1 /* 2 * Copyright (C) 2009 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package com.example.android.apis.graphics; 18 19 import android.app.Activity; 20 import android.app.ActivityManager; 21 import android.content.Context; 22 import android.content.pm.ConfigurationInfo; 23 import android.opengl.GLSurfaceView; 24 import android.os.Bundle; 25 26 /** 27 * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then 28 * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate. 29 */ 30 public class GLES20Activity extends Activity { 31 @Override onCreate(Bundle savedInstanceState)32 protected void onCreate(Bundle savedInstanceState) { 33 super.onCreate(savedInstanceState); 34 mGLSurfaceView = new GLSurfaceView(this); 35 if (detectOpenGLES20()) { 36 // Tell the surface view we want to create an OpenGL ES 2.0-compatible 37 // context, and set an OpenGL ES 2.0-compatible renderer. 38 mGLSurfaceView.setEGLContextClientVersion(2); 39 mGLSurfaceView.setRenderer(new GLES20TriangleRenderer(this)); 40 } else { 41 // Set an OpenGL ES 1.x-compatible renderer. In a real application 42 // this renderer might approximate the same output as the 2.0 renderer. 43 mGLSurfaceView.setRenderer(new TriangleRenderer(this)); 44 } 45 setContentView(mGLSurfaceView); 46 } 47 detectOpenGLES20()48 private boolean detectOpenGLES20() { 49 ActivityManager am = 50 (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE); 51 ConfigurationInfo info = am.getDeviceConfigurationInfo(); 52 return (info.reqGlEsVersion >= 0x20000); 53 } 54 55 @Override onResume()56 protected void onResume() { 57 // Ideally a game should implement onResume() and onPause() 58 // to take appropriate action when the activity looses focus 59 super.onResume(); 60 mGLSurfaceView.onResume(); 61 } 62 63 @Override onPause()64 protected void onPause() { 65 // Ideally a game should implement onResume() and onPause() 66 // to take appropriate action when the activity looses focus 67 super.onPause(); 68 mGLSurfaceView.onPause(); 69 } 70 71 private GLSurfaceView mGLSurfaceView; 72 } 73