我的活动显示 CUBE 3D(简单的 OpenGL 示例)有问题。当我在手机或模拟器上按返回键时,它应该返回主菜单,但没有返回任何内容。有什么线索吗?
这是代码:
public class Graphic3D extends Activity {
private GLSurfaceView glView; // Use subclass of GLSurfaceView (NEW)
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Allocate a custom subclass of GLSurfaceView (NEW)
glView = new MyGLSurfaceView(this);
setContentView(glView); // Set View (NEW)
}
@Override
public void onBackPressed() {
super.onBackPressed();
// ????????
}
@Override
protected void onPause() {
super.onPause();
glView.onPause();
}
@Override
protected void onResume() {
super.onResume();
glView.onResume();
}
}
MySurfaceView 类:
public class MyGLSurfaceView extends GLSurfaceView {
Graphics3DRenderer renderer; // Custom GL Renderer
// For touch event
private final float TOUCH_SCALE_FACTOR = 180.0f / 320.0f;
private float previousX;
private float previousY;
// Constructor - Allocate and set the renderer
public MyGLSurfaceView(Context context) {
super(context);
renderer = new Graphics3DRenderer(context);
this.setRenderer(renderer);
// Request focus, otherwise key/button won't react
this.requestFocus();
this.setFocusableInTouchMode(true);
}
// Handler for key event
@Override
public boolean onKeyDown(int keyCode, KeyEvent evt) {
switch(keyCode) {
case KeyEvent.KEYCODE_DPAD_LEFT: // Decrease Y-rotational speed
renderer.speedY -= 0.3f;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT: // Increase Y-rotational speed
renderer.speedY += 0.3f;
break;
case KeyEvent.KEYCODE_DPAD_UP: // Decrease X-rotational speed
renderer.speedX -= 0.3f;
break;
case KeyEvent.KEYCODE_DPAD_DOWN: // Increase X-rotational speed
renderer.speedX += 0.3f;
break;
case KeyEvent.KEYCODE_VOLUME_DOWN:// Zoom out (decrease z)
renderer.z -= 0.4f;
break;
case KeyEvent.KEYCODE_VOLUME_UP: // Zoom in (increase z)
renderer.z += 0.4f;
break;
case KeyEvent.KEYCODE_DPAD_CENTER:
renderer.speedY = 0;
renderer.speedX = 0;
renderer.z = -6.0f;
break;
}
return true; // Event handled
}
// Handler for touch event
@Override
public boolean onTouchEvent(final MotionEvent evt) {
float currentX = evt.getX();
float currentY = evt.getY();
float deltaX, deltaY;
switch (evt.getAction()) {
case MotionEvent.ACTION_MOVE:
// Modify rotational angles according to movement
deltaX = currentX - previousX;
deltaY = currentY - previousY;
renderer.angleX += deltaY * TOUCH_SCALE_FACTOR;
renderer.angleY += deltaX * TOUCH_SCALE_FACTOR;
}
// Save current x, y
previousX = currentX;
previousY = currentY;
return true; // Event handled
}
}