/* * 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; }