Android Coverflow Gallery 的关键源码解析AndroidOpenGL

智慧并不产生于学历,而是来自对于知识的终生不懈的追求。这篇文章主要讲述Android Coverflow Gallery 的关键源码解析AndroidOpenGL相关的知识,希望能为你提供帮助。
【Android Coverflow Gallery 的关键源码解析AndroidOpenGL】



Android Coverflow Gallery 的关键源码解析AndroidOpenGL

文章图片
Android Coverflow Gallery 的关键源码解析AndroidOpenGL

文章图片



CoverFlowOpenGL.java


/*
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* 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
* License for the specific language governing permissions and limitations under
* the License.
*/
package com.masterofcode.android.coverflow_library;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.PixelFormat;
import android.graphics.RectF;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.VelocityTracker;
import android.view.animation.AnimationUtils;
import com.masterofcode.android.coverflow_library.listeners.CoverFlowListener;
import com.masterofcode.android.coverflow_library.listeners.DataChangedListener;
import com.masterofcode.android.coverflow_library.render_objects.Background;
import com.masterofcode.android.coverflow_library.render_objects.CoverImage;
import com.masterofcode.android.coverflow_library.render_objects.EmptyImage;
import com.masterofcode.android.coverflow_library.utils.CoverflowQuery;
import com.masterofcode.android.coverflow_library.utils.DataCache;
import com.masterofcode.android.coverflow_library.utils.EQuality;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import java.util.ArrayList;
import java.util.List;
/**
* all images.
*
* @author skynet67
*/
public class CoverFlowOpenGL extends GLSurfaceView implements
GLSurfaceView.Renderer
public static final String TAG = "CoverFlowOpenGL";
// 滑动的最小像素偏移量
private static final int TOUCH_MINIMUM_MOVE = 5;
// 动画阻力
private static final float FRICTION = 20.0f; // 10.f
// 滑动的最大速度
private static final float MAX_SPEED = 5.0f; // 6.f

// ------------------------------
private static final int COEF = 5; // 10 // 影响到滑动多少像素能切换到下一 tile
private static final int OFFSET = 0; // 5
private static final float RCOEF = 0.25f;
// ------------------------------

private int maxTiles = 21; // 缓存中总共可以容纳的 tiles
private int visibleTiles = 4; // 除了中间,左侧/右侧最多可见 tiles 数
private int imageSize = 512; // 统一的图像大小(外框)
private float mOffset; // 记录偏移了多少 tiles(当前中间tile的索引)
//private int mLastOffset;
//private RectF mTouchRect; // click 显示 toast 的范围
private int mWidth;
private int mHeight;
private boolean mTouchMoved;
private float mTouchStartPos;
private float mTouchStartX; // 按下起始的坐标
private float mTouchStartY;
private float mStartOffset; // 起始 tile 的索引
private long mStartTime;
private float mStartSpeed;
private float mDuration;
private Runnable mAnimationRunnable;
private VelocityTracker mVelocity;
private CoverFlowListener mListener;
private DataCache< Integer, CoverImage> mCache;
private CoverflowQuery aQuery;
private List< String> imagesList;
private List< CoverImage> images;
private Activity mActivity;
private EmptyImage emptyImage;
private Background mBackground;
// true:RGB_565false:ARGB_8888
private boolean showBlackBars;
public CoverFlowOpenGL(Context context)
super(context);
init();

public CoverFlowOpenGL(Context context, AttributeSet attrs)
super(context, attrs);
init();

public void setActivity(Activity activity)
this.mActivity = activity;
aQuery = new CoverflowQuery(mActivity);

public void init()
setEGLConfigChooser(8, 8, 8, 8, 16, 0);
setRenderer(this);
// 设置渲染模式
setRenderMode(RENDERMODE_WHEN_DIRTY);
getHolder().setFormat(PixelFormat.TRANSLUCENT);
setZOrderMediaOverlay(true);
setZOrderOnTop(true);
// int cacheForVisibleTiles = (visibleTiles * 2 + 1) + 10; //
// visible_left + center + visible_right + 10 additional
mCache = new DataCache< Integer, CoverImage> (maxTiles);
// Math.min(maxTiles,cacheForVisibleTiles));
// mLastOffset = 0;
mOffset = 0;

public void onSurfaceCreated(GL10 gl, EGLConfig config)
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); // Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
gl.glDisable(GL10.GL_DEPTH_TEST); // Enables Depth Testing
// Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

public void onSurfaceChanged(GL10 gl, int w, int h)
mCache.clear();
mWidth = w;
mHeight = h;
if (mBackground != null)
mBackground.setGL(gl);
mBackground.initBuffers(w, h);
mBackground.loadGLTexture();

if (emptyImage != null)
emptyImage.setGL(gl);
emptyImage.setViewportData(w, h);
emptyImage.setImageSize(imageSize);
emptyImage.loadGLTexture();

if (images != null & & images.size() > 0)
for (CoverImage cImg : images)
if (cImg != null)
cImg.setGL(gl);
cImg.setViewportData(w, h);
cImg.removeTexture();



//float imagew = w * RCOEF / 2.0f;
//float imageh = h * RCOEF/ 2.0f;
// 屏幕中心的一定范围,响应 click 事件
//mTouchRect = new RectF(w / 2 - imagew, h / 2 - imageh, w / 2 + imagew,
//h / 2 + imageh);
gl.glViewport(0, 0, w, h); // Reset The Current Viewport
// 选择投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
// 重置投影矩阵
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, w, 0, h);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
// updateCache();

@Override
public boolean onTouchEvent(MotionEvent event)
int action = event.getAction();
switch (action)
case MotionEvent.ACTION_DOWN:
touchBegan(event);
return true;
case MotionEvent.ACTION_MOVE:
touchMoved(event);
return true;
case MotionEvent.ACTION_UP:
touchEnded(event);
return true;

return false;

// 对 offset 的范围进行截断
private float checkValid(float off)
int max = imagesList.size() - 1;
if (off < 0)
return 0;
else if (off > max)
return max;
return off;

private void touchBegan(MotionEvent event)
endAnimation();
float x = event.getX();
mTouchStartX = x;
mTouchStartY = event.getY();
mStartTime = System.currentTimeMillis();
// 起始组件偏移
mStartOffset = mOffset;
Log.e(TAG, "touchBegan mStartOffset: " + mStartOffset);
mTouchMoved = false;
// -2.5 ~ 2.5
mTouchStartPos = (x / mWidth) * COEF - OFFSET;
mTouchStartPos /= 2;
// ------- 统计滑动速度 ------
mVelocity = VelocityTracker.obtain();
mVelocity.addMovement(event);
// ------- 统计滑动速度 ------

private void touchMoved(MotionEvent event)
// -2.5 ~ 2.5
float pos = (event.getX() / mWidth) * COEF - OFFSET;
pos /= 2;
if (!mTouchMoved)
// 与按下那刻位置的像素偏移量
float dx = Math.abs(event.getX() - mTouchStartX);
float dy = Math.abs(event.getY() - mTouchStartY);
// 如果偏移很小,则不动
if (dx < TOUCH_MINIMUM_MOVE & & dy < TOUCH_MINIMUM_MOVE)
return;
mTouchMoved = true;

// 更新组件偏移(注意是浮点数)
mOffset = checkValid(mStartOffset + mTouchStartPos - pos);
//Log.e(TAG, "touchMoved mOffset: " + mOffset);
requestRender();
// ------- 统计滑动速度 ------
mVelocity.addMovement(event);
// ------- 统计滑动速度 ------

private void touchEnded(MotionEvent event)
float pos = (event.getX() / mWidth) * COEF - OFFSET;
pos /= 2;
if (mTouchMoved)
mStartOffset += mTouchStartPos - pos;
mStartOffset = checkValid(mStartOffset);
// 更新组件的偏移(注意是浮点数)
mOffset = mStartOffset;
// ------- 统计滑动速度 ------
mVelocity.addMovement(event);
// 初始化速率单位
// 1000表示 1秒内运动了多少像素
mVelocity.computeCurrentVelocity(1000);
double speed = mVelocity.getXVelocity();
speed = (speed / mWidth) * COEF;
if (speed > MAX_SPEED)
speed = MAX_SPEED;
else if (speed < -MAX_SPEED)
speed = -MAX_SPEED;
// ------- 统计滑动速度 ------
// 开始一段时间的滑动动画
startAnimation(-speed);
else
// MainActivity中实现接口
//if (mTouchRect.contains(event.getX(), event.getY()))
//mListener.topTileClicked(this, (int) (mOffset + 0.01));
//


private void startAnimation(double speed)
if (mAnimationRunnable != null)
return;
double delta = speed * speed / (FRICTION * 2);
// 如果反向滑动
if (speed < 0)
delta = -delta;
double nearest = mStartOffset + delta;
// 取整
nearest = Math.floor(nearest + 0.5);
nearest = checkValid((float) nearest);
// 计算动画速度
mStartSpeed = (float) Math.sqrt(Math.abs(nearest - mStartOffset)
* FRICTION * 2);
// 反向动画速度
if (nearest < mStartOffset)
mStartSpeed = -mStartSpeed;
Log.i(TAG, "startAnimation! mStartSpeed: " + mStartSpeed);
// 计算动画总时长
mDuration = Math.abs(mStartSpeed / FRICTION);
// 记录动画起始时间
mStartTime = AnimationUtils.currentAnimationTimeMillis();
// 动画 Runnable对象
mAnimationRunnable = new Runnable()
public void run()
driveAnimation();

;
// △ 继续执行driveAnimation
post(mAnimationRunnable);

private void driveAnimation()
//Log.i(TAG, "driveAnimation! ");
// 动画经过的时间
float elapsed = (AnimationUtils.currentAnimationTimeMillis() - mStartTime) / 1000.0f;
// 如果超时则结束动画
if (elapsed > = mDuration)
endAnimation();
else
// 根据经过的时间来刷新动画
updateAnimationAtElapsed(elapsed);
// △ 继续执行本身
post(mAnimationRunnable);


private void endAnimation()
if (mAnimationRunnable != null)
// 对组件的偏移进行取整(对齐组件的效果)
mOffset = (float) Math.floor(mOffset + 0.5);
mOffset = checkValid(mOffset);
Log.i(TAG, "endAnimation: mOffset = " + mOffset);
// 刷新动画
requestRender();
// △ 停止执行driveAnimation()
removeCallbacks(mAnimationRunnable);
mAnimationRunnable = null;
// updateCache();


private void updateAnimationAtElapsed(float elapsed)
if (elapsed > mDuration)
elapsed = mDuration;
// 根据 起始动画速度 和 经过的时间 来计算当前的总偏移量
float delta = Math.abs(mStartSpeed) * elapsed - FRICTION * elapsed
* elapsed / 2;
if (mStartSpeed < 0)
delta = -delta;
// 注意是浮点数
mOffset = checkValid(mStartOffset + delta);
//Log.i(TAG, "Update Anim: mOffset = " + mOffset);
requestRender();

// private void updateCache()
// int diff = VISIBLE_TILES * 2 + 5;
// int diffLeft = Math.max(0,(int)mOffset - diff);
// int diffRight = Math.min(images.size(),(int)mOffset + diff);
//
// for(int i = 0; i < images.size(); i++)
// if(mCache.containsKey(i) & & (i < diffLeft || i > diffRight))
// mCache.removeObjectForKey(i);
//else
// if(!mCache.containsKey(i) & & i > = diffLeft & & i < = diffRight)
// CoverImage img = images.get(i);
// img.tryLoadTexture(dataChangedListener, i);
// mCache.putObjectForKey(i, img);
//
//
//
public int getMaxTiles()
return maxTiles;

public void setMaxTiles(int maxTiles)
this.maxTiles = maxTiles;
mCache = new DataCache< Integer, CoverImage> (maxTiles);

public int getVisibleTiles()
return visibleTiles;

public void setVisibleTiles(int visibleTiles)
this.visibleTiles = visibleTiles;

public void setImageQuality(EQuality size)
imageSize = size.getValue();

public void setImageShowBlackBars(boolean value)
showBlackBars = value;

public void setImagesList(List< String> imagesList)
this.imagesList = imagesList;
if (imagesList != null & & imagesList.size() > 0)
images = new ArrayList< CoverImage> (imagesList.size());
for (String imageUrl : imagesList)
CoverImage ci = new CoverImage(mActivity, aQuery)
.setUrl(imageUrl).setImageSize(imageSize)
.setShowBlackBars(showBlackBars);
images.add(ci);




public void setCoverFlowListener(CoverFlowListener listener)
mListener = listener;

public void setSelection(int position)
endAnimation();
if (images != null & & images.size() > 0)
position = Math.min(position, images.size() - 1);

mOffset = position;
Log.w(TAG, "setSelection: mOffset = " + mOffset);
requestRender();

public void setBackgroundRes(int res)
mBackground = new Background(mActivity, res);

public void setEmptyRes(int res)
emptyImage = new EmptyImage(mActivity, res);

// public void setBackgroundUrl(String url)
// mBackground = new Background(mActivity, url);
//
// public void setEmtpyUrl(String url)
// emptyImage = new EmptyImage(mActivity, url);
//

public void onDrawFrame(GL10 gl)
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
// clear Screen and Depth Buffer
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Drawing
gl.glTranslatef(0.0f, 0.0f, 0.0f);
if (mBackground != null)
mBackground.draw(gl);

final float offset = mOffset;
//Log.e(TAG, "onDrawFrame: offset = " + offset);
int i;
int max = imagesList != null ? imagesList.size() - 1 : 0;
// 中间的最大 tile 的索引(取整)
int mid = (int) Math.floor(offset + 0.5);
// 可见的最左侧tile 的索引(取整)
int iStartPos = mid - visibleTiles;
//Log.e(TAG, "onDrawFrame: iStartPos = " + iStartPos);
if (iStartPos < 0)
iStartPos = 0;
// 绘制左侧 tiles
for (i = iStartPos; i < mid; ++i)
drawTile(i, i - offset, gl); // 如果用mid 就没有过渡特效

// 可见的最右侧的tile 的索引
int iEndPos = mid + visibleTiles;
//Log.e(TAG, "onDrawFrame: iEndPos = " + iEndPos);
// 绘制右侧和中间的 tiles
if (iEndPos > max)
iEndPos = max;
for (i = iEndPos; i > = mid; --i)
drawTile(i, i - offset, gl); // 如果用mid 就没有过渡特效

// MainActivity中实现接口
//if (mLastOffset != (int) offset)
//mListener.tileOnTop(this, (int) offset);
//mLastOffset = (int) offset;
////Log.e(TAG, "mLastOffset: " + offset);
//

private void drawTile(
int position,// 当前的 tile
float off,// 当前 tile 离 中间的 tile 的偏移
GL10 gl)

// ☆ 从键值对缓存中取出对应的 CoverImage ☆
// 不用每次都去下载
CoverImage cacheImg = mCache.objectForKey(position);
boolean canDraw = false;
if (cacheImg == null)
// 当前的 tile 所对应的图片
cacheImg = images.get(position);
cacheImg.tryLoadTexture(dataChangedListener, position);
// 添加到 键值对 缓存中
mCache.putObjectForKey(position, cacheImg);
if (cacheImg.getTexture() != 0)
canDraw = true;

else if (cacheImg.getTexture() != 0)
canDraw = true;


// 图像等比例缩放(还有稍稍偏移)后的大小
float desiredSize = canDraw ? cacheImg.getDesiredSize() : emptyImage
.getDesiredSize();
// 一半宽度/一侧可见的tiles数
float spread = (mWidth - desiredSize) * 0.5f / visibleTiles;
// 水平偏移
float trans = off * spread;
// 根据离中心的距离,控制缩放比例
float sc = 1.0f - (Math.abs(off) / (visibleTiles + 1));
if (canDraw)
cacheImg.draw(gl, trans, sc);
else
emptyImage.draw(gl, trans, sc);


// 定义监听器
private DataChangedListener dataChangedListener = new DataChangedListener()
public void imageUpdated(int position)
synchronized (this)
// 显示范围:(mOffset - visibleTiles, mOffset + visibleTiles)
if (mOffset - visibleTiles < position
|| position < mOffset + visibleTiles)
requestRender();



;









    推荐阅读