Add a sample to demonstrate game controller usage.
Change-Id: I86a91916a39f3a211b06016b163f8d4a6d4a5a3b
diff --git a/samples/ApiDemos/AndroidManifest.xml b/samples/ApiDemos/AndroidManifest.xml
index 657d0dc..b834c5c 100644
--- a/samples/ApiDemos/AndroidManifest.xml
+++ b/samples/ApiDemos/AndroidManifest.xml
@@ -1961,6 +1961,13 @@
</intent-filter>
</activity>
+ <activity android:name=".view.GameControllerInput" android:label="Views/Game Controller Input">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.SAMPLE_CODE" />
+ </intent-filter>
+ </activity>
+
<!-- ************************************* -->
<!-- GRAPHICS SAMPLES -->
<!-- ************************************* -->
diff --git a/samples/ApiDemos/res/layout/game_controller_input.xml b/samples/ApiDemos/res/layout/game_controller_input.xml
new file mode 100644
index 0000000..951c69b
--- /dev/null
+++ b/samples/ApiDemos/res/layout/game_controller_input.xml
@@ -0,0 +1,52 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2011 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.
+-->
+
+<!-- Game controller input demo. -->
+<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
+ android:orientation="vertical"
+ android:layout_width="match_parent"
+ android:layout_height="match_parent">
+
+ <TextView
+ android:id="@+id/description"
+ android:layout_width="match_parent"
+ android:layout_height="wrap_content"
+ android:text="@string/game_controller_input_description"
+ android:padding="12dip" />
+
+ <LinearLayout
+ android:orientation="horizontal"
+ android:layout_width="match_parent"
+ android:layout_height="0dip"
+ android:layout_weight="1"
+ android:padding="12dip">
+ <ListView
+ android:id="@+id/summary"
+ android:layout_width="0dip"
+ android:layout_height="match_parent"
+ android:layout_weight="1"
+ android:padding="3dip">
+ </ListView>
+
+ <com.example.android.apis.view.GameView
+ android:id="@+id/game"
+ android:layout_width="0dip"
+ android:layout_height="match_parent"
+ android:layout_weight="1"
+ android:background="#000000"
+ android:padding="3dip" />
+ </LinearLayout>
+</LinearLayout>
diff --git a/samples/ApiDemos/res/layout/game_controller_input_heading.xml b/samples/ApiDemos/res/layout/game_controller_input_heading.xml
new file mode 100644
index 0000000..297d378
--- /dev/null
+++ b/samples/ApiDemos/res/layout/game_controller_input_heading.xml
@@ -0,0 +1,21 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2011 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.
+-->
+
+<TextView xmlns:android="http://schemas.android.com/apk/res/android"
+ android:layout_width="wrap_content"
+ android:layout_height="match_parent"
+ android:padding="6dip"
+ android:textAppearance="?android:attr/textAppearanceMedium" />
diff --git a/samples/ApiDemos/res/layout/game_controller_input_text_column.xml b/samples/ApiDemos/res/layout/game_controller_input_text_column.xml
new file mode 100644
index 0000000..991f4a7
--- /dev/null
+++ b/samples/ApiDemos/res/layout/game_controller_input_text_column.xml
@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Copyright (C) 2011 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.
+-->
+
+<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
+ android:layout_width="match_parent"
+ android:layout_height="wrap_content"
+ android:orientation="horizontal"
+ android:padding="6dip">
+ <TextView
+ android:id="@+id/label"
+ android:gravity="left"
+ android:layout_width="0dip"
+ android:layout_height="match_parent"
+ android:layout_weight="1" />
+ <TextView
+ android:id="@+id/content"
+ android:gravity="left"
+ android:layout_width="0dip"
+ android:layout_height="match_parent"
+ android:layout_weight="1" />
+</LinearLayout>
diff --git a/samples/ApiDemos/res/values/strings.xml b/samples/ApiDemos/res/values/strings.xml
index 7fe666a..66e17b3 100644
--- a/samples/ApiDemos/res/values/strings.xml
+++ b/samples/ApiDemos/res/values/strings.xml
@@ -773,6 +773,20 @@
dot will append the drag\'s textual conversion to the EditText.
</string>
+ <string name="game_controller_input_description">
+ This activity demonstrates how to process input events received from
+ game controllers. Please connect your game controller now and try
+ moving the joysticks or pressing buttons. If it helps, try to imagine
+ that you are a lone space cowboy in hot pursuit of the aliens who kidnapped
+ your favorite llama on their way back to Andromeda...
+ </string>
+ <string name="game_controller_input_heading_device">Input Device</string>
+ <string name="game_controller_input_heading_axes">Axes</string>
+ <string name="game_controller_input_heading_keys">Keys and Buttons</string>
+ <string name="game_controller_input_label_device_name">Name</string>
+ <string name="game_controller_input_key_pressed">Pressed</string>
+ <string name="game_controller_input_key_released">Released</string>
+
<!-- ============================== -->
<!-- GoogleLogin examples strings -->
<!-- ============================== -->
diff --git a/samples/ApiDemos/src/com/example/android/apis/view/GameControllerInput.java b/samples/ApiDemos/src/com/example/android/apis/view/GameControllerInput.java
new file mode 100644
index 0000000..8c0db32
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/view/GameControllerInput.java
@@ -0,0 +1,449 @@
+/*
+ * Copyright (C) 2011 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.view;
+
+import com.example.android.apis.R;
+
+import android.app.Activity;
+import android.content.Context;
+import android.content.res.Resources;
+import android.os.Bundle;
+import android.util.AttributeSet;
+import android.util.Log;
+import android.util.SparseArray;
+import android.util.SparseIntArray;
+import android.view.InputDevice;
+import android.view.InputEvent;
+import android.view.KeyEvent;
+import android.view.LayoutInflater;
+import android.view.MotionEvent;
+import android.view.View;
+import android.view.ViewGroup;
+import android.widget.AdapterView;
+import android.widget.BaseAdapter;
+import android.widget.ListView;
+import android.widget.TextView;
+import android.widget.Toast;
+
+import java.util.ArrayList;
+import java.util.concurrent.atomic.AtomicLong;
+
+
+/**
+ * Demonstrates how to process input events received from game controllers.
+ *
+ * This activity displays button states and joystick positions.
+ * Also writes detailed information about relevant input events to the log.
+ *
+ * The game controller is also uses to control a very simple game. See {@link GameView}
+ * for the game itself.
+ */
+public class GameControllerInput extends Activity {
+ private static final String TAG = "GameControllerInput";
+
+ private SparseArray<InputDeviceState> mInputDeviceStates;
+ private GameView mGame;
+ private ListView mSummaryList;
+ private SummaryAdapter mSummaryAdapter;
+
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+
+ mInputDeviceStates = new SparseArray<InputDeviceState>();
+ mSummaryAdapter = new SummaryAdapter(this, getResources());
+
+ setContentView(R.layout.game_controller_input);
+
+ mGame = (GameView) findViewById(R.id.game);
+
+ mSummaryList = (ListView) findViewById(R.id.summary);
+ mSummaryList.setAdapter(mSummaryAdapter);
+ mSummaryList.setOnItemClickListener(new AdapterView.OnItemClickListener() {
+ @Override
+ public void onItemClick(AdapterView<?> parent, View view, int position, long id) {
+ mSummaryAdapter.onItemClick(position);
+ }
+ });
+ }
+
+ @Override
+ public void onWindowFocusChanged(boolean hasFocus) {
+ super.onWindowFocusChanged(hasFocus);
+
+ mGame.requestFocus();
+ }
+
+ @Override
+ public boolean dispatchKeyEvent(KeyEvent event) {
+ // Update device state for visualization and logging.
+ InputDeviceState state = getInputDeviceState(event);
+ if (state != null) {
+ switch (event.getAction()) {
+ case KeyEvent.ACTION_DOWN:
+ if (state.onKeyDown(event)) {
+ mSummaryAdapter.show(state);
+ }
+ break;
+ case KeyEvent.ACTION_UP:
+ if (state.onKeyUp(event)) {
+ mSummaryAdapter.show(state);
+ }
+ break;
+ }
+ }
+ return super.dispatchKeyEvent(event);
+ }
+
+ @Override
+ public boolean dispatchGenericMotionEvent(MotionEvent event) {
+ // Check that the event came from a joystick since a generic motion event
+ // could be almost anything.
+ if ((event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0
+ && event.getAction() == MotionEvent.ACTION_MOVE) {
+ // Update device state for visualization and logging.
+ InputDeviceState state = getInputDeviceState(event);
+ if (state != null && state.onJoystickMotion(event)) {
+ mSummaryAdapter.show(state);
+ }
+ }
+ return super.dispatchGenericMotionEvent(event);
+ }
+
+ private InputDeviceState getInputDeviceState(InputEvent event) {
+ final int deviceId = event.getDeviceId();
+ InputDeviceState state = mInputDeviceStates.get(deviceId);
+ if (state == null) {
+ final InputDevice device = event.getDevice();
+ if (device == null) {
+ return null;
+ }
+ state = new InputDeviceState(device);
+ mInputDeviceStates.put(deviceId, state);
+
+ Log.i(TAG, device.toString());
+ }
+ return state;
+ }
+
+ /**
+ * Tracks the state of joystick axes and game controller buttons for a particular
+ * input device for diagnostic purposes.
+ */
+ private static class InputDeviceState {
+ private final InputDevice mDevice;
+ private final int[] mAxes;
+ private final float[] mAxisValues;
+ private final SparseIntArray mKeys;
+
+ public InputDeviceState(InputDevice device) {
+ mDevice = device;
+ mAxes = device.getMotionAxes();
+ mAxisValues = new float[mAxes.length];
+ mKeys = new SparseIntArray();
+ }
+
+ public InputDevice getDevice() {
+ return mDevice;
+ }
+
+ public int getAxisCount() {
+ return mAxes.length;
+ }
+
+ public int getAxis(int axisIndex) {
+ return mAxes[axisIndex];
+ }
+
+ public float getAxisValue(int axisIndex) {
+ return mAxisValues[axisIndex];
+ }
+
+ public int getKeyCount() {
+ return mKeys.size();
+ }
+
+ public int getKeyCode(int keyIndex) {
+ return mKeys.keyAt(keyIndex);
+ }
+
+ public boolean isKeyPressed(int keyIndex) {
+ return mKeys.valueAt(keyIndex) != 0;
+ }
+
+ public boolean onKeyDown(KeyEvent event) {
+ final int keyCode = event.getKeyCode();
+ if (isGameKey(keyCode)) {
+ if (event.getRepeatCount() == 0) {
+ final String symbolicName = KeyEvent.keyCodeToString(keyCode);
+ mKeys.put(keyCode, 1);
+ Log.i(TAG, mDevice.getName() + " - Key Down: " + symbolicName);
+ }
+ return true;
+ }
+ return false;
+ }
+
+ public boolean onKeyUp(KeyEvent event) {
+ final int keyCode = event.getKeyCode();
+ if (isGameKey(keyCode)) {
+ int index = mKeys.indexOfKey(keyCode);
+ if (index >= 0) {
+ final String symbolicName = KeyEvent.keyCodeToString(keyCode);
+ mKeys.put(keyCode, 0);
+ Log.i(TAG, mDevice.getName() + " - Key Up: " + symbolicName);
+ }
+ return true;
+ }
+ return false;
+ }
+
+ public boolean onJoystickMotion(MotionEvent event) {
+ StringBuilder message = new StringBuilder();
+ message.append(mDevice.getName()).append(" - Joystick Motion:\n");
+
+ final int historySize = event.getHistorySize();
+ for (int i = 0; i < mAxes.length; i++) {
+ final int axis = mAxes[i];
+ final float value = event.getAxisValue(axis);
+ mAxisValues[i] = value;
+ message.append(" ").append(MotionEvent.axisToString(axis)).append(": ");
+
+ // Append all historical values in the batch.
+ for (int historyPos = 0; historyPos < historySize; historyPos++) {
+ message.append(event.getHistoricalAxisValue(axis, historyPos));
+ message.append(", ");
+ }
+
+ // Append the current value.
+ message.append(value);
+ message.append("\n");
+ }
+ Log.i(TAG, message.toString());
+ return true;
+ }
+
+ // Check whether this is a key we care about.
+ // In a real game, we would probably let the user configure which keys to use
+ // instead of hardcoding the keys like this.
+ private static boolean isGameKey(int keyCode) {
+ switch (keyCode) {
+ case KeyEvent.KEYCODE_DPAD_UP:
+ case KeyEvent.KEYCODE_DPAD_DOWN:
+ case KeyEvent.KEYCODE_DPAD_LEFT:
+ case KeyEvent.KEYCODE_DPAD_RIGHT:
+ case KeyEvent.KEYCODE_DPAD_CENTER:
+ case KeyEvent.KEYCODE_SPACE:
+ return true;
+ default:
+ return KeyEvent.isGamepadButton(keyCode);
+ }
+ }
+ }
+
+ /**
+ * A list adapter that displays a summary of the device state.
+ */
+ private static class SummaryAdapter extends BaseAdapter {
+ private static final int BASE_ID_HEADING = 1 << 10;
+ private static final int BASE_ID_DEVICE_ITEM = 2 << 10;
+ private static final int BASE_ID_AXIS_ITEM = 3 << 10;
+ private static final int BASE_ID_KEY_ITEM = 4 << 10;
+
+ private final Context mContext;
+ private final Resources mResources;
+
+ private final SparseArray<Item> mDataItems = new SparseArray<Item>();
+ private final ArrayList<Item> mVisibleItems = new ArrayList<Item>();
+
+ private final Heading mDeviceHeading;
+ private final TextColumn mDeviceNameTextColumn;
+
+ private final Heading mAxesHeading;
+ private final Heading mKeysHeading;
+
+ private InputDeviceState mState;
+
+ public SummaryAdapter(Context context, Resources resources) {
+ mContext = context;
+ mResources = resources;
+
+ mDeviceHeading = new Heading(BASE_ID_HEADING | 0,
+ mResources.getString(R.string.game_controller_input_heading_device));
+ mDeviceNameTextColumn = new TextColumn(BASE_ID_DEVICE_ITEM | 0,
+ mResources.getString(R.string.game_controller_input_label_device_name));
+
+ mAxesHeading = new Heading(BASE_ID_HEADING | 1,
+ mResources.getString(R.string.game_controller_input_heading_axes));
+ mKeysHeading = new Heading(BASE_ID_HEADING | 2,
+ mResources.getString(R.string.game_controller_input_heading_keys));
+ }
+
+ public void onItemClick(int position) {
+ if (mState != null) {
+ Toast toast = Toast.makeText(
+ mContext, mState.getDevice().toString(), Toast.LENGTH_LONG);
+ toast.show();
+ }
+ }
+
+ public void show(InputDeviceState state) {
+ mState = state;
+ mVisibleItems.clear();
+
+ // Populate device information.
+ mVisibleItems.add(mDeviceHeading);
+ mDeviceNameTextColumn.setContent(state.getDevice().getName());
+ mVisibleItems.add(mDeviceNameTextColumn);
+
+ // Populate axes.
+ mVisibleItems.add(mAxesHeading);
+ final int axisCount = state.getAxisCount();
+ for (int i = 0; i < axisCount; i++) {
+ final int axis = state.getAxis(i);
+ final int id = BASE_ID_AXIS_ITEM | axis;
+ TextColumn column = (TextColumn) mDataItems.get(id);
+ if (column == null) {
+ column = new TextColumn(id, MotionEvent.axisToString(axis));
+ mDataItems.put(id, column);
+ }
+ column.setContent(Float.toString(state.getAxisValue(i)));
+ mVisibleItems.add(column);
+ }
+
+ // Populate keys.
+ mVisibleItems.add(mKeysHeading);
+ final int keyCount = state.getKeyCount();
+ for (int i = 0; i < keyCount; i++) {
+ final int keyCode = state.getKeyCode(i);
+ final int id = BASE_ID_KEY_ITEM | keyCode;
+ TextColumn column = (TextColumn) mDataItems.get(id);
+ if (column == null) {
+ column = new TextColumn(id, KeyEvent.keyCodeToString(keyCode));
+ mDataItems.put(id, column);
+ }
+ column.setContent(mResources.getString(state.isKeyPressed(i)
+ ? R.string.game_controller_input_key_pressed
+ : R.string.game_controller_input_key_released));
+ mVisibleItems.add(column);
+ }
+
+ notifyDataSetChanged();
+ }
+
+ @Override
+ public boolean hasStableIds() {
+ return true;
+ }
+
+ @Override
+ public int getCount() {
+ return mVisibleItems.size();
+ }
+
+ @Override
+ public Item getItem(int position) {
+ return mVisibleItems.get(position);
+ }
+
+ @Override
+ public long getItemId(int position) {
+ return getItem(position).getItemId();
+ }
+
+ @Override
+ public View getView(int position, View convertView, ViewGroup parent) {
+ return getItem(position).getView(convertView, parent);
+ }
+
+ private static abstract class Item {
+ private final int mItemId;
+ private final int mLayoutResourceId;
+ private View mView;
+
+ public Item(int itemId, int layoutResourceId) {
+ mItemId = itemId;
+ mLayoutResourceId = layoutResourceId;
+ }
+
+ public long getItemId() {
+ return mItemId;
+ }
+
+ public View getView(View convertView, ViewGroup parent) {
+ if (mView == null) {
+ LayoutInflater inflater = (LayoutInflater)
+ parent.getContext().getSystemService(Context.LAYOUT_INFLATER_SERVICE);
+ mView = inflater.inflate(mLayoutResourceId, parent, false);
+ initView(mView);
+ }
+ updateView(mView);
+ return mView;
+ }
+
+ protected void initView(View view) {
+ }
+
+ protected void updateView(View view) {
+ }
+ }
+
+ private static class Heading extends Item {
+ private final String mLabel;
+
+ public Heading(int itemId, String label) {
+ super(itemId, R.layout.game_controller_input_heading);
+ mLabel = label;
+ }
+
+ @Override
+ public void initView(View view) {
+ TextView textView = (TextView) view;
+ textView.setText(mLabel);
+ }
+ }
+
+ private static class TextColumn extends Item {
+ private final String mLabel;
+
+ private String mContent;
+ private TextView mContentView;
+
+ public TextColumn(int itemId, String label) {
+ super(itemId, R.layout.game_controller_input_text_column);
+ mLabel = label;
+ }
+
+ public void setContent(String content) {
+ mContent = content;
+ }
+
+ @Override
+ public void initView(View view) {
+ TextView textView = (TextView) view.findViewById(R.id.label);
+ textView.setText(mLabel);
+
+ mContentView = (TextView) view.findViewById(R.id.content);
+ }
+
+ @Override
+ public void updateView(View view) {
+ mContentView.setText(mContent);
+ }
+ }
+ }
+}
diff --git a/samples/ApiDemos/src/com/example/android/apis/view/GameView.java b/samples/ApiDemos/src/com/example/android/apis/view/GameView.java
new file mode 100644
index 0000000..2bdec34
--- /dev/null
+++ b/samples/ApiDemos/src/com/example/android/apis/view/GameView.java
@@ -0,0 +1,747 @@
+/*
+ * Copyright (C) 2011 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.view;
+
+import android.content.Context;
+import android.graphics.Canvas;
+import android.graphics.Paint;
+import android.graphics.Path;
+import android.graphics.Paint.Style;
+import android.os.Handler;
+import android.os.SystemClock;
+import android.util.AttributeSet;
+import android.view.InputDevice;
+import android.view.KeyEvent;
+import android.view.MotionEvent;
+import android.view.View;
+
+import java.util.ArrayList;
+import java.util.List;
+import java.util.Random;
+
+/**
+ * A trivial joystick based physics game to demonstrate joystick handling.
+ *
+ * @see GameControllerInput
+ */
+public class GameView extends View {
+ private final long ANIMATION_TIME_STEP = 1000 / 60;
+ private final int MAX_OBSTACLES = 12;
+
+ private final Random mRandom;
+ private Ship mShip;
+ private final List<Bullet> mBullets;
+ private final List<Obstacle> mObstacles;
+
+ private long mLastStepTime;
+ private InputDevice mLastInputDevice;
+
+ private static final int DPAD_STATE_LEFT = 1 << 0;
+ private static final int DPAD_STATE_RIGHT = 1 << 1;
+ private static final int DPAD_STATE_UP = 1 << 2;
+ private static final int DPAD_STATE_DOWN = 1 << 3;
+
+ private int mDPadState;
+
+ private float mShipSize;
+ private float mMaxShipThrust;
+ private float mMaxShipSpeed;
+
+ private float mBulletSize;
+ private float mBulletSpeed;
+
+ private float mMinObstacleSize;
+ private float mMaxObstacleSize;
+ private float mMinObstacleSpeed;
+ private float mMaxObstacleSpeed;
+
+ private final Runnable mAnimationRunnable = new Runnable() {
+ public void run() {
+ animate();
+ }
+ };
+
+ public GameView(Context context, AttributeSet attrs) {
+ super(context, attrs);
+
+ mRandom = new Random();
+ mBullets = new ArrayList<Bullet>();
+ mObstacles = new ArrayList<Obstacle>();
+
+ setFocusable(true);
+ setFocusableInTouchMode(true);
+
+ float baseSize = getContext().getResources().getDisplayMetrics().density * 5f;
+ float baseSpeed = baseSize * 3;
+
+ mShipSize = baseSize * 3;
+ mMaxShipThrust = baseSpeed * 0.25f;
+ mMaxShipSpeed = baseSpeed * 12;
+
+ mBulletSize = baseSize;
+ mBulletSpeed = baseSpeed * 12;
+
+ mMinObstacleSize = baseSize * 2;
+ mMaxObstacleSize = baseSize * 12;
+ mMinObstacleSpeed = baseSpeed;
+ mMaxObstacleSpeed = baseSpeed * 3;
+ }
+
+ @Override
+ protected void onSizeChanged(int w, int h, int oldw, int oldh) {
+ super.onSizeChanged(w, h, oldw, oldh);
+
+ // Reset the game when the view changes size.
+ reset();
+ }
+
+ @Override
+ public boolean onKeyDown(int keyCode, KeyEvent event) {
+ ensureInitialized();
+
+ // Handle DPad keys and fire button on initial down but not on auto-repeat.
+ boolean handled = false;
+ if (event.getRepeatCount() == 0) {
+ switch (keyCode) {
+ case KeyEvent.KEYCODE_DPAD_LEFT:
+ mShip.setHeadingX(-1);
+ mDPadState |= DPAD_STATE_LEFT;
+ handled = true;
+ break;
+ case KeyEvent.KEYCODE_DPAD_RIGHT:
+ mShip.setHeadingX(1);
+ mDPadState |= DPAD_STATE_RIGHT;
+ handled = true;
+ break;
+ case KeyEvent.KEYCODE_DPAD_UP:
+ mShip.setHeadingY(-1);
+ mDPadState |= DPAD_STATE_UP;
+ handled = true;
+ break;
+ case KeyEvent.KEYCODE_DPAD_DOWN:
+ mShip.setHeadingY(1);
+ mDPadState |= DPAD_STATE_DOWN;
+ handled = true;
+ break;
+ default:
+ if (isFireKey(keyCode)) {
+ fire();
+ handled = true;
+ }
+ break;
+ }
+ }
+ if (handled) {
+ step(event.getEventTime());
+ return true;
+ }
+ return super.onKeyDown(keyCode, event);
+ }
+
+ @Override
+ public boolean onKeyUp(int keyCode, KeyEvent event) {
+ ensureInitialized();
+
+ // Handle keys going up.
+ boolean handled = false;
+ switch (keyCode) {
+ case KeyEvent.KEYCODE_DPAD_LEFT:
+ mShip.setHeadingX(0);
+ mDPadState &= ~DPAD_STATE_LEFT;
+ handled = true;
+ break;
+ case KeyEvent.KEYCODE_DPAD_RIGHT:
+ mShip.setHeadingX(0);
+ mDPadState &= ~DPAD_STATE_RIGHT;
+ handled = true;
+ break;
+ case KeyEvent.KEYCODE_DPAD_UP:
+ mShip.setHeadingY(0);
+ mDPadState &= ~DPAD_STATE_UP;
+ handled = true;
+ break;
+ case KeyEvent.KEYCODE_DPAD_DOWN:
+ mShip.setHeadingY(0);
+ mDPadState &= ~DPAD_STATE_DOWN;
+ handled = true;
+ break;
+ default:
+ if (isFireKey(keyCode)) {
+ handled = true;
+ }
+ break;
+ }
+ if (handled) {
+ step(event.getEventTime());
+ return true;
+ }
+ return super.onKeyUp(keyCode, event);
+ }
+
+ private static boolean isFireKey(int keyCode) {
+ return KeyEvent.isGamepadButton(keyCode)
+ || keyCode == KeyEvent.KEYCODE_DPAD_CENTER
+ || keyCode == KeyEvent.KEYCODE_SPACE;
+ }
+
+ @Override
+ public boolean onGenericMotionEvent(MotionEvent event) {
+ ensureInitialized();
+
+ // Check that the event came from a joystick since a generic motion event
+ // could be almost anything.
+ if ((event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0
+ && event.getAction() == MotionEvent.ACTION_MOVE) {
+ // Cache the most recently obtained device information.
+ // The device information may change over time but it can be
+ // somewhat expensive to query.
+ if (mLastInputDevice == null || mLastInputDevice.getId() != event.getDeviceId()) {
+ mLastInputDevice = event.getDevice();
+ // It's possible for the device id to be invalid.
+ // In that case, getDevice() will return null.
+ if (mLastInputDevice == null) {
+ return false;
+ }
+ }
+
+ // Ignore joystick while the DPad is pressed to avoid conflicting motions.
+ if (mDPadState != 0) {
+ return true;
+ }
+
+ // Process all historical movement samples in the batch.
+ final int historySize = event.getHistorySize();
+ for (int i = 0; i < historySize; i++) {
+ processJoystickInput(event, i);
+ }
+
+ // Process the current movement sample in the batch.
+ processJoystickInput(event, -1);
+ return true;
+ }
+ return super.onGenericMotionEvent(event);
+ }
+
+ private void processJoystickInput(MotionEvent event, int historyPos) {
+ // Get joystick position.
+ // Many game pads with two joysticks report the position of the second joystick
+ // using the Z and RZ axes so we also handle those.
+ // In a real game, we would allow the user to configure the axes manually.
+ float x = getCenteredAxis(event, mLastInputDevice, MotionEvent.AXIS_X, historyPos);
+ if (x == 0) {
+ x = getCenteredAxis(event, mLastInputDevice, MotionEvent.AXIS_HAT_X, historyPos);
+ }
+ if (x == 0) {
+ x = getCenteredAxis(event, mLastInputDevice, MotionEvent.AXIS_Z, historyPos);
+ }
+
+ float y = getCenteredAxis(event, mLastInputDevice, MotionEvent.AXIS_Y, historyPos);
+ if (y == 0) {
+ y = getCenteredAxis(event, mLastInputDevice, MotionEvent.AXIS_HAT_Y, historyPos);
+ }
+ if (y == 0) {
+ y = getCenteredAxis(event, mLastInputDevice, MotionEvent.AXIS_RZ, historyPos);
+ }
+
+ // Set the ship heading.
+ mShip.setHeading(x, y);
+ step(historyPos < 0 ? event.getEventTime() : event.getHistoricalEventTime(historyPos));
+ }
+
+ private static float getCenteredAxis(MotionEvent event, InputDevice device,
+ int axis, int historyPos) {
+ final InputDevice.MotionRange range = device.getMotionRange(axis);
+ if (range != null) {
+ final float flat = range.getFlat();
+ final float value = historyPos < 0 ? event.getAxisValue(axis)
+ : event.getHistoricalAxisValue(axis, historyPos);
+
+ // Ignore axis values that are within the 'flat' region of the joystick axis center.
+ // A joystick at rest does not always report an absolute position of (0,0).
+ if (Math.abs(value) > flat) {
+ return value;
+ }
+ }
+ return 0;
+ }
+
+ @Override
+ public void onWindowFocusChanged(boolean hasWindowFocus) {
+ // Turn on and off animations based on the window focus.
+ // Alternately, we could update the game state using the Activity onResume()
+ // and onPause() lifecycle events.
+ if (hasWindowFocus) {
+ getHandler().postDelayed(mAnimationRunnable, ANIMATION_TIME_STEP);
+ mLastStepTime = SystemClock.uptimeMillis();
+ } else {
+ getHandler().removeCallbacks(mAnimationRunnable);
+
+ mDPadState = 0;
+ if (mShip != null) {
+ mShip.setHeading(0, 0);
+ mShip.setVelocity(0, 0);
+ }
+ }
+
+ super.onWindowFocusChanged(hasWindowFocus);
+ }
+
+ private void fire() {
+ if (mShip != null && !mShip.isDestroyed()) {
+ Bullet bullet = new Bullet();
+ bullet.setPosition(mShip.getBulletInitialX(), mShip.getBulletInitialY());
+ bullet.setVelocity(mShip.getBulletVelocityX(mBulletSpeed),
+ mShip.getBulletVelocityY(mBulletSpeed));
+ mBullets.add(bullet);
+ }
+ }
+
+ private void ensureInitialized() {
+ if (mShip == null) {
+ reset();
+ }
+ }
+
+ private void reset() {
+ mShip = new Ship();
+ mBullets.clear();
+ mObstacles.clear();
+ }
+
+ void animate() {
+ long currentStepTime = SystemClock.uptimeMillis();
+ step(currentStepTime);
+
+ Handler handler = getHandler();
+ if (handler != null) {
+ handler.postAtTime(mAnimationRunnable, currentStepTime + ANIMATION_TIME_STEP);
+ invalidate();
+ }
+ }
+
+ private void step(long currentStepTime) {
+ float tau = (currentStepTime - mLastStepTime) * 0.001f;
+ mLastStepTime = currentStepTime;
+
+ ensureInitialized();
+
+ // Move the ship.
+ mShip.accelerate(tau, mMaxShipThrust, mMaxShipSpeed);
+ if (!mShip.step(tau)) {
+ reset();
+ }
+
+ // Move the bullets.
+ int numBullets = mBullets.size();
+ for (int i = 0; i < numBullets; i++) {
+ final Bullet bullet = mBullets.get(i);
+ if (!bullet.step(tau)) {
+ mBullets.remove(i);
+ i -= 1;
+ numBullets -= 1;
+ }
+ }
+
+ // Move obstacles.
+ int numObstacles = mObstacles.size();
+ for (int i = 0; i < numObstacles; i++) {
+ final Obstacle obstacle = mObstacles.get(i);
+ if (!obstacle.step(tau)) {
+ mObstacles.remove(i);
+ i -= 1;
+ numObstacles -= 1;
+ }
+ }
+
+ // Check for collisions between bullets and obstacles.
+ for (int i = 0; i < numBullets; i++) {
+ final Bullet bullet = mBullets.get(i);
+ for (int j = 0; j < numObstacles; j++) {
+ final Obstacle obstacle = mObstacles.get(j);
+ if (bullet.collidesWith(obstacle)) {
+ bullet.destroy();
+ obstacle.destroy();
+ break;
+ }
+ }
+ }
+
+ // Check for collisions between the ship and obstacles.
+ for (int i = 0; i < numObstacles; i++) {
+ final Obstacle obstacle = mObstacles.get(i);
+ if (mShip.collidesWith(obstacle)) {
+ mShip.destroy();
+ obstacle.destroy();
+ break;
+ }
+ }
+
+ // Spawn more obstacles offscreen when needed.
+ // Avoid putting them right on top of the ship.
+ OuterLoop: while (mObstacles.size() < MAX_OBSTACLES) {
+ final float minDistance = mShipSize * 4;
+ float size = mRandom.nextFloat() * (mMaxObstacleSize - mMinObstacleSize)
+ + mMinObstacleSize;
+ float positionX, positionY;
+ int tries = 0;
+ do {
+ int edge = mRandom.nextInt(4);
+ switch (edge) {
+ case 0:
+ positionX = -size;
+ positionY = mRandom.nextInt(getHeight());
+ break;
+ case 1:
+ positionX = getWidth() + size;
+ positionY = mRandom.nextInt(getHeight());
+ break;
+ case 2:
+ positionX = mRandom.nextInt(getWidth());
+ positionY = -size;
+ break;
+ default:
+ positionX = mRandom.nextInt(getWidth());
+ positionY = getHeight() + size;
+ break;
+ }
+ if (++tries > 10) {
+ break OuterLoop;
+ }
+ } while (mShip.distanceTo(positionX, positionY) < minDistance);
+
+ float direction = mRandom.nextFloat() * (float) Math.PI * 2;
+ float speed = mRandom.nextFloat() * (mMaxObstacleSpeed - mMinObstacleSpeed)
+ + mMinObstacleSpeed;
+ float velocityX = (float) Math.cos(direction) * speed;
+ float velocityY = (float) Math.sin(direction) * speed;
+
+ Obstacle obstacle = new Obstacle();
+ obstacle.setPosition(positionX, positionY);
+ obstacle.setSize(size);
+ obstacle.setVelocity(velocityX, velocityY);
+ mObstacles.add(obstacle);
+ }
+ }
+
+ @Override
+ protected void onDraw(Canvas canvas) {
+ super.onDraw(canvas);
+
+ // Draw the ship.
+ if (mShip != null) {
+ mShip.draw(canvas);
+ }
+
+ // Draw bullets.
+ int numBullets = mBullets.size();
+ for (int i = 0; i < numBullets; i++) {
+ final Bullet bullet = mBullets.get(i);
+ bullet.draw(canvas);
+ }
+
+ // Draw obstacles.
+ int numObstacles = mObstacles.size();
+ for (int i = 0; i < numObstacles; i++) {
+ final Obstacle obstacle = mObstacles.get(i);
+ obstacle.draw(canvas);
+ }
+ }
+
+ static float pythag(float x, float y) {
+ return (float) Math.sqrt(x * x + y * y);
+ }
+
+ static int blend(float alpha, int from, int to) {
+ return from + (int) ((to - from) * alpha);
+ }
+
+ static void setPaintARGBBlend(Paint paint, float alpha,
+ int a1, int r1, int g1, int b1,
+ int a2, int r2, int g2, int b2) {
+ paint.setARGB(blend(alpha, a1, a2), blend(alpha, r1, r2),
+ blend(alpha, g1, g2), blend(alpha, b1, b2));
+ }
+
+ private abstract class Sprite {
+ protected float mPositionX;
+ protected float mPositionY;
+ protected float mVelocityX;
+ protected float mVelocityY;
+ protected float mSize;
+ protected boolean mDestroyed;
+ protected float mDestroyAnimProgress;
+
+ public void setPosition(float x, float y) {
+ mPositionX = x;
+ mPositionY = y;
+ }
+
+ public void setVelocity(float x, float y) {
+ mVelocityX = x;
+ mVelocityY = y;
+ }
+
+ public void setSize(float size) {
+ mSize = size;
+ }
+
+ public float distanceTo(float x, float y) {
+ return pythag(mPositionX - x, mPositionY - y);
+ }
+
+ public float distanceTo(Sprite other) {
+ return distanceTo(other.mPositionX, other.mPositionY);
+ }
+
+ public boolean collidesWith(Sprite other) {
+ // Really bad collision detection.
+ return !mDestroyed && !other.mDestroyed
+ && distanceTo(other) <= Math.max(mSize, other.mSize)
+ + Math.min(mSize, other.mSize) * 0.5f;
+ }
+
+ public boolean isDestroyed() {
+ return mDestroyed;
+ }
+
+ public boolean step(float tau) {
+ mPositionX += mVelocityX * tau;
+ mPositionY += mVelocityY * tau;
+
+ if (mDestroyed) {
+ mDestroyAnimProgress += tau / getDestroyAnimDuration();
+ if (mDestroyAnimProgress >= 1.0f) {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ public abstract void draw(Canvas canvas);
+
+ public abstract float getDestroyAnimDuration();
+
+ protected boolean isOutsidePlayfield() {
+ final int width = GameView.this.getWidth();
+ final int height = GameView.this.getHeight();
+ return mPositionX < 0 || mPositionX >= width
+ || mPositionY < 0 || mPositionY >= height;
+ }
+
+ protected void wrapAtPlayfieldBoundary() {
+ final int width = GameView.this.getWidth();
+ final int height = GameView.this.getHeight();
+ while (mPositionX <= -mSize) {
+ mPositionX += width + mSize * 2;
+ }
+ while (mPositionX >= width + mSize) {
+ mPositionX -= width + mSize * 2;
+ }
+ while (mPositionY <= -mSize) {
+ mPositionY += height + mSize * 2;
+ }
+ while (mPositionY >= height + mSize) {
+ mPositionY -= height + mSize * 2;
+ }
+ }
+
+ public void destroy() {
+ mDestroyed = true;
+ step(0);
+ }
+ }
+
+ private class Ship extends Sprite {
+ private static final float CORNER_ANGLE = (float) Math.PI * 2 / 3;
+ private static final float TO_DEGREES = (float) (180.0 / Math.PI);
+
+ private float mHeadingX;
+ private float mHeadingY;
+ private float mHeadingAngle;
+ private float mHeadingMagnitude;
+ private final Paint mPaint;
+ private final Path mPath;
+
+
+ public Ship() {
+ mPaint = new Paint();
+ mPaint.setStyle(Style.FILL);
+
+ setPosition(getWidth() * 0.5f, getHeight() * 0.5f);
+ setVelocity(0, 0);
+ setSize(mShipSize);
+
+ mPath = new Path();
+ mPath.moveTo(0, 0);
+ mPath.lineTo((float)Math.cos(-CORNER_ANGLE) * mSize,
+ (float)Math.sin(-CORNER_ANGLE) * mSize);
+ mPath.lineTo(mSize, 0);
+ mPath.lineTo((float)Math.cos(CORNER_ANGLE) * mSize,
+ (float)Math.sin(CORNER_ANGLE) * mSize);
+ mPath.lineTo(0, 0);
+ }
+
+ public void setHeadingX(float x) {
+ mHeadingX = x;
+ updateHeading();
+ }
+
+ public void setHeadingY(float y) {
+ mHeadingY = y;
+ updateHeading();
+ }
+
+ public void setHeading(float x, float y) {
+ mHeadingX = x;
+ mHeadingY = y;
+ updateHeading();
+ }
+
+ private void updateHeading() {
+ mHeadingMagnitude = pythag(mHeadingX, mHeadingY);
+ if (mHeadingMagnitude > 0.1f) {
+ mHeadingAngle = (float) Math.atan2(mHeadingY, mHeadingX);
+ }
+ }
+
+ private float polarX(float radius) {
+ return (float) Math.cos(mHeadingAngle) * radius;
+ }
+
+ private float polarY(float radius) {
+ return (float) Math.sin(mHeadingAngle) * radius;
+ }
+
+ public float getBulletInitialX() {
+ return mPositionX + polarX(mSize);
+ }
+
+ public float getBulletInitialY() {
+ return mPositionY + polarY(mSize);
+ }
+
+ public float getBulletVelocityX(float relativeSpeed) {
+ return mVelocityX + polarX(relativeSpeed);
+ }
+
+ public float getBulletVelocityY(float relativeSpeed) {
+ return mVelocityY + polarY(relativeSpeed);
+ }
+
+ public void accelerate(float tau, float maxThrust, float maxSpeed) {
+ final float thrust = mHeadingMagnitude * maxThrust;
+ mVelocityX += polarX(thrust);
+ mVelocityY += polarY(thrust);
+
+ final float speed = pythag(mVelocityX, mVelocityY);
+ if (speed > maxSpeed) {
+ final float scale = maxSpeed / speed;
+ mVelocityX = mVelocityX * scale;
+ mVelocityY = mVelocityY * scale;
+ }
+ }
+
+ @Override
+ public boolean step(float tau) {
+ if (!super.step(tau)) {
+ return false;
+ }
+ wrapAtPlayfieldBoundary();
+ return true;
+ }
+
+ public void draw(Canvas canvas) {
+ setPaintARGBBlend(mPaint, mDestroyAnimProgress,
+ 255, 63, 255, 63,
+ 0, 255, 0, 0);
+
+ canvas.save(Canvas.MATRIX_SAVE_FLAG);
+ canvas.translate(mPositionX, mPositionY);
+ canvas.rotate(mHeadingAngle * TO_DEGREES);
+ canvas.drawPath(mPath, mPaint);
+ canvas.restore();
+ }
+
+ @Override
+ public float getDestroyAnimDuration() {
+ return 1.0f;
+ }
+ }
+
+ private class Bullet extends Sprite {
+ private final Paint mPaint;
+
+ public Bullet() {
+ mPaint = new Paint();
+ mPaint.setStyle(Style.FILL);
+
+ setSize(mBulletSize);
+ }
+
+ @Override
+ public boolean step(float tau) {
+ if (!super.step(tau)) {
+ return false;
+ }
+ return !isOutsidePlayfield();
+ }
+
+ public void draw(Canvas canvas) {
+ setPaintARGBBlend(mPaint, mDestroyAnimProgress,
+ 255, 255, 255, 0,
+ 0, 255, 255, 255);
+ canvas.drawCircle(mPositionX, mPositionY, mSize, mPaint);
+ }
+
+ @Override
+ public float getDestroyAnimDuration() {
+ return 0.125f;
+ }
+ }
+
+ private class Obstacle extends Sprite {
+ private final Paint mPaint;
+
+ public Obstacle() {
+ mPaint = new Paint();
+ mPaint.setARGB(255, 127, 127, 255);
+ mPaint.setStyle(Style.FILL);
+ }
+
+ @Override
+ public boolean step(float tau) {
+ if (!super.step(tau)) {
+ return false;
+ }
+ wrapAtPlayfieldBoundary();
+ return true;
+ }
+
+ public void draw(Canvas canvas) {
+ setPaintARGBBlend(mPaint, mDestroyAnimProgress,
+ 255, 127, 127, 255,
+ 0, 255, 0, 0);
+ canvas.drawCircle(mPositionX, mPositionY,
+ mSize * (1.0f - mDestroyAnimProgress), mPaint);
+ }
+
+ @Override
+ public float getDestroyAnimDuration() {
+ return 0.25f;
+ }
+ }
+}
\ No newline at end of file