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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;
}