ private int mHasPhoneColumnIndex;
+
+ private TextView mPhone;
+
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
+
setContentView(R.layout.list_7);
+
mPhone = (TextView) findViewById(R.id.phone);
getListView().setOnItemSelectedListener(this);
// Get a cursor with all people
- Cursor c = getContentResolver().query(People.CONTENT_URI, PROJECTION, null, null, null);
- startManagingCursor(c);
- mPhoneColumnIndex = c.getColumnIndex(People.NUMBER);
+ Cursor c = managedQuery(ContactsContract.Contacts.CONTENT_URI,
+ PROJECTION, null, null, null);
+ mIdColumnIndex = c.getColumnIndex(ContactsContract.Contacts._ID);
+ mHasPhoneColumnIndex = c.getColumnIndex(ContactsContract.Contacts.HAS_PHONE_NUMBER);
ListAdapter adapter = new SimpleCursorAdapter(this,
android.R.layout.simple_list_item_1, // Use a template
- // that displays a
- // text view
- c, // Give the cursor to the list adatper
- new String[] {People.NAME}, // Map the NAME column in the
- // people database to...
- new int[] {android.R.id.text1}); // The "text1" view defined in
- // the XML template
+ // that displays a
+ // text view
+ c, // Give the cursor to the list adapter
+ new String[] { ContactsContract.Contacts.DISPLAY_NAME }, // Map the NAME column in the
+ // people database to...
+ new int[] { android.R.id.text1 }); // The "text1" view defined in
+ // the XML template
setListAdapter(adapter);
}
public void onItemSelected(AdapterView parent, View v, int position, long id) {
if (position >= 0) {
- Cursor c = (Cursor) parent.getItemAtPosition(position);
- mPhone.setText(c.getString(mPhoneColumnIndex));
+ final Cursor c = (Cursor) parent.getItemAtPosition(position);
+ if (c.getInt(mHasPhoneColumnIndex) > 0) {
+ final long contactId = c.getLong(mIdColumnIndex);
+ final Cursor phones = getContentResolver().query(
+ ContactsContract.CommonDataKinds.Phone.CONTENT_URI,
+ new String[] { ContactsContract.CommonDataKinds.Phone.NUMBER },
+ ContactsContract.CommonDataKinds.Phone.CONTACT_ID + "=" + contactId, null,
+ ContactsContract.CommonDataKinds.Phone.IS_SUPER_PRIMARY + " DESC");
+
+ try {
+ phones.moveToFirst();
+ mPhone.setText(phones.getString(0));
+ } finally {
+ phones.close();
+ }
+ } else {
+ mPhone.setText(R.string.list_7_nothing);
+ }
}
}
public void onNothingSelected(AdapterView parent) {
mPhone.setText(R.string.list_7_nothing);
-
}
-
- private int mPhoneColumnIndex;
- private TextView mPhone;
}