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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 android.view.View;
import com.android.ex.carousel.CarouselRS.CarouselCallback;
import android.content.Context;
import android.graphics.Bitmap;
import android.renderscript.Float4;
import android.renderscript.Mesh;
import android.renderscript.RSSurfaceView;
import android.renderscript.RenderScriptGL;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
/**
* <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 abstract class CarouselView extends RSSurfaceView {
private static final boolean USE_DEPTH_BUFFER = true;
private static final String TAG = "CarouselView";
private CarouselRS mRenderScript;
private RenderScriptGL mRS;
private Context mContext;
private boolean mTracking;
CarouselController mController;
// Drag relative to x coordinate of motion on screen
public static final int DRAG_MODEL_SCREEN_DELTA = CarouselRS.DRAG_MODEL_SCREEN_DELTA;
// Drag relative to projected point on plane of carousel
public static final int DRAG_MODEL_PLANE = CarouselRS.DRAG_MODEL_PLANE;
// Drag relative to projected point on inside (far point) of cylinder centered around carousel
public static final int DRAG_MODEL_CYLINDER_INSIDE = CarouselRS.DRAG_MODEL_CYLINDER_INSIDE;
// Drag relative to projected point on outside (near point) of cylinder centered around carousel
public static final int DRAG_MODEL_CYLINDER_OUTSIDE = CarouselRS.DRAG_MODEL_CYLINDER_OUTSIDE;
// Draw cards counterclockwise around the carousel
public static final int FILL_DIRECTION_CCW = CarouselRS.FILL_DIRECTION_CCW;
// Draw cards clockwise around the carousel
public static final int FILL_DIRECTION_CW = CarouselRS.FILL_DIRECTION_CW;
// Note: remember to update carousel.rs when changing the values below
public static class InterpolationMode {
/** y= x **/
public static final int LINEAR = 0;
/** The quadratic curve y= 1 - (1 - x)^2 moves quickly towards the target
* while decelerating constantly. **/
public static final int DECELERATE_QUADRATIC = 1;
/** The cubic curve y= (3-2x)*x^2 gradually accelerates at the origin,
* and decelerates near the target. **/
public static final int ACCELERATE_DECELERATE_CUBIC = 2;
}
// Note: remember to update carousel.rs when changing the values below
public static class DetailAlignment {
/** Detail is centered vertically with respect to the card **/
public static final int CENTER_VERTICAL = 1;
/** Detail is aligned with the top edge of the carousel view **/
public static final int VIEW_TOP = 1 << 1;
/** Detail is aligned with the bottom edge of the carousel view (not yet implemented) **/
public static final int VIEW_BOTTOM = 1 << 2;
/** Detail is positioned above the card (not yet implemented) **/
public static final int ABOVE = 1 << 3;
/** Detail is positioned below the card **/
public static final int BELOW = 1 << 4;
/** Mask that selects those bits that control vertical alignment **/
public static final int VERTICAL_ALIGNMENT_MASK = 0xff;
/**
* Detail is centered horizontally with respect to either the top or bottom
* extent of the card, depending on whether the detail is above or below the card.
*/
public static final int CENTER_HORIZONTAL = 1 << 8;
/**
* Detail is aligned with the left edge of either the top or the bottom of
* the card, depending on whether the detail is above or below the card.
*/
public static final int LEFT = 1 << 9;
/**
* Detail is aligned with the right edge of either the top or the bottom of
* the card, depending on whether the detail is above or below the card.
* (not yet implemented)
*/
public static final int RIGHT = 1 << 10;
/** Mask that selects those bits that control horizontal alignment **/
public static final int HORIZONTAL_ALIGNMENT_MASK = 0xff00;
}
public static class Info {
public Info(int _resId) { resId = _resId; }
public int resId; // resource for renderscript resource (e.g. R.raw.carousel)
}
public abstract Info getRenderScriptInfo();
public CarouselView(Context context) {
this(context, new CarouselController());
}
public CarouselView(Context context, CarouselController controller) {
this(context, null, controller);
}
/**
* Constructor used when this widget is created from a layout file.
*/
public CarouselView(Context context, AttributeSet attrs) {
this(context, attrs, new CarouselController());
}
public CarouselView(Context context, AttributeSet attrs, CarouselController controller) {
super(context, attrs);
mContext = context;
mController = controller;
boolean useDepthBuffer = true;
ensureRenderScript();
// TODO: add parameters to layout
setOnLongClickListener(new View.OnLongClickListener() {
public boolean onLongClick(View v) {
if (interpretLongPressEvents()) {
mController.onLongPress();
return true;
} else {
return false;
}
}
});
}
private void ensureRenderScript() {
if (mRS == null) {
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
if (USE_DEPTH_BUFFER) {
sc.setDepth(16, 24);
}
mRS = createRenderScriptGL(sc);
}
if (mRenderScript == null) {
mRenderScript = new CarouselRS(mRS, mContext.getResources(),
getRenderScriptInfo().resId);
mRenderScript.resumeRendering();
}
mController.setRS(mRS, mRenderScript);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
super.surfaceChanged(holder, format, w, h);
// setZOrderOnTop(true);
mController.onSurfaceChanged();
}
public CarouselController getController() {
return mController;
}
public void setController(CarouselController controller) {
mController = controller;
mController.setRS(mRS, mRenderScript);
}
/**
* Do I want to interpret the long-press gesture? If so, long-presses will cancel the
* current selection and call the appropriate callbacks. Otherwise, a long press will
* not be handled any way other than as a continued drag.
*
* @return True if we interpret long-presses
*/
public boolean interpretLongPressEvents() {
return false;
}
/**
* Loads geometry from a resource id.
*
* @param resId
* @return the loaded mesh or null if it cannot be loaded
*/
public Mesh loadGeometry(int resId) {
return mController.loadGeometry(resId);
}
/**
* Set the geometry for a given item.
* @param n
* @param mesh
*/
public void setGeometryForItem(int n, Mesh mesh) {
mController.setGeometryForItem(n, mesh);
}
/**
* Set the matrix for a given item.
* @param n
* @param matrix the requested matrix; null to just use the default
*/
public void setMatrixForItem(int n, float[] matrix) {
mController.setMatrixForItem(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) {
mController.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) {
mController.setVisibleSlots(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) {
mController.setPrefetchCardCount(n);
}
/**
* Sets the number of rows of cards to show in each slot.
*/
public void setRowCount(int n) {
mController.setRowCount(n);
}
/**
* Sets the spacing between each row of cards when rowCount > 1.
*/
public void setRowSpacing(float s) {
mController.setRowSpacing(s);
}
/**
* Sets the position of the first card when rowCount > 1.
*/
public void setFirstCardTop(boolean f) {
mController.setFirstCardTop(f);
}
/**
* Sets the amount of allowed overscroll (in slots)
*/
public void setOverscrollSlots(float slots) {
mController.setOverscrollSlots(slots);
}
/**
* Set the number of detail textures that can be visible at one time.
*
* @param n the number of slots
*/
public void setVisibleDetails(int n) {
mController.setVisibleDetails(n);
}
/**
* Sets how detail textures are aligned with respect to the card.
*
* @param alignment a bitmask of DetailAlignment flags.
*/
public void setDetailTextureAlignment(int alignment) {
mController.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. For example, geometry for an item must be drawn
* back-to-front if any edges overlap.
*
* @param enabled True to enable depth while blending, and false to disable it.
*/
public void setForceBlendCardsWithZ(boolean enabled) {
mController.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) {
mController.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) {
mController.createCards(n);
}
public int getCardCount() {
return mController.getCardCount();
}
/**
* 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) {
mController.setTextureForItem(n, bitmap);
}
/**
* 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) {
mController.setDetailTextureForItem(n, offx, offy, loffx, loffy, bitmap);
}
/**
* 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) {
mController.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) {
mController.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) {
mController.setBackgroundColor(red, green, blue, alpha);
}
/**
* Can be used to optionally set the background to a bitmap. When set to something other than
* null, this overrides {@link CarouselView#setBackgroundColor(Float4)}.
*
* @param bitmap
*/
public void setBackgroundBitmap(Bitmap bitmap) {
mController.setBackgroundBitmap(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) {
mController.setDetailLoadingBitmap(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) {
mController.setDetailLineBitmap(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 CarouselView#setForceBlendCardsWithZ(boolean)}
*
* @param resId
*/
public void setDefaultGeometry(int resId) {
mController.setDefaultGeometry(resId);
}
/**
* 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) {
mController.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) {
mController.setLoadingGeometry(resId);
}
/**
* Sets the callback for receiving events from RenderScript.
*
* @param callback
*/
public void setCallback(CarouselCallback callback)
{
mController.setCallback(callback);
}
/**
* 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)
{
mController.setStartAngle(angle);
}
public void setRadius(float radius) {
mController.setRadius(radius);
}
public void setCardRotation(float cardRotation) {
mController.setCardRotation(cardRotation);
}
public void setCardsFaceTangent(boolean faceTangent) {
mController.setCardsFaceTangent(faceTangent);
}
public void setSwaySensitivity(float swaySensitivity) {
mController.setSwaySensitivity(swaySensitivity);
}
public void setFrictionCoefficient(float frictionCoefficient) {
mController.setFrictionCoefficient(frictionCoefficient);
}
public void setDragFactor(float dragFactor) {
mController.setDragFactor(dragFactor);
}
public void setDragModel(int model) {
mController.setDragModel(model);
}
public void setLookAt(float[] eye, float[] at, float[] up) {
mController.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) {
mController.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
*/
public void setFadeInDuration(long t) {
mController.setFadeInDuration(t);
}
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
mRenderScript = null;
if (mRS != null) {
mRS = null;
destroyRenderScriptGL();
}
mController.setRS(mRS, mRenderScript);
}
@Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
ensureRenderScript();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
super.onTouchEvent(event);
final int action = event.getAction();
if (mRenderScript == null) {
return true;
}
switch (action) {
case MotionEvent.ACTION_DOWN:
mTracking = true;
mController.onTouchStarted(event.getX(), event.getY(), event.getEventTime());
break;
case MotionEvent.ACTION_MOVE:
if (mTracking) {
for (int i = 0; i < event.getHistorySize(); i++) {
mController.onTouchMoved(event.getHistoricalX(i), event.getHistoricalY(i),
event.getHistoricalEventTime(i));
}
mController.onTouchMoved(event.getX(), event.getY(), event.getEventTime());
}
break;
case MotionEvent.ACTION_UP:
mController.onTouchStopped(event.getX(), event.getY(), event.getEventTime());
mTracking = false;
break;
}
return true;
}
}