com.example.android.opengl.OpenGLES20Activity.java Source code

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Here is the source code for com.example.android.opengl.OpenGLES20Activity.java

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/*
 * Copyright (C) 2011 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.example.android.opengl;

import android.annotation.TargetApi;
import android.app.Activity;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.os.Build;
import android.os.Bundle;
import android.support.v4.view.ViewCompat;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;

public class OpenGLES20Activity extends Activity {

    private GLSurfaceView mGLView;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        // Create a GLSurfaceView instance and set it
        // as the ContentView for this Activity
        mGLView = new MyGLSurfaceView(this);
        mGLView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
        setContentView(mGLView);
        ViewCompat.postOnAnimation(mGLView, new Runnable() {
            public void run() {
                mGLView.requestRender();
                ViewCompat.postOnAnimation(mGLView, this);
            }
        });
        setFullScreen(true);
    }

    /**
     * @param immersiveFullScreen
     */
    @TargetApi(Build.VERSION_CODES.JELLY_BEAN)
    private void setFullScreen(boolean isImmersive) {
        try {
            requestWindowFeature(Window.FEATURE_NO_TITLE);

        } catch (Exception e) {
        }
        try {
            getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
                    WindowManager.LayoutParams.FLAG_FULLSCREEN);
            if (isImmersive) {
                if (Build.VERSION.SDK_INT >= 19) {
                    getWindow().getDecorView()
                            .setSystemUiVisibility(View.SYSTEM_UI_FLAG_LAYOUT_STABLE
                                    | View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
                                    | View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN | View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
                                    | View.SYSTEM_UI_FLAG_FULLSCREEN | View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);

                } else if (Build.VERSION.SDK_INT >= 16) {
                    getWindow().getDecorView().setSystemUiVisibility(View.SYSTEM_UI_FLAG_LOW_PROFILE);
                }

            } else {
                if (Build.VERSION.SDK_INT >= 16) {
                    getWindow().getDecorView().setSystemUiVisibility(View.SYSTEM_UI_FLAG_LOW_PROFILE);
                }
            }
        } catch (Throwable e) {

        }
    }

    @Override
    protected void onPause() {
        super.onPause();
        // The following call pauses the rendering thread.
        // If your OpenGL application is memory intensive,
        // you should consider de-allocating objects that
        // consume significant memory here.
        mGLView.onPause();
    }

    @Override
    protected void onResume() {
        super.onResume();
        // The following call resumes a paused rendering thread.
        // If you de-allocated graphic objects for onPause()
        // this is a good place to re-allocate them.
        mGLView.onResume();
    }
}