터치 이벤트에 응답
컬렉션을 사용해 정리하기
내 환경설정을 기준으로 콘텐츠를 저장하고 분류하세요.
회전하는 삼각형과 같이 미리 설정된 프로그램에 따라 객체를 움직이게 하는 것은 다음에 유용합니다.
사용자가 OpenGL ES 그래픽과 상호작용하게 하려면 어떻게 해야 할까요?
OpenGL ES 애플리케이션을 터치 인터랙티브로 만들기 위한 핵심은
GLSurfaceView
:
터치 이벤트를 수신 대기하는 onTouchEvent()
이 학습 과정에서는 사용자가 OpenGL ES 객체를 회전할 수 있도록 터치 이벤트를 수신 대기하는 방법을 보여줍니다.
터치 리스너 설정
OpenGL ES 애플리케이션이 터치 이벤트에 응답하도록 하려면
onTouchEvent()
메서드를
GLSurfaceView
클래스. 아래 구현 예는
MotionEvent.ACTION_MOVE
이벤트를 다음 언어로 번역
도형의 회전 각도
Kotlin
private const val TOUCH_SCALE_FACTOR: Float = 180.0f / 320f
...
private var previousX: Float = 0f
private var previousY: Float = 0f
override fun onTouchEvent(e: MotionEvent): Boolean {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
val x: Float = e.x
val y: Float = e.y
when (e.action) {
MotionEvent.ACTION_MOVE -> {
var dx: Float = x - previousX
var dy: Float = y - previousY
// reverse direction of rotation above the mid-line
if (y > height / 2) {
dx *= -1
}
// reverse direction of rotation to left of the mid-line
if (x < width / 2) {
dy *= -1
}
renderer.angle += (dx + dy) * TOUCH_SCALE_FACTOR
requestRender()
}
}
previousX = x
previousY = y
return true
}
자바
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float previousX;
private float previousY;
@Override
public boolean onTouchEvent(MotionEvent e) {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - previousX;
float dy = y - previousY;
// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1 ;
}
// reverse direction of rotation to left of the mid-line
if (x < getWidth() / 2) {
dy = dy * -1 ;
}
renderer.setAngle(
renderer.getAngle() +
((dx + dy) * TOUCH_SCALE_FACTOR));
requestRender();
}
previousX = x;
previousY = y;
return true;
}
회전 각도를 계산한 후 이 메서드는
requestRender()
:
프레임을 렌더링할 때임을 알려야 합니다. 이 예시에서는
회전이 변경되지 않는 한 프레임을 다시 그릴 필요가 없기 때문입니다. 하지만
효율성에 아무런 영향을 미치지 않습니다. 다만, 효율성에 영향을 미치지 않습니다.
setRenderMode()
를 사용하여 데이터가 변경됩니다.
메서드를 사용하여 렌더기에서 다음 행의 주석 처리를 삭제하세요.
Kotlin
class MyGlSurfaceView(context: Context) : GLSurfaceView(context) {
init {
// Render the view only when there is a change in the drawing data
renderMode = GLSurfaceView.RENDERMODE_WHEN_DIRTY
}
}
자바
public MyGLSurfaceView(Context context) {
...
// Render the view only when there is a change in the drawing data
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
회전 각도 노출
위의 코드 예에서는 다음과 같이 렌더기를 통해 회전 각도를 노출해야 합니다.
공개 회원 추가하기 렌더기 코드가 기본 사용자와 별도의 스레드에서 실행되기 때문입니다.
인터페이스 스레드를 사용하려면 이 공개 변수를 volatile
로 선언해야 합니다.
다음 코드에서는 변수를 선언하고 getter와 setter 쌍을 노출합니다.
Kotlin
class MyGLRenderer4 : GLSurfaceView.Renderer {
@Volatile
var angle: Float = 0f
}
자바
public class MyGLRenderer implements GLSurfaceView.Renderer {
...
public volatile float mAngle;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
}
회전 적용
터치 입력으로 생성된 회전을 적용하려면 각도를 생성하는 코드를 주석 처리하고
터치 입력으로 생성된 각도가 포함된 변수를 추가합니다.
Kotlin
override fun onDrawFrame(gl: GL10) {
...
val scratch = FloatArray(16)
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1.0f)
// Combine the rotation matrix with the projection and camera view
// Note that the mvpMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mvpMatrix, 0, rotationMatrix, 0)
// Draw triangle
triangle.draw(scratch)
}
자바
public void onDrawFrame(GL10 gl) {
...
float[] scratch = new float[16];
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(rotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the vPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, vPMatrix, 0, rotationMatrix, 0);
// Draw triangle
mTriangle.draw(scratch);
}
위에 설명된 단계를 완료하면 프로그램을 실행하고
삼각형을 회전합니다.
그림 1. 터치 입력으로 회전되는 삼각형 (원은 터치를 나타냄)
위치).
이 페이지에 나와 있는 콘텐츠와 코드 샘플에는 콘텐츠 라이선스에서 설명하는 라이선스가 적용됩니다. 자바 및 OpenJDK는 Oracle 및 Oracle 계열사의 상표 또는 등록 상표입니다.
최종 업데이트: 2025-07-27(UTC)
[[["이해하기 쉬움","easyToUnderstand","thumb-up"],["문제가 해결됨","solvedMyProblem","thumb-up"],["기타","otherUp","thumb-up"]],[["필요한 정보가 없음","missingTheInformationINeed","thumb-down"],["너무 복잡함/단계 수가 너무 많음","tooComplicatedTooManySteps","thumb-down"],["오래됨","outOfDate","thumb-down"],["번역 문제","translationIssue","thumb-down"],["샘플/코드 문제","samplesCodeIssue","thumb-down"],["기타","otherDown","thumb-down"]],["최종 업데이트: 2025-07-27(UTC)"],[],[],null,["# Respond to touch events\n\nMaking objects move according to a preset program like the rotating triangle is useful for\ngetting some attention, but what if you want to have users interact with your OpenGL ES graphics?\nThe key to making your OpenGL ES application touch interactive is expanding your implementation of\n[GLSurfaceView](/reference/android/opengl/GLSurfaceView) to override the\n[onTouchEvent()](/reference/android/view/View#onTouchEvent(android.view.MotionEvent)) to listen for touch events.\n\nThis lesson shows you how to listen for touch events to let users rotate an OpenGL ES object.\n\nSetup a touch listener\n----------------------\n\nIn order to make your OpenGL ES application respond to touch events, you must implement the\n[onTouchEvent()](/reference/android/view/View#onTouchEvent(android.view.MotionEvent)) method in your\n[GLSurfaceView](/reference/android/opengl/GLSurfaceView) class. The example implementation below shows how to listen for\n[MotionEvent.ACTION_MOVE](/reference/android/view/MotionEvent#ACTION_MOVE) events and translate them to\nan angle of rotation for a shape. \n\n### Kotlin\n\n```kotlin\nprivate const val TOUCH_SCALE_FACTOR: Float = 180.0f / 320f\n...\nprivate var previousX: Float = 0f\nprivate var previousY: Float = 0f\n\noverride fun onTouchEvent(e: MotionEvent): Boolean {\n // MotionEvent reports input details from the touch screen\n // and other input controls. In this case, you are only\n // interested in events where the touch position changed.\n\n val x: Float = e.x\n val y: Float = e.y\n\n when (e.action) {\n MotionEvent.ACTION_MOVE -\u003e {\n\n var dx: Float = x - previousX\n var dy: Float = y - previousY\n\n // reverse direction of rotation above the mid-line\n if (y \u003e height / 2) {\n dx *= -1\n }\n\n // reverse direction of rotation to left of the mid-line\n if (x \u003c width / 2) {\n dy *= -1\n }\n\n renderer.angle += (dx + dy) * TOUCH_SCALE_FACTOR\n requestRender()\n }\n }\n\n previousX = x\n previousY = y\n return true\n}\n```\n\n### Java\n\n```java\nprivate final float TOUCH_SCALE_FACTOR = 180.0f / 320;\nprivate float previousX;\nprivate float previousY;\n\n@Override\npublic boolean onTouchEvent(MotionEvent e) {\n // MotionEvent reports input details from the touch screen\n // and other input controls. In this case, you are only\n // interested in events where the touch position changed.\n\n float x = e.getX();\n float y = e.getY();\n\n switch (e.getAction()) {\n case MotionEvent.ACTION_MOVE:\n\n float dx = x - previousX;\n float dy = y - previousY;\n\n // reverse direction of rotation above the mid-line\n if (y \u003e getHeight() / 2) {\n dx = dx * -1 ;\n }\n\n // reverse direction of rotation to left of the mid-line\n if (x \u003c getWidth() / 2) {\n dy = dy * -1 ;\n }\n\n renderer.setAngle(\n renderer.getAngle() +\n ((dx + dy) * TOUCH_SCALE_FACTOR));\n requestRender();\n }\n\n previousX = x;\n previousY = y;\n return true;\n}\n```\n\nNotice that after calculating the rotation angle, this method calls\n[requestRender()](/reference/android/opengl/GLSurfaceView#requestRender()) to tell the\nrenderer that it is time to render the frame. This approach is the most efficient in this example\nbecause the frame does not need to be redrawn unless there is a change in the rotation. However, it\ndoes not have any impact on efficiency unless you also request that the renderer only redraw when\nthe data changes using the [setRenderMode()](/reference/android/opengl/GLSurfaceView#setRenderMode(int))\nmethod, so make sure this line is uncommented in the renderer: \n\n### Kotlin\n\n```kotlin\nclass MyGlSurfaceView(context: Context) : GLSurfaceView(context) {\n\n init {\n // Render the view only when there is a change in the drawing data\n renderMode = GLSurfaceView.RENDERMODE_WHEN_DIRTY\n }\n}\n```\n\n### Java\n\n```java\npublic MyGLSurfaceView(Context context) {\n ...\n // Render the view only when there is a change in the drawing data\n setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);\n}\n```\n\nExpose the rotation angle\n-------------------------\n\nThe example code above requires that you expose the rotation angle through your renderer by\nadding a public member. Since the renderer code is running on a separate thread from the main user\ninterface thread of your application, you must declare this public variable as `volatile`.\nHere is the code to declare the variable and expose the getter and setter pair: \n\n### Kotlin\n\n```kotlin\nclass MyGLRenderer4 : GLSurfaceView.Renderer {\n\n @Volatile\n var angle: Float = 0f\n}\n```\n\n### Java\n\n```java\npublic class MyGLRenderer implements GLSurfaceView.Renderer {\n ...\n\n public volatile float mAngle;\n\n public float getAngle() {\n return mAngle;\n }\n\n public void setAngle(float angle) {\n mAngle = angle;\n }\n}\n```\n\nApply rotation\n--------------\n\nTo apply the rotation generated by touch input, comment out the code that generates an angle and\nadd a variable that contains the touch input generated angle: \n\n### Kotlin\n\n```kotlin\noverride fun onDrawFrame(gl: GL10) {\n ...\n val scratch = FloatArray(16)\n\n // Create a rotation for the triangle\n // long time = SystemClock.uptimeMillis() % 4000L;\n // float angle = 0.090f * ((int) time);\n Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1.0f)\n\n // Combine the rotation matrix with the projection and camera view\n // Note that the mvpMatrix factor *must be first* in order\n // for the matrix multiplication product to be correct.\n Matrix.multiplyMM(scratch, 0, mvpMatrix, 0, rotationMatrix, 0)\n\n // Draw triangle\n triangle.draw(scratch)\n}\n```\n\n### Java\n\n```java\npublic void onDrawFrame(GL10 gl) {\n ...\n float[] scratch = new float[16];\n\n // Create a rotation for the triangle\n // long time = SystemClock.uptimeMillis() % 4000L;\n // float angle = 0.090f * ((int) time);\n Matrix.setRotateM(rotationMatrix, 0, mAngle, 0, 0, -1.0f);\n\n // Combine the rotation matrix with the projection and camera view\n // Note that the vPMatrix factor *must be first* in order\n // for the matrix multiplication product to be correct.\n Matrix.multiplyMM(scratch, 0, vPMatrix, 0, rotationMatrix, 0);\n\n // Draw triangle\n mTriangle.draw(scratch);\n}\n```\n\nWhen you have completed the steps described above, run the program and drag your finger over the\nscreen to rotate the triangle:\n\n\n**Figure 1.** Triangle being rotated with touch input (circle shows touch\nlocation)."]]