我有问题我不知道如何将OnTouch方法中的值x和y传递给私有最终类MyRenderer并更新OnDrawFrame tex.draw(,x,y ,,,)函数x和y的值是能够平移我想用手指移动的对象。

任何指导都值得赞赏〜

public class Stage extends GLSurfaceView{

// Stage width and height
private float w, h;

// Screen width and height
private int screenWidth, screenHeight;

// Our native vertex buffer
private FloatBuffer vertexBuffer;

private Texture tex;

@Override
public boolean onTouchEvent(MotionEvent event) {
    final int action = event.getAction() & MotionEvent.ACTION_MASK;
    float x, y;
    int pointerIndex;
    int pointerId;

    if (action == MotionEvent.ACTION_DOWN) {
        pointerId = event.getPointerId(0);
        x = event.getX();
        y = event.getY();
        pointerIndex = 0;
    } else {
        pointerIndex = event.getActionIndex();
        pointerId = event.getPointerId(pointerIndex);
        x = event.getX(pointerIndex);
        y = event.getY(pointerIndex);
    }
    Log.v("this X", String.valueOf(x));
    Log.v("this Y", String.valueOf(y));

    return true;
}

public Stage(Context context, AttributeSet attrs) {
    super(context, attrs);
    setEGLConfigChooser(8, 8, 8, 8, 0, 0);
    setRenderer(new MyRenderer());
    setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    float vertices[] = {
            -0.5f, -0.5f,  0.0f,  // 0. left-bottom
            0.5f, -0.5f,  0.0f,  // 1. right-bottom
            -0.5f,  0.5f,  0.0f,  // 2. left-top
            0.5f,  0.5f,  0.0f   // 3. right-top
    };

    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
    vbb.order(ByteOrder.nativeOrder());
    vertexBuffer = vbb.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    tex = new Texture(R.drawable.kdk);

}

private final class MyRenderer implements GLSurfaceView.Renderer {

    public final void onDrawFrame(GL10 gl) {

        gl.glClear(GLES10.GL_COLOR_BUFFER_BIT);
        gl.glLoadIdentity();
        tex.prepare(gl, GL10.GL_CLAMP_TO_EDGE);
        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
        tex.draw(gl, w / 2, h / 2, tex.getWidth(), tex.getHeight(), 0);

    }

    public final void onSurfaceChanged(GL10 gl, int width, int height) {
        gl.glClearColor(0, 0, 0, 0);

        if(width > height) {
            h = 600;
            w = width * h / height;
        } else {
            w = 600;
            h = height * w / width;
        }
        screenWidth = width;
        screenHeight = height;

        gl.glViewport(0, 0, screenWidth, screenHeight);
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glOrthof(0, w, h, 0, -1, 1);
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public final void onSurfaceCreated(GL10 gl, EGLConfig config) {
        // Set up alpha blending
        gl.glEnable(GL10.GL_ALPHA_TEST);
        gl.glEnable(GL10.GL_BLEND);
        gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);

        // We are in 2D. Why needs depth?
        gl.glDisable(GL10.GL_DEPTH_TEST);

        // Enable vertex arrays (we'll use them to draw primitives).
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

        // Enable texture coordination arrays.
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

        tex.load(getContext());
    }

}

}


其他编码

How to apply drag drop and scale in Android OpenGL ES

最佳答案

为此,您必须将MyRenderer属性添加到Stage类。

此解决方案将起作用,但它可能不是最佳解决方案,因此可以置评。




您需要通过删除final语句来更改内部类MyRenderer的定义:

编辑:我不确定这一点,因为final class将其所有方法设置为final,但可能没有属性。如果有人可以回答,我会很高兴阅读。


  私有最终类MyRenderer实现GLSurfaceView.Renderer





  私有类MyRenderer实现GLSurfaceView.Renderer






在您的舞台课程中:

public class Stage extends GLSurfaceView {

    // Stage width and height
    private float w, h;

    ...

    // The renderer
    MyRenderer mRenderer;

    ...

    public Stage(Context context, AttributeSet attrs) {

        mRenderer = new MyRenderer();

        super(context, attrs);
        setEGLConfigChooser(8, 8, 8, 8, 0, 0);

        setRenderer(mRenderer);

        ...
    }
}






将设置器添加到MyRenderer类中:

private class MyRenderer implements GLSurfaceView.Renderer {

    float xPos;
    float yPos;

    // ...

    public void setX(float x) {
        xPos = x;
    }

    public void setY(float y) {
        yPos = y;
    }

    public void setXY(float x, float y) {
        xPos = x;
        yPos = y;
    }
}






最后,在OnTouch方法中设置这些值。




编辑:

设置xPos和yPos默认值:

private class MyRenderer implements GLSurfaceView.Renderer {

    float xPos;
    float yPos;

    boolean initialised = false;

    ...

    public final void onSurfaceChanged(GL10 gl, int width, int height) {

        if (!initialised) {
            xPos = width /2;
            yPos = height / 2;
            initialised = true;
        }

        ...
    }

    ...
}




编辑2:

为了避免出现竞争状态,请使用一个功能同时设置X和Y值。输入方法时,它将创建临时变量,并带有传入参数的值。这将确保传递的x和y值来自同一事件。

private class MyRenderer implements GLSurfaceView.Renderer {

    float xPos;
    float yPos;

    // ...


    public void setXY(float x, float y) {
        xPos = x;
        yPos = y;
    }
}

09-25 19:31