/*
* Copyright (c) 2009-2010 devnewton <devnewton@bci.im>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'devnewton <devnewton@bci.im>' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package im.bci.newtonadv.platform.android;
import im.bci.newtonadv.Game;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.view.KeyEvent;
public class AndroidGLSurfaceView extends GLSurfaceView {
private final AndroidGameRenderer renderer;
private final AndroidGameInput input;
public AndroidGLSurfaceView(Context context, AndroidGameInput input) {
super(context);
setEGLConfigChooser(false);
setDebugFlags(DEBUG_CHECK_GL_ERROR);
this.input = input;
// Set the Renderer for drawing on the GLSurfaceView
renderer = new AndroidGameRenderer();
setRenderer(renderer);
this.setFocusable(true);
this.requestFocus();
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
switch (keyCode) {
case KeyEvent.KEYCODE_DPAD_RIGHT:
input.keyRightDown = true;
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
input.keyLeftDown = true;
break;
case KeyEvent.KEYCODE_DPAD_UP:
input.keyUpDown = true;
input.keyRotateClockwiseDown = true;
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
input.keyDownDown = true;
input.keyRotateCounterClockwiseDown = true;
break;
case KeyEvent.KEYCODE_DPAD_CENTER:
input.keyReturnDown = true;
input.keyJumpDown = true;
break;
case KeyEvent.KEYCODE_MENU:
input.keyReturnToMenuDown = true;
break;
case KeyEvent.KEYCODE_N:
input.keyCheatGotoNextLevelDown = true;
break;
case KeyEvent.KEYCODE_A:
input.keyCheatActivateAllDown = true;
break;
case KeyEvent.KEYCODE_B:
input.keyCheatGotoNextBonusLevelDown = true;
break;
}
return super.onKeyDown(keyCode, event);
}
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
switch (keyCode) {
case KeyEvent.KEYCODE_DPAD_RIGHT:
input.keyRightDown = false;
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
input.keyLeftDown = false;
break;
case KeyEvent.KEYCODE_DPAD_UP:
input.keyUpDown = false;
input.keyRotateClockwiseDown = false;
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
input.keyDownDown = false;
input.keyRotateCounterClockwiseDown = false;
break;
case KeyEvent.KEYCODE_DPAD_CENTER:
input.keyReturnDown = false;
input.keyJumpDown = false;
break;
case KeyEvent.KEYCODE_MENU:
input.keyReturnToMenuDown = false;
break;
case KeyEvent.KEYCODE_N:
input.keyCheatGotoNextLevelDown = false;
break;
case KeyEvent.KEYCODE_A:
input.keyCheatActivateAllDown = false;
break;
case KeyEvent.KEYCODE_B:
input.keyCheatGotoNextBonusLevelDown = false;
break;
}
return super.onKeyUp(keyCode, event);
}
public void setGame(Game game) {
renderer.setGame(game);
}
}