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1page.title= Responding to Touch Events
2parent.title=Displaying Graphics with OpenGL ES
3parent.link=index.html
4
5trainingnavtop=true
6previous.title=Adding Motion
7previous.link=motion.html
8
9@jd:body
10
11<div id="tb-wrapper">
12<div id="tb">
13
14<h2>This lesson teaches you to</h2>
15<ol>
16  <li><a href="#listener">Setup a Touch Listener</a></li>
17  <li><a href="#angle">Expose the Rotation Angle</a></li>
18  <li><a href="#rotate">Apply Rotation</a></li>
19</ol>
20
21<h2>You should also read</h2>
22<ul>
23  <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
24</ul>
25
26<div class="download-box">
27 <a href="http://developer.android.com/shareables/training/OpenGLES.zip"
28class="button">Download the sample</a>
29 <p class="filename">OpenGLES.zip</p>
30</div>
31
32</div>
33</div>
34
35<p>Making objects move according to a preset program like the rotating triangle is useful for
36getting some attention, but what if you want to have users interact with your OpenGL ES graphics?
37The key to making your OpenGL ES application touch interactive is expanding your implementation of
38{@link android.opengl.GLSurfaceView} to override the {@link
39android.opengl.GLSurfaceView#onTouchEvent onTouchEvent()} to listen for touch events.</p>
40
41<p>This lesson shows you how to listen for touch events to let users rotate an OpenGL ES object.</p>
42
43
44<h2 id="listener">Setup a Touch Listener</h2>
45
46<p>In order to make your OpenGL ES application respond to touch events, you must implement the
47{@link android.opengl.GLSurfaceView#onTouchEvent onTouchEvent()} method in your
48{@link android.opengl.GLSurfaceView} class. The example implementation below shows how to listen for
49{@link android.view.MotionEvent#ACTION_MOVE MotionEvent.ACTION_MOVE} events and translate them to
50an angle of rotation for a shape.</p>
51
52<pre>
53&#64;Override
54public boolean onTouchEvent(MotionEvent e) {
55    // MotionEvent reports input details from the touch screen
56    // and other input controls. In this case, you are only
57    // interested in events where the touch position changed.
58
59    float x = e.getX();
60    float y = e.getY();
61
62    switch (e.getAction()) {
63        case MotionEvent.ACTION_MOVE:
64
65            float dx = x - mPreviousX;
66            float dy = y - mPreviousY;
67
68            // reverse direction of rotation above the mid-line
69            if (y &gt; getHeight() / 2) {
70              dx = dx * -1 ;
71            }
72
73            // reverse direction of rotation to left of the mid-line
74            if (x &lt; getWidth() / 2) {
75              dy = dy * -1 ;
76            }
77
78            mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR;  // = 180.0f / 320
79            requestRender();
80    }
81
82    mPreviousX = x;
83    mPreviousY = y;
84    return true;
85}
86</pre>
87
88<p>Notice that after calculating the rotation angle, this method calls {@link
89android.opengl.GLSurfaceView#requestRender requestRender()} to tell the
90renderer that it is time to render the frame. This approach is the most efficient in this example
91because the frame does not need to be redrawn unless there is a change in the rotation. However, it
92does not have any impact on efficiency unless you also request that the renderer only redraw when
93the data changes using the {@link android.opengl.GLSurfaceView#setRenderMode setRenderMode()}
94method, so make sure this line is uncommented in the renderer:</p>
95
96<pre>
97public MyGLSurfaceView(Context context) {
98    ...
99    // Render the view only when there is a change in the drawing data
100    <strong>setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);</strong>
101}
102</pre>
103
104<h2 id="angle">Expose the Rotation Angle</h2>
105
106<p>The example code above requires that you expose the rotation angle through your renderer by
107adding a public member. Since the renderer code is running on a separate thread from the main user
108interface thread of your application, you must declare this public variable as {@code volatile}.
109Here is the code to do that:</p>
110
111<pre>
112public class MyGLRenderer implements GLSurfaceView.Renderer {
113    ...
114    public volatile float mAngle;
115</pre>
116
117
118<h2 id="rotate">Apply Rotation</h2>
119
120<p>To apply the rotation generated by touch input, comment out the code that generates an angle and
121add {@code mAngle}, which contains the touch input generated angle:</p>
122
123<pre>
124public void onDrawFrame(GL10 gl) {
125    ...
126    // Create a rotation for the triangle
127    // long time = SystemClock.uptimeMillis() % 4000L;
128    // float angle = 0.090f * ((int) time);
129    <strong>Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);</strong>
130
131    // Combine the rotation matrix with the projection and camera view
132    Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);
133
134    // Draw triangle
135    mTriangle.draw(mMVPMatrix);
136}
137</pre>
138
139<p>When you have completed the steps described above, run the program and drag your finger over the
140screen to rotate the triangle:</p>
141
142<img src="{@docRoot}images/opengl/ogl-triangle-touch.png">
143<p class="img-caption">
144<strong>Figure 1.</strong> Triangle being rotated with touch input (circle shows touch
145location).</p>
146