/*
* Copyright (C) 2008 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 loon;
import java.util.ArrayList;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGL11;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView.EGLConfigChooser;
import android.opengl.GLSurfaceView.Renderer;
import android.util.AttributeSet;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
/** An implementation of SurfaceView that uses the dedicated surface for displaying OpenGL rendering.
* <p>
* A GLSurfaceView provides the following features:
* <p>
* <ul>
* <li>Manages a surface, which is a special piece of memory that can be composited into the Android view system.
* <li>Manages an EGL display, which enables OpenGL to render into a surface.
* <li>Accepts a user-provided Renderer object that does the actual rendering.
* <li>Renders on a dedicated thread to decouple rendering performance from the UI thread.
* <li>Supports both on-demand and continuous rendering.
* <li>Optionally wraps, traces, and/or error-checks the renderer's OpenGL calls.
* </ul>
*
* <h3>Using GLSurfaceView</h3>
* <p>
* Typically you use GLSurfaceView by subclassing it and overriding one or more of the View system input event methods. If your
* application does not need to override event methods then GLSurfaceView can be used as-is. For the most part GLSurfaceView
* behavior is customized by calling "set" methods rather than by subclassing. For example, unlike a regular View, drawing is
* delegated to a separate Renderer object which is registered with the GLSurfaceView using the {@link #setRenderer(Renderer)}
* call.
* <p>
* <h3>Initializing GLSurfaceView</h3>
* All you have to do to initialize a GLSurfaceView is call {@link #setRenderer(Renderer)}. However, if desired, you can modify
* the default behavior of GLSurfaceView by calling one or more of these methods before calling setRenderer:
* <ul>
* <li>{@link #setDebugFlags(int)}
* <li>{@link #setEGLConfigChooser(boolean)}
* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
* <li>{@link #setGLWrapper(GLWrapper)}
* </ul>
* <p>
* <h4>Choosing an EGL Configuration</h4>
* A given Android device may support multiple possible types of drawing surfaces. The available surfaces may differ in how may
* channels of data are present, as well as how many bits are allocated to each channel. Therefore, the first thing GLSurfaceView
* has to do when starting to render is choose what type of surface to use.
* <p>
* By default GLSurfaceView chooses an available surface that's closest to a 16-bit R5G6B5 surface with a 16-bit depth buffer and
* no stencil. If you would prefer a different surface (for example, if you do not need a depth buffer) you can override the
* default behavior by calling one of the setEGLConfigChooser methods.
* <p>
* <h4>Debug Behavior</h4>
* You can optionally modify the behavior of GLSurfaceView by calling one or more of the debugging methods
* {@link #setDebugFlags(int)}, and {@link #setGLWrapper}. These methods may be called before and/or after setRenderer, but
* typically they are called before setRenderer so that they take effect immediately.
* <p>
* <h4>Setting a Renderer</h4>
* Finally, you must call {@link #setRenderer} to register a {@link Renderer}. The renderer is responsible for doing the actual
* OpenGL rendering.
* <p>
* <h3>Rendering Mode</h3>
* Once the renderer is set, you can control whether the renderer draws continuously or on-demand by calling
* {@link #setRenderMode}. The default is continuous rendering.
* <p>
* <h3>Activity Life-cycle</h3>
* A GLSurfaceView must be notified when the activity is paused and resumed. GLSurfaceView clients are required to call
* {@link #onPause()} when the activity pauses and {@link #onResume()} when the activity resumes. These calls allow GLSurfaceView
* to pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate the OpenGL display.
* <p>
* <h3>Handling events</h3>
* <p>
* To handle an event you will typically subclass GLSurfaceView and override the appropriate method, just as you would with any
* other View. However, when handling the event, you may need to communicate with the Renderer object that's running in the
* rendering thread. You can do this using any standard Java cross-thread communication mechanism. In addition, one relatively
* easy way to communicate with your renderer is to call {@link #queueEvent(Runnable)}. For example:
*
* <pre class="prettyprint">
* class MyGLSurfaceView extends GLSurfaceView {
*
* private MyRenderer mMyRenderer;
*
* public void start() {
* mMyRenderer = ...;
* setRenderer(mMyRenderer);
* }
*
* public boolean onKeyDown (int keyCode, KeyEvent event) {
* if (keyCode == KeyEvent.KEYCODE_DPAD_CENTER) {
* queueEvent(new Runnable() {
* // This method will be called on the rendering
* // thread:
* public void run () {
* mMyRenderer.handleDpadCenter();
* }
* });
* return true;
* }
* return super.onKeyDown(keyCode, event);
* }
* }
*
*
*
*
*
* </pre> */
public class AndroidGLSurfaceViewCupcake extends SurfaceView implements SurfaceHolder.Callback {
/** The renderer only renders when the surface is created, or when {@link #requestRender} is called.
*
* @see #getRenderMode()
* @see #setRenderMode(int) */
public final static int RENDERMODE_WHEN_DIRTY = 0;
/** The renderer is called continuously to re-render the scene.
*
* @see #getRenderMode()
* @see #setRenderMode(int)
* @see #requestRender() */
public final static int RENDERMODE_CONTINUOUSLY = 1;
/** Check glError() after every GL call and throw an exception if glError indicates that an error has occurred. This can be used
* to help track down which OpenGL ES call is causing an error.
*
* @see #getDebugFlags
* @see #setDebugFlags */
public final static int DEBUG_CHECK_GL_ERROR = 1;
/** Log GL calls to the system log at "verbose" level with tag "GLSurfaceView".
*
* @see #getDebugFlags
* @see #setDebugFlags */
public final static int DEBUG_LOG_GL_CALLS = 2;
/** Standard View constructor. In order to render something, you must call {@link #setRenderer} to register a renderer. */
public AndroidGLSurfaceViewCupcake (Context context) {
super(context);
init();
}
/** Standard View constructor. In order to render something, you must call {@link #setRenderer} to register a renderer. */
public AndroidGLSurfaceViewCupcake (Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
private void init () {
// Install a SurfaceHolder.Callback so we get notified when the
// underlying surface is created and destroyed
SurfaceHolder holder = getHolder();
holder.addCallback(this);
holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
mRenderMode = RENDERMODE_CONTINUOUSLY;
}
/** Set the glWrapper. If the glWrapper is not null, its {@link GLWrapper#wrap(GL)} method is called whenever a surface is
* created. A GLWrapper can be used to wrap the GL object that's passed to the renderer. Wrapping a GL object enables examining
* and modifying the behavior of the GL calls made by the renderer.
* <p>
* Wrapping is typically used for debugging purposes.
* <p>
* The default value is null.
* @param glWrapper the new GLWrapper */
public void setGLWrapper (GLWrapper glWrapper) {
mGLWrapper = glWrapper;
}
/** Set the debug flags to a new value. The value is constructed by OR-together zero or more of the DEBUG_CHECK_* constants. The
* debug flags take effect whenever a surface is created. The default value is zero.
* @param debugFlags the new debug flags
* @see #DEBUG_CHECK_GL_ERROR
* @see #DEBUG_LOG_GL_CALLS */
public void setDebugFlags (int debugFlags) {
mDebugFlags = debugFlags;
}
/** Get the current value of the debug flags.
* @return the current value of the debug flags. */
public int getDebugFlags () {
return mDebugFlags;
}
/** Set the renderer associated with this view. Also starts the thread that will call the renderer, which in turn causes the
* rendering to start.
* <p>
* This method should be called once and only once in the life-cycle of a GLSurfaceView.
* <p>
* The following GLSurfaceView methods can only be called <em>before</em> setRenderer is called:
* <ul>
* <li>{@link #setEGLConfigChooser(boolean)}
* <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
* <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
* </ul>
* <p>
* The following GLSurfaceView methods can only be called <em>after</em> setRenderer is called:
* <ul>
* <li>{@link #getRenderMode()}
* <li>{@link #onPause()}
* <li>{@link #onResume()}
* <li>{@link #queueEvent(Runnable)}
* <li>{@link #requestRender()}
* <li>{@link #setRenderMode(int)}
* </ul>
*
* @param renderer the renderer to use to perform OpenGL drawing. */
public void setRenderer (Renderer renderer) {
if (mRenderer != null) {
throw new IllegalStateException("setRenderer has already been called for this instance.");
}
mRenderer = renderer;
}
/** Install a custom EGLConfigChooser.
* <p>
* If this method is called, it must be called before {@link #setRenderer(Renderer)} is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the view will choose a config as close to 16-bit RGB as
* possible, with a depth buffer as close to 16 bits as possible.
* @param configChooser */
public void setEGLConfigChooser (EGLConfigChooser configChooser) {
if (mRenderer != null) {
throw new IllegalStateException("setRenderer has already been called for this instance.");
}
mEGLConfigChooser = configChooser;
}
/** Install a config chooser which will choose a config as close to 16-bit RGB as possible, with or without an optional depth
* buffer as close to 16-bits as possible.
* <p>
* If this method is called, it must be called before {@link #setRenderer(Renderer)} is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the view will choose a config as close to 16-bit RGB as
* possible, with a depth buffer as close to 16 bits as possible.
*
* @param needDepth */
public void setEGLConfigChooser (boolean needDepth) {
setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
}
/** Install a config chooser which will choose a config with at least the specified component sizes, and as close to the
* specified component sizes as possible.
* <p>
* If this method is called, it must be called before {@link #setRenderer(Renderer)} is called.
* <p>
* If no setEGLConfigChooser method is called, then by default the view will choose a config as close to 16-bit RGB as
* possible, with a depth buffer as close to 16 bits as possible. */
public void setEGLConfigChooser (int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) {
setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize, blueSize, alphaSize, depthSize, stencilSize));
}
/** Set the rendering mode. When renderMode is RENDERMODE_CONTINUOUSLY, the renderer is called repeatedly to re-render the
* scene. When renderMode is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface is created, or when
* {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
* <p>
* Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance by allowing the GPU and CPU to idle when
* the view does not need to be updated.
* <p>
* This method can only be called after {@link #setRenderer(Renderer)}
*
* @param renderMode one of the RENDERMODE_X constants
* @see #RENDERMODE_CONTINUOUSLY
* @see #RENDERMODE_WHEN_DIRTY */
public void setRenderMode (int renderMode) {
mRenderMode = renderMode;
if (mGLThread != null) {
mGLThread.setRenderMode(renderMode);
}
}
/** Get the current rendering mode. May be called from any thread. Must not be called before a renderer has been set.
* @return the current rendering mode.
* @see #RENDERMODE_CONTINUOUSLY
* @see #RENDERMODE_WHEN_DIRTY */
public int getRenderMode () {
return mRenderMode;
}
/** Request that the renderer render a frame. This method is typically used when the render mode has been set to
* {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand. May be called from any thread. Must be called
* after onResume() and before onPause(). */
public void requestRender () {
GLThread thread = mGLThread;
if (thread != null) {
thread.requestRender();
}
}
/** This method is part of the SurfaceHolder.Callback interface, and is not normally called or subclassed by clients of
* GLSurfaceView. */
@Override
public void surfaceCreated (SurfaceHolder holder) {
if (mGLThread != null) {
mGLThread.surfaceCreated();
}
mHasSurface = true;
}
/** This method is part of the SurfaceHolder.Callback interface, and is not normally called or subclassed by clients of
* GLSurfaceView. */
@Override
public void surfaceDestroyed (SurfaceHolder holder) {
// Surface will be destroyed when we return
if (mGLThread != null) {
mGLThread.surfaceDestroyed();
}
mHasSurface = false;
}
/** This method is part of the SurfaceHolder.Callback interface, and is not normally called or subclassed by clients of
* GLSurfaceView. */
@Override
public void surfaceChanged (SurfaceHolder holder, int format, int w, int h) {
if (mGLThread != null) {
mGLThread.onWindowResize(w, h);
}
mSurfaceWidth = w;
mSurfaceHeight = h;
}
/** Inform the view that the activity is paused. The owner of this view must call this method when the activity is paused.
* Calling this method will pause the rendering thread. Must not be called before a renderer has been set. */
public void onPause () {
mGLThread.onPause();
mGLThread.requestExitAndWait();
mGLThread = null;
}
/** Inform the view that the activity is resumed. The owner of this view must call this method when the activity is resumed.
* Calling this method will recreate the OpenGL display and resume the rendering thread. Must not be called before a renderer
* has been set. */
public void onResume () {
if (mEGLConfigChooser == null) {
mEGLConfigChooser = new SimpleEGLConfigChooser(true);
}
mGLThread = new GLThread(mRenderer);
mGLThread.start();
mGLThread.setRenderMode(mRenderMode);
if (mHasSurface) {
mGLThread.surfaceCreated();
}
if (mSurfaceWidth > 0 && mSurfaceHeight > 0) {
mGLThread.onWindowResize(mSurfaceWidth, mSurfaceHeight);
}
mGLThread.onResume();
}
/** Queue a runnable to be run on the GL rendering thread. This can be used to communicate with the Renderer on the rendering
* thread. Must be called after onResume() and before onPause().
* @param r the runnable to be run on the GL rendering thread. */
public void queueEvent (Runnable r) {
if (mGLThread != null) {
mGLThread.queueEvent(r);
}
}
// ----------------------------------------------------------------------
/** An interface used to wrap a GL interface.
* <p>
* Typically used for implementing debugging and tracing on top of the default GL interface. You would typically use this by
* creating your own class that implemented all the GL methods by delegating to another GL instance. Then you could add your
* own behavior before or after calling the delegate. All the GLWrapper would do was instantiate and return the wrapper GL
* instance:
*
* <pre class="prettyprint">
* class MyGLWrapper implements GLWrapper {
* GL wrap(GL gl) {
* return new MyGLImplementation(gl);
* }
* static class MyGLImplementation implements GL,GL10,GL11,... {
* ...
* }
* }
* </pre>
* @see #setGLWrapper(GLWrapper) */
public interface GLWrapper {
/** Wraps a gl interface in another gl interface.
* @param gl a GL interface that is to be wrapped.
* @return either the input argument or another GL object that wraps the input argument. */
GL wrap (GL gl);
}
private static abstract class BaseConfigChooser implements EGLConfigChooser {
public BaseConfigChooser (int[] configSpec) {
mConfigSpec = configSpec;
}
@Override
public EGLConfig chooseConfig (EGL10 egl, EGLDisplay display) {
int[] num_config = new int[1];
egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config);
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
}
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs, num_config);
EGLConfig config = chooseConfig(egl, display, configs);
if (config == null) {
throw new IllegalArgumentException("No config chosen");
}
return config;
}
abstract EGLConfig chooseConfig (EGL10 egl, EGLDisplay display, EGLConfig[] configs);
protected int[] mConfigSpec;
}
private static class ComponentSizeChooser extends BaseConfigChooser {
public ComponentSizeChooser (int redSize, int greenSize, int blueSize, int alphaSize, int depthSize, int stencilSize) {
super(
new int[] {EGL10.EGL_RED_SIZE, redSize, EGL10.EGL_GREEN_SIZE, greenSize, EGL10.EGL_BLUE_SIZE, blueSize,
EGL10.EGL_ALPHA_SIZE, alphaSize, EGL10.EGL_DEPTH_SIZE, depthSize, EGL10.EGL_STENCIL_SIZE, stencilSize,
EGL10.EGL_NONE});
mValue = new int[1];
mRedSize = redSize;
mGreenSize = greenSize;
mBlueSize = blueSize;
mAlphaSize = alphaSize;
mDepthSize = depthSize;
mStencilSize = stencilSize;
}
@Override
public EGLConfig chooseConfig (EGL10 egl, EGLDisplay display, EGLConfig[] configs) {
EGLConfig closestConfig = null;
int closestDistance = 1000;
for (EGLConfig config : configs) {
int r = findConfigAttrib(egl, display, config, EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config, EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config, EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config, EGL10.EGL_ALPHA_SIZE, 0);
int d = findConfigAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0);
int distance = Math.abs(r - mRedSize) + Math.abs(g - mGreenSize) + Math.abs(b - mBlueSize) + Math.abs(a - mAlphaSize)
+ Math.abs(d - mDepthSize) + Math.abs(s - mStencilSize);
if (distance < closestDistance) {
closestDistance = distance;
closestConfig = config;
}
}
return closestConfig;
}
private int findConfigAttrib (EGL10 egl, EGLDisplay display, EGLConfig config, int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private int[] mValue;
// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
}
/** This class will choose a supported surface as close to RGB565 as possible, with or without a depth buffer. */
private static class SimpleEGLConfigChooser extends ComponentSizeChooser {
public SimpleEGLConfigChooser (boolean withDepthBuffer) {
super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0);
// Adjust target values. This way we'll accept a 4444 or
// 555 buffer if there's no 565 buffer available.
mRedSize = 5;
mGreenSize = 6;
mBlueSize = 5;
}
}
/** An EGL helper class. */
private class EglHelper {
public EglHelper () {
}
/** Initialize EGL for a given configuration spec. */
public void start () {
/*
* Get an EGL instance
*/
mEgl = (EGL10)EGLContext.getEGL();
/*
* Get to the default display.
*/
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
/*
* We can now initialize EGL for that display
*/
int[] version = new int[2];
mEgl.eglInitialize(mEglDisplay, version);
mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
/*
* Create an OpenGL ES context. This must be done only once, an OpenGL context is a somewhat heavy object.
*/
mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig, EGL10.EGL_NO_CONTEXT, null);
mEglSurface = null;
}
/*
* React to the creation of a new surface by creating and returning an OpenGL interface that renders to that surface.
*/
public GL createSurface (SurfaceHolder holder) {
/*
* The window size has changed, so we need to create a new surface.
*/
if (mEglSurface != null) {
/*
* Unbind and destroy the old EGL surface, if there is one.
*/
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
}
/*
* Create an EGL surface we can render into.
*/
mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig, holder, null);
/*
* Before we can issue GL commands, we need to make sure the context is current and bound to a surface.
*/
mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext);
GL gl = mEglContext.getGL();
if (mGLWrapper != null) {
gl = mGLWrapper.wrap(gl);
}
/* Debugging disabled */
/*
* if ((mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS))!= 0) { int configFlags = 0; Writer log = null; if
* ((mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) { configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR; } if ((mDebugFlags &
* DEBUG_LOG_GL_CALLS) != 0) { log = new LogWriter(); } gl = GLDebugHelper.wrap(gl, configFlags, log); }
*/
return gl;
}
/** Display the current render surface.
* @return false if the context has been lost. */
public boolean swap () {
mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
/*
* Always check for EGL_CONTEXT_LOST, which means the context and all associated data were lost (For instance because the
* device went to sleep). We need to sleep until we get a new surface.
*/
return mEgl.eglGetError() != EGL11.EGL_CONTEXT_LOST;
}
public void finish () {
if (mEglSurface != null) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
mEgl.eglDestroySurface(mEglDisplay, mEglSurface);
mEglSurface = null;
}
if (mEglContext != null) {
mEgl.eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = null;
}
if (mEglDisplay != null) {
mEgl.eglTerminate(mEglDisplay);
mEglDisplay = null;
}
}
EGL10 mEgl;
EGLDisplay mEglDisplay;
EGLSurface mEglSurface;
EGLConfig mEglConfig;
EGLContext mEglContext;
}
/** A generic GL Thread. Takes care of initializing EGL and GL. Delegates to a Renderer instance to do the actual drawing. Can
* be configured to render continuously or on request. */
class GLThread extends Thread {
GLThread (Renderer renderer) {
super();
mDone = false;
mWidth = 0;
mHeight = 0;
mRequestRender = true;
mRenderMode = RENDERMODE_CONTINUOUSLY;
mRenderer = renderer;
mSizeChanged = true;
setName("GLThread");
}
@Override
public void run () {
try {
synchronized (sEglLock) {
guardedRun();
}
} catch (InterruptedException e) {
// fall thru and exit normally
} finally {
}
}
private void guardedRun () throws InterruptedException {
mEglHelper = new EglHelper();
mEglHelper.start();
GL10 gl = null;
boolean tellRendererSurfaceCreated = true;
boolean tellRendererSurfaceChanged = true;
/*
* This is our main activity thread's loop, we go until asked to quit.
*/
while (!mDone) {
/*
* Update the asynchronous state (window size)
*/
int w, h;
boolean changed;
boolean needStart = false;
synchronized (this) {
Runnable r;
while ((r = getEvent()) != null) {
r.run();
}
if (mPaused) {
mEglHelper.finish();
needStart = true;
}
while (needToWait()) {
wait();
}
if (mDone) {
break;
}
changed = mSizeChanged;
w = mWidth;
h = mHeight;
mSizeChanged = false;
mRequestRender = false;
}
if (needStart) {
mEglHelper.start();
tellRendererSurfaceCreated = true;
changed = true;
}
if (changed) {
gl = (GL10)mEglHelper.createSurface(getHolder());
tellRendererSurfaceChanged = true;
}
if (tellRendererSurfaceCreated) {
mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
tellRendererSurfaceCreated = false;
}
if (tellRendererSurfaceChanged) {
mRenderer.onSurfaceChanged(gl, w, h);
tellRendererSurfaceChanged = false;
}
if ((w > 0) && (h > 0)) {
/* draw a frame here */
mRenderer.onDrawFrame(gl);
/*
* Once we're done with GL, we need to call swapBuffers() to instruct the system to display the rendered frame
*/
mEglHelper.swap();
}
}
/*
* clean-up everything...
*/
mEglHelper.finish();
}
private boolean needToWait () {
if (mDone) {
return false;
}
if (mPaused || (!mHasSurface)) {
return true;
}
if ((mWidth > 0) && (mHeight > 0) && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY))) {
return false;
}
return true;
}
public void setRenderMode (int renderMode) {
if (!((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY))) {
throw new IllegalArgumentException("renderMode");
}
synchronized (this) {
mRenderMode = renderMode;
if (renderMode == RENDERMODE_CONTINUOUSLY) {
notify();
}
}
}
public int getRenderMode () {
synchronized (this) {
return mRenderMode;
}
}
public void requestRender () {
synchronized (this) {
mRequestRender = true;
notify();
}
}
public void surfaceCreated () {
synchronized (this) {
mHasSurface = true;
notify();
}
}
public void surfaceDestroyed () {
synchronized (this) {
mHasSurface = false;
notify();
}
}
public void onPause () {
synchronized (this) {
mPaused = true;
}
}
public void onResume () {
synchronized (this) {
mPaused = false;
notify();
}
}
public void onWindowResize (int w, int h) {
synchronized (this) {
mWidth = w;
mHeight = h;
mSizeChanged = true;
notify();
}
}
public void requestExitAndWait () {
// don't call this from GLThread thread or it is a guaranteed
// deadlock!
synchronized (this) {
mDone = true;
notify();
}
try {
join();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
/** Queue an "event" to be run on the GL rendering thread.
* @param r the runnable to be run on the GL rendering thread. */
public void queueEvent (Runnable r) {
synchronized (this) {
mEventQueue.add(r);
}
}
private Runnable getEvent () {
synchronized (this) {
if (mEventQueue.size() > 0) {
return mEventQueue.remove(0);
}
}
return null;
}
private boolean mDone;
private boolean mPaused;
private boolean mHasSurface;
private int mWidth;
private int mHeight;
private int mRenderMode;
private boolean mRequestRender;
private Renderer mRenderer;
private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
private EglHelper mEglHelper;
private boolean mSizeChanged;
}
static final Object sEglLock = new Object();
private GLThread mGLThread;
EGLConfigChooser mEGLConfigChooser;
GLWrapper mGLWrapper;
private int mDebugFlags;
private int mRenderMode;
private Renderer mRenderer;
private int mSurfaceWidth;
private int mSurfaceHeight;
private boolean mHasSurface;
}