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* OGLScreen.h
* Created on: Oct 13, 2011
* Author: iraklis
#include <NativeUI/Widgets.h>
#include <GLES/gl.h>
#include "HTMLScreen.h"
// Namespaces we want to access.
using namespace MAUtil; // Class Moblet
using namespace NativeUI; // WebView widget.
#ifndef OGLSCREEN_H_
#define OGLSCREEN_H_
class HTMLScreen;
//A struct that describes a single particle
typedef struct particle{
bool alive; //Whether the particle exists or not
int addTime; //The time that the particle was created
//Position vector
float x;
float y;
float z;
//Velocity vector
float xv;
float yv;
float zv;
class OGLScreen : public Screen,
public GLViewListener,
public SensorListener,
public TimerListener,
public ButtonListener
OGLScreen(MAHandle particleImage);
* This method creates the user interface of the screen
void createUI();
* This method is called when the GLView has been initialized
* and it's ready to accept OpenGL commands
* @param glView The GLView that was initialized
virtual void glViewReady(GLView* glView);
* This method initializes the parameters of the environment that
* the particles live in, and also sets the screen that handles communication
* with JavaScript
* @param htmlScreen The screen that handles the JavaScript code
* @param maxParticles The maximum number of particles that will be rendered
* @param particleLifetime How long a particle will exists after it's creation
* @param gravityScale How strong is the gravity
* @param screenWidth The width of the area that willbe used for rendering
* @param screenHeight The height of the area that willbe used for rendering
void initVariables(HTMLScreen *htmlScreen,int maxParticles, int particleLifetime,
float gravityScale, int screenWidth, int screenHeight);
* This method will initialize the particle texture
void createTexture();
* This method will initialize the OpenGL viewport to fill the GLView,
* And set the coordinate system to the specified size
* @param width The width of the coordinate system
* @param height The height of the coordinate system
void setViewport(int width, int height);
* This method will initialize the OpenGL to the parameters
* that are needed by our particular animation
void initGL();
* This method handles button clicks that this screen manages.
* @param button The button that was clicked
virtual void buttonClicked(Widget* button);
* This method calculates the new position of the particles
* and renders a frame each time it's called.
* @currentTime the current animation time
void draw(int currentTime);
* This method renders the particles on the screen
void renderParticleObject();
* Tell the screen whether it should render the animation or not
* @param render The state of rendering.
void shouldRender(bool render);
* This method is called whenever the timer is fired,
* and controls the animation
virtual void runTimerEvent();
* This method handles accelerometer events
* @param a A struct containing the accelerometer info
virtual void sensorEvent(MASensor a);
* This method adds a new particle to the rendering with the specified parameters
* @param x The horizontal position of the particle.
* @param y The vertical position of the particle.
* @param z The height of the particle.
* @param xv The particle's velocity on the x axis
* @param yv The particle's velocity on the y axis
* @param zv The particle's velocity on the z axis
void addNewParticles(float x, float y, float z,
float xv, float yv, float zv, int flow);
* Checks for particles past their lifetime, and removes them
* @currentTime the current animation time
void removeOldParticles(int currentTime);
* This method enables or disables the Increase flow button
* @state The new state of the button
void enableAddButton(bool state);
* This method enables or disables the Decrease flow button
* @state The new state of the button
void enableRemoveButton(bool state);
Button* mAddButton; //Increase flow
Button* mRemoveButton; //Decrease flow
HTMLScreen *mHTMLScreen; //The screen that handles communication with JS
MAHandle mParticleImageHandle; //The image resource for particles
GLuint mParticleTexture; //The particle texture used by OpenGL
bool mGLViewInitialized; //Initialization flag for the GLView wiget
bool mVariablesInitialized; //Initialization flag for the animation parameters
bool mEnvironmentInitialized; //Initialization flag for rendering
Label* mFPSLabel; //A label for showing the frame rate
Label* mFlowLabel; //A label for showing the flow rate
GLView* mGLView; //The widget that renders the frames
particle* mParticles; //The list of particles
bool mShouldRender; //The state of rendering
int mPrevTime; //The previous time that a frame was rendered
int mTotalTime; //Used to average the FPS value for several frames
int mFrameCounter; //Used to count when it needs to update the FPS
float ax, ay, az; //The gravity vector
int MAX_PARTICLES; //The maximum number of partiles
int PARTICLE_LIFETIME; //The lifetime of each partile, in milliseconds
float GRAVITY_SCALE; //The strenght of gravity
int SCREN_WIDTH; //The width of the screen
int SCREEN_HEIGHT; //The height of the screen
#endif /* OGLSCREEN_H_ */
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