响应触摸事件
使用集合让一切井井有条
根据您的偏好保存内容并对其进行分类。
让对象按照预设程序(例如旋转的三角形)移动有助于
但如果您想让用户与您的 OpenGL ES 图形交互,该怎么办呢?
使 OpenGL ES 应用触摸可交互的关键在于扩展
GLSurfaceView
,用于替换
onTouchEvent()
,用于监听触摸事件。
本课程介绍了如何监听触摸事件,以使用户可以旋转 OpenGL ES 对象。
设置触摸监听器
为了使您的 OpenGL ES 应用响应触摸事件,您必须实现
onTouchEvent()
方法
GLSurfaceView
类。以下示例实现展示了如何监听
MotionEvent.ACTION_MOVE
事件并将其翻译成
形状的旋转角度
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
}
Java
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;
}
请注意,在计算旋转角度后,此方法会调用
requestRender()
告诉
渲染程序时该渲染帧了在这个示例中,这是最高效的
因为除非旋转角度发生变化,否则无需重新绘制帧。不过,
不会对效率产生任何影响
使用 setRenderMode()
更改数据
方法,因此请确保在渲染程序中取消注释以下行:
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
}
}
Java
public MyGLSurfaceView(Context context) {
...
// Render the view only when there is a change in the drawing data
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
公开旋转角度
上面的示例代码要求您通过以下方式通过渲染程序公开旋转角度:
添加公开成员。由于渲染程序代码在独立于主用户的线程上运行
接口线程,则必须将此公共变量声明为 volatile
。
以下是用于声明变量和公开 getter 和 setter 对的代码:
Kotlin
class MyGLRenderer4 : GLSurfaceView.Renderer {
@Volatile
var angle: Float = 0f
}
Java
public class MyGLRenderer implements GLSurfaceView.Renderer {
...
public volatile float mAngle;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
}
应用旋转
如需应用触控输入生成的旋转,请注释掉生成角度的代码,并
添加一个变量,该变量包含触控输入生成的角度:
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)
}
Java
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);
}
完成上述步骤后,运行程序并将手指拖动到
屏幕旋转三角形:
图 1. 使用触控输入旋转的三角形(圆圈表示触摸)
位置)。
本页面上的内容和代码示例受内容许可部分所述许可的限制。Java 和 OpenJDK 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-07-27。
[[["易于理解","easyToUnderstand","thumb-up"],["解决了我的问题","solvedMyProblem","thumb-up"],["其他","otherUp","thumb-up"]],[["没有我需要的信息","missingTheInformationINeed","thumb-down"],["太复杂/步骤太多","tooComplicatedTooManySteps","thumb-down"],["内容需要更新","outOfDate","thumb-down"],["翻译问题","translationIssue","thumb-down"],["示例/代码问题","samplesCodeIssue","thumb-down"],["其他","otherDown","thumb-down"]],["最后更新时间 (UTC):2025-07-27。"],[],[],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)."]]