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/*
* 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 com.android.ex.carousel.CarouselView.DetailAlignment;
import android.graphics.Bitmap;
import android.renderscript.Float4;
import android.renderscript.Mesh;
import android.renderscript.RenderScriptGL;
import android.util.Log;
/**
* <p>
* 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 class CarouselController {
private final int DEFAULT_SLOT_COUNT = 10;
private final float DEFAULT_RADIUS = 20.0f;
private final int DEFAULT_VISIBLE_DETAIL_COUNT = 3;
private final int DEFAULT_PREFETCH_CARD_COUNT = 2;
private final int DEFAULT_ROW_COUNT = 1;
private final float DEFAULT_OVERSCROLL_SLOTS = 1.0f;
private final float DEFAULT_ROW_SPACING = 0.0f;
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 final int DEFAULT_DETAIL_ALIGNMENT =
DetailAlignment.VIEW_TOP | DetailAlignment.LEFT;
private CarouselRS mRenderScript;
private RenderScriptGL mRS;
private static final String TAG = "CarouselController";
private static final boolean DBG = false;
// 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 int mDefaultGeometry;
private int mLoadingGeometry;
private float[] mDefaultCardMatrix;
private int mCardCount = 0;
private int mVisibleSlots = 0;
private int mVisibleDetails = DEFAULT_VISIBLE_DETAIL_COUNT;
private int mPrefetchCardCount = DEFAULT_PREFETCH_CARD_COUNT;
private int mDetailTextureAlignment = DEFAULT_DETAIL_ALIGNMENT;
private boolean mForceBlendCardsWithZ = false;
private boolean mDrawRuler = true;
private float mStartAngle;
private float mCarouselRotationAngle;
private float mRadius = DEFAULT_RADIUS;
private float mCardRotation = 0.0f;
private boolean mCardsFaceTangent = false;
private float mOverscrollSlots = DEFAULT_OVERSCROLL_SLOTS;
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 int mRowCount = DEFAULT_ROW_COUNT;
private float mRowSpacing = DEFAULT_ROW_SPACING;
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 long mCardCreationFadeDuration = 0L;
private Bitmap mDetailLoadingBitmap = Bitmap.createBitmap(
new int[] {0}, 0, 1, 1, 1, Bitmap.Config.ARGB_4444);
private int mDragModel = CarouselRS.DRAG_MODEL_SCREEN_DELTA;
private int mFillDirection = CarouselRS.FILL_DIRECTION_CCW;
private boolean mFirstCardTop = false;
private int[] mStoreConfigs;
public CarouselController() {
boolean useDepthBuffer = true;
}
public void setRS(RenderScriptGL rs, CarouselRS renderScript) {
mRS = rs;
mRenderScript = renderScript;
}
public void onSurfaceChanged() {
setSlotCount(mSlotCount);
setDefaultCardMatrix(mDefaultCardMatrix);
createCards(mCardCount);
setVisibleSlots(mVisibleSlots);
setVisibleDetails(mVisibleDetails);
setPrefetchCardCount(mPrefetchCardCount);
setOverscrollSlots(mOverscrollSlots);
setRowCount(mRowCount);
setRowSpacing(mRowSpacing);
setFirstCardTop(mFirstCardTop);
setDetailTextureAlignment(mDetailTextureAlignment);
setForceBlendCardsWithZ(mForceBlendCardsWithZ);
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);
setCarouselRotationAngle(mCarouselRotationAngle);
setRadius(mRadius);
setCardRotation(mCardRotation);
setCardsFaceTangent(mCardsFaceTangent);
setSwaySensitivity(mSwaySensitivity);
setFrictionCoefficient(mFrictionCoefficient);
setDragFactor(mDragFactor);
setDragModel(mDragModel);
setFillDirection(mFillDirection);
setLookAt(mEye, mAt, mUp);
setRezInCardCount(mRezInCardCount);
setFadeInDuration(mFadeInDuration);
setCardCreationFadeDuration(mCardCreationFadeDuration);
setDetailLoadingBitmap(mDetailLoadingBitmap);
setStoreConfigs(mStoreConfigs);
}
/**
* Loads geometry from a resource id.
*
* @param resId
* @return the loaded mesh or null if it cannot be loaded
*/
public Mesh loadGeometry(int resId) {
if (mRenderScript != null) {
return mRenderScript.loadGeometry(resId);
}
return null;
}
/**
* Set the geometry to show for a given slot.
* @param n The card to set the geometry for
* @param mesh The geometry for that item
* @see {@link #setDefaultGeometry}
*/
public void setGeometryForItem(int n, Mesh mesh) {
if (mRenderScript != null) {
mRenderScript.setGeometry(n, mesh);
}
}
/**
* Load A3D file from resource. If resId == 0, will clear geometry for this item.
* @param n The card to set the geometry for
* @param resId The resource ID for the geometry for that item
* @see {@link #setDefaultGeometry}
*/
public void setGeometryForItem(int n, int resId) {
if (mRenderScript != null) {
Mesh mesh = mRenderScript.loadGeometry(resId);
mRenderScript.setGeometry(n, mesh);
}
}
/**
* Set the matrix for the specified card
* @param n The card to set the matrix for
* @param matrix The matrix to use
* @see {@link #setDefaultGeometry}
*/
public void setMatrixForItem(int n, float[] matrix) {
if (mRenderScript != null) {
mRenderScript.setMatrix(n, matrix);
}
}
/**
* 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 the number of cards to pre-load that are outside of the visible region, as determined by
* setVisibleSlots(). This number gets added to the number of visible slots and used to
* determine when resources for cards should be loaded. This number should be small (n <= 4)
* for systems with limited texture memory or views that show more than half dozen cards in the
* view.
*
* @param n the number of cards; should be even, so the count is the same on each side
*/
public void setPrefetchCardCount(int n) {
mPrefetchCardCount = n;
if (mRenderScript != null) {
mRenderScript.setPrefetchCardCount(n);
}
}
/**
* Sets the number of rows of cards to show in each slot.
*/
public void setRowCount(int n) {
mRowCount = n;
if (mRenderScript != null) {
mRenderScript.setRowCount(n);
}
}
/**
* Sets the spacing between each row of cards when rowCount > 1.
*/
public void setRowSpacing(float s) {
mRowSpacing = s;
if (mRenderScript != null) {
mRenderScript.setRowSpacing(s);
}
}
/**
* Sets the position of the first card when rowCount > 1 .
*/
public void setFirstCardTop(boolean f) {
mFirstCardTop = f;
if (mRenderScript != null) {
mRenderScript.setFirstCardTop(f);
}
}
/**
* Sets the amount of allowed overscroll (in slots)
*/
public void setOverscrollSlots(float slots) {
mOverscrollSlots = slots;
if (mRenderScript != null) {
mRenderScript.setOverscrollSlots(slots);
}
}
/**
* Sets how detail textures are aligned with respect to the card.
*
* @param alignment a bitmask of DetailAlignment flags.
*/
public void setDetailTextureAlignment(int alignment) {
int xBits = alignment & DetailAlignment.HORIZONTAL_ALIGNMENT_MASK;
if (xBits == 0 || ((xBits & (xBits - 1)) != 0)) {
throw new IllegalArgumentException(
"Must specify exactly one horizontal alignment flag");
}
int yBits = alignment & DetailAlignment.VERTICAL_ALIGNMENT_MASK;
if (yBits == 0 || ((yBits & (yBits - 1)) != 0)) {
throw new IllegalArgumentException(
"Must specify exactly one vertical alignment flag");
}
mDetailTextureAlignment = alignment;
if (mRenderScript != null) {
mRenderScript.setDetailTextureAlignment(alignment);
}
}
/**
* Set whether depth is enabled while blending. Generally, this is discouraged because
* it causes bad artifacts. Careful attention to geometry and alpha transparency of
* textures can mitigate much of this. Geometry for an individual item must be drawn
* back-to-front, for example.
*
* @param enabled True to enable depth while blending, and false to disable it.
*/
public void setForceBlendCardsWithZ(boolean enabled) {
mForceBlendCardsWithZ = enabled;
if (mRenderScript != null) {
mRenderScript.setForceBlendCardsWithZ(enabled);
}
}
/**
* 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 && mRS != null) {
if (DBG) Log.v(TAG, "setDetailTextureForItem(" + n + ")");
mRenderScript.setDetailTexture(n, offx, offy, loffx, loffy, bitmap);
if (DBG) Log.v(TAG, "done");
}
}
/**
* Sets the specified texture as invalid. If {@code eraseCurrent} is true,
* the texture will be immediately cleared from view and an invalidate
* handler will be called. If {@code eraseCurrent} is false, a replacement
* texture will be requested, and the old texture will be left in place in
* the meantime.
*
* @param n the card to invalidate the detail texture for
* @param eraseCurrent whether to erase the current texture
*/
public void invalidateTexture(int n, boolean eraseCurrent) {
if (mRenderScript != null && mRS != null) {
if (DBG) Log.v(TAG, "invalidateTexture(" + n + ", " + eraseCurrent + ")");
mRenderScript.invalidateTexture(n, eraseCurrent);
if (DBG) Log.v(TAG, "done");
}
}
/**
* Sets the specified detail texture as invalid. If eraseCurrent is true, the texture will be
* immediately cleared from view and an invalidate handler will be called. If eraseCurrent is
* false, a replacement texture will be requested, and the old texture will be left in place
* in the meantime.
* @param n the card to invalidate the detail texture for
* @param eraseCurrent whether to erase the current texture
*/
public void invalidateDetailTexture(int n, boolean eraseCurrent) {
if (mRenderScript != null && mRS != null) {
if (DBG) Log.v(TAG, "invalidateDetailTexture(" + n + ", " + eraseCurrent + ")");
mRenderScript.invalidateDetailTexture(n, eraseCurrent);
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 CarouselController#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. If something other than
* simple planar geometry is used, consider enabling depth test with
* {@link CarouselController#setForceBlendCardsWithZ(boolean)}
*
* @param mesh
*/
public void setDefaultGeometry(int resId) {
mDefaultGeometry = resId;
if (mRenderScript != null) {
Mesh mesh = mRenderScript.loadGeometry(resId);
mRenderScript.setDefaultGeometry(mesh);
}
}
/**
* Sets the matrix used to transform card geometries. By default, this
* is the identity matrix, but you can specify a different matrix if you
* want to scale, translate and / or rotate the card before drawing.
*
* @param matrix array of 9 or 16 floats representing a 3x3 or 4x4 matrix,
* or null as a shortcut for an identity matrix.
*/
public void setDefaultCardMatrix(float[] matrix) {
mDefaultCardMatrix = matrix;
if (mRenderScript != null) {
mRenderScript.setDefaultCardMatrix(matrix);
}
}
/**
* 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. If something other than
* simple planar geometry is used, consider enabling depth test with
* {@link CarouselView#setForceBlendCardsWithZ(boolean)}
*
* @param resId
*/
public void setLoadingGeometry(int resId) {
mLoadingGeometry = resId;
if (mRenderScript != null) {
Mesh mesh = mRenderScript.loadGeometry(resId);
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);
}
}
/**
* Gets the callback for receiving events from Renderscript.
*/
public CarouselCallback getCallback() {
return mCarouselCallback;
}
/**
* 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);
}
}
/**
* Set the current carousel rotation angle, in card units.
* This is measured in card positions, not in radians or degrees.
*
* A value of 0.0 means that card 0 is in the home position.
* A value of 1.0 means that card 1 is in the home position, and so on.
* The maximum value will be somewhat less than the total number of cards.
*
* @param angle
*/
public void setCarouselRotationAngle(float angle) {
mCarouselRotationAngle = angle;
if (mRenderScript != null) {
mRenderScript.setCarouselRotationAngle(angle);
}
}
/**
* Triggers a rotation of the carousel. All angles are in card units, see:
* {@link CarouselController#setCarouselRotationAngle(float)}) for more details.
*
* @param endAngle the card unit to which the carousel should rotate to
* @param milliseconds the length of the animation
* @param interpolationMode three modes are currently supported :
* {@link CarouselView.InterpolationMode#LINEAR}
* {@link CarouselView.InterpolationMode#DECELERATE_QUADRATIC}
* {@link CarouselView.InterpolationMode#ACCELERATE_DECELERATE_CUBIC}
* @param maxAnimatedArc the maximum angular distance over which the transition will be
* animated.
* If the current position is further away, it is set at maxAnimatedArc from endAngle.
* This parameter is ignored when <= 0.
*/
public void setCarouselRotationAngle(float endAngle, int milliseconds, int interpolationMode,
float maxAnimatedArc) {
if (mRenderScript != null) {
mRenderScript.setCarouselRotationAngle(endAngle, milliseconds,
interpolationMode, maxAnimatedArc);
}
}
public void setRadius(float radius) {
mRadius = radius;
if (mRenderScript != null) {
mRenderScript.setRadius(radius);
}
}
/**
* Sets the current model for dragging. There are currently four drag models:
* {@link CarouselView#DRAG_MODEL_SCREEN_DELTA}
* {@link CarouselView#DRAG_MODEL_PLANE}
* {@link CarouselView#DRAG_MODEL_CYLINDER_INSIDE}
* {@link CarouselView#DRAG_MODEL_CYLINDER_OUTSIDE}
*
* @param model
*/
public void setDragModel(int model) {
mDragModel = model;
if (mRenderScript != null) {
mRenderScript.setDragModel(model);
}
}
/** Sets the direction to fill in cards around the carousel.
*
* @param direction Either {@link CarouselRS#FILL_DIRECTION_CCW} or
* {@link CarouselRS#FILL_DIRECTION_CW}.
*/
public void setFillDirection(int direction) {
mFillDirection = direction;
if (mRenderScript != null) {
mRenderScript.setFillDirection(direction);
}
}
public void setCardRotation(float cardRotation) {
mCardRotation = cardRotation;
if (mRenderScript != null) {
mRenderScript.setCardRotation(cardRotation);
}
}
public void setCardsFaceTangent(boolean faceTangent) {
mCardsFaceTangent = faceTangent;
if (mRenderScript != null) {
mRenderScript.setCardsFaceTangent(faceTangent);
}
}
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);
}
}
/**
* 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 The time, in milliseconds
*/
public void setFadeInDuration(long t) {
mFadeInDuration = t;
if (mRenderScript != null) {
mRenderScript.setFadeInDuration(t);
}
}
/**
* This sets the duration (in ms) that a card takes to fade in when it is initially created,
* such as when it is added or when the application starts. The timer starts at the moment
* when the card is first created. Replacing a card's contents does not affect the timer.
* @param t The time, in milliseconds
*/
public void setCardCreationFadeDuration(long t) {
mCardCreationFadeDuration = t;
if (mRenderScript != null) {
mRenderScript.setCardCreationFadeDuration(t);
}
}
/**
* Tells the carousel that a touch event has started at the designated location.
* @param x The number of pixels from the left edge that the event occurred
* @param y The number of pixels from the top edge that the event occurred
* @param t The time stamp of the event
*/
public void onTouchStarted(float x, float y, long t) {
mRenderScript.doStart(x, y, t);
}
/**
* Tells the carousel that a touch event has moved to the designated location.
* @param x The number of pixels from the left edge that the event occurred
* @param y The number of pixels from the top edge that the event occurred
* @param t The time stamp of the event
*/
public void onTouchMoved(float x, float y, long t) {
mRenderScript.doMotion(x, y, t);
}
/**
* Tells the carousel that the user has long-pressed.
*/
public void onLongPress() {
mRenderScript.doLongPress();
}
/**
* Tells the carousel that a touch event has stopped at the designated location.
* @param x The number of pixels from the left edge that the event occurred
* @param y The number of pixels from the top edge that the event occurred
* @param t The time stamp of the event
*/
public void onTouchStopped(float x, float y, long t) {
mRenderScript.doStop(x, y, t);
}
/**
* Whether to use alpha when drawing a primitive: on for translucent, off for opaque.
*/
public static final int STORE_CONFIG_ALPHA = 1;
/**
* Whether to read from the depth buffer when rendering. Determines with glDepthFunc()
* is given GL_LESS or GL_ALWAYS. On for GL_LESS, off for GL_ALWAYS.
*/
public static final int STORE_CONFIG_DEPTH_READS = 2;
/**
* Whether to write to the depth buffer when rendering. Passed to glDepthMask().
*/
public static final int STORE_CONFIG_DEPTH_WRITES = 4;
/**
* Set the StoreConfig parameters that will be used for each mesh primitive.
*
* Each integer in the array is a bitfield composed of
* {@link CarouselController#STORE_CONFIG_ALPHA},
* {@link CarouselController#STORE_CONFIG_DEPTH_READS}, and
* {@link CarouselController#STORE_CONFIG_DEPTH_WRITES}.
*
* These parameters MUST correspond to primitives in geometry previously set in
* {@link CarouselController#setDefaultGeometry(int)} or
* {@link CarouselController#setLoadingGeometry(int)} or
* {@link CarouselController#setGeometryForItem(int,Mesh)}.
*
* @param configs An array, each element of which corresponds to an ordered mesh primitive
*/
public void setStoreConfigs(int configs[]) {
mStoreConfigs = configs;
if (mRenderScript != null) {
mRenderScript.setStoreConfigs(configs);
}
}
}