响应触摸事件
最后更新于:2022-04-01 01:39:32
> 编写:[jdneo](https://github.com/jdneo) - 原文:[http://developer.android.com/training/graphics/opengl/touch.html](http://developer.android.com/training/graphics/opengl/touch.html)
让对象根据预设的程序运动(如让一个三角形旋转),可以有效地引起用户的注意,但是如果希望让OpenGL ES的图形对象与用户交互呢?让我们的OpenGL ES应用可以支持触控交互的关键点在于,拓展[GLSurfaceView](http://developer.android.com/reference/android/opengl/GLSurfaceView.html)的实现,重写[onTouchEvent()](http://developer.android.com/reference/android/view/View.html#onTouchEvent(android.view.MotionEvent))方法来监听触摸事件。
这节课将会向你展示如何监听触控事件,让用户旋转一个OpenGL ES对象。
### 配置触摸监听器
为了让我们的OpenGL ES应用响应触控事件,我们必须实现[GLSurfaceView](http://developer.android.com/reference/android/opengl/GLSurfaceView.html)类中的[onTouchEvent()](http://developer.android.com/reference/android/view/View.html#onTouchEvent(android.view.MotionEvent))方法。下面的例子展示了如何监听[MotionEvent.ACTION_MOVE](http://developer.android.com/reference/android/view/MotionEvent.html#ACTION_MOVE)事件,并将事件转换为形状旋转的角度:
~~~
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float mPreviousX;
private float mPreviousY;
@Override
public boolean onTouchEvent(MotionEvent e) {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1 ;
}
// reverse direction of rotation to left of the mid-line
if (x < getWidth() / 2) {
dy = dy * -1 ;
}
mRenderer.setAngle(
mRenderer.getAngle() +
((dx + dy) * TOUCH_SCALE_FACTOR));
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
~~~
注意在计算旋转角度后,该方法会调用[requestRender()](http://developer.android.com/reference/android/opengl/GLSurfaceView.html#requestRender())来告诉渲染器现在可以进行渲染了。这种办法对于这个例子来说是最有效的,因为图形并不需要重新绘制,除非有一个旋转角度的变化。当然,为了能够真正实现执行效率的提高,记得使用[setRenderMode()](http://developer.android.com/reference/android/opengl/GLSurfaceView.html#setRenderMode(int))方法以保证渲染器仅在数据发生变化时才会重新绘制图形,所以请确保这一行代码没有被注释掉:
~~~
public MyGLSurfaceView(Context context) {
...
// Render the view only when there is a change in the drawing data
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
~~~
### 公开旋转角度
上述样例代码需要我们公开旋转的角度,具体来说,是在渲染器中添加一个`public`成员变量。由于渲染器代码运行在一个独立的线程中(非主UI线程),我们必须同时将该变量声明为volatile。注意下面声明该变量的代码,另外对应的get和set方法也被声明为了`public`成员函数:
~~~
public class MyGLRenderer implements GLSurfaceView.Renderer {
...
public volatile float mAngle;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
}
~~~
### 应用旋转
为了应用触控输入所生成的旋转,注释掉创建旋转角度的代码,然后添加`mAngle`,该变量包含了触控输入所生成的角度:
~~~
public void onDrawFrame(GL10 gl) {
...
float[] scratch = new float[16];
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
// Draw triangle
mTriangle.draw(scratch);
}
~~~
当完成了上述步骤,我们就可以运行这个程序,并通过手指在屏幕上的滑动旋转三角形了:
![ogl-triangle-touch](https://docs.gechiui.com/gc-content/uploads/sites/kancloud/2015-07-28_55b7247127032.png "由触摸输入所旋转的三角形(圆形代表了当前触摸位置)")