[android-developers] TouchEvent - ACTION_UP after ~30 seconds

2011-03-07 Thread Thiago Lopes Rosa
Hi,

I need the user touching the screen for a long period of time, but
approximately after 30 seconds there is an ACTION_UP event automatically.

I tested on three devices and it always happen. To understand what I'm
saying, just swype on your home screen (to switch home screens) but keep
your finger touching the screen, you will see that after 30 seconds you will
release the finger from the screen.

Any idea how to solve this issue?

Thanks,



Thiago

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[android-developers] Re: TouchEvent - ACTION_UP after ~30 seconds

2011-03-07 Thread Thiago Lopes Rosa
I found this:
There is a setting in the touch IC that causes touches that stay in
more or less the same place for extended periods of time to be
calibrated out. That is the setting that is causing this ACTION_UP
message to be sent if you press and hold for more than 20 seconds
(20-30 seconds is our typical setting). The reason this feature exists
is to allow for false touches to eventually be removed from the screen
(false touches can be generated in a number of ways, most likely water
on the screen during operation).

There are many arguments for and against this type of behavior, but I
can say that at this time we do not have a coherent system strategy to
deal with this type of operation. There are no requirements that
specify exactly how persistent touches should be handled and the
implementations we have today are based on the individual products
desired use case support .

Is there any way to avoid this?
Or to fool it?



Thiago

On Mon, Mar 7, 2011 at 12:23, Thiago Lopes Rosa thiago.r...@gmail.comwrote:

 Hi,

 I need the user touching the screen for a long period of time, but
 approximately after 30 seconds there is an ACTION_UP event automatically.

 I tested on three devices and it always happen. To understand what I'm
 saying, just swype on your home screen (to switch home screens) but keep
 your finger touching the screen, you will see that after 30 seconds you will
 release the finger from the screen.

 Any idea how to solve this issue?

 Thanks,



 Thiago


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Re: [android-developers] Re: TouchEvent - ACTION_UP after ~30 seconds

2011-03-07 Thread Thiago Lopes Rosa
It is for a game! =)


Thiago


On Mon, Mar 7, 2011 at 12:53, Kostya Vasilyev kmans...@gmail.com wrote:

  It just seems to me - as a user - like a strange requirement to have.

 I can't imagine holding my finger on the screen for 20 seconds or longer in
 order to use a program.

 Um, unless it's an application intended to prevent prison breaks :)

 -- Kostya

 07.03.2011 18:48, Thiago Lopes Rosa пишет:

 I found this:
 There is a setting in the touch IC that causes touches that stay in
 more or less the same place for extended periods of time to be
 calibrated out. That is the setting that is causing this ACTION_UP
 message to be sent if you press and hold for more than 20 seconds
 (20-30 seconds is our typical setting). The reason this feature exists
 is to allow for false touches to eventually be removed from the screen
 (false touches can be generated in a number of ways, most likely water
 on the screen during operation).

 There are many arguments for and against this type of behavior, but I
 can say that at this time we do not have a coherent system strategy to
 deal with this type of operation. There are no requirements that
 specify exactly how persistent touches should be handled and the
 implementations we have today are based on the individual products
 desired use case support .

  Is there any way to avoid this?
 Or to fool it?



  Thiago

 On Mon, Mar 7, 2011 at 12:23, Thiago Lopes Rosa thiago.r...@gmail.comwrote:

 Hi,

  I need the user touching the screen for a long period of time, but
 approximately after 30 seconds there is an ACTION_UP event automatically.

  I tested on three devices and it always happen. To understand what I'm
 saying, just swype on your home screen (to switch home screens) but keep
 your finger touching the screen, you will see that after 30 seconds you will
 release the finger from the screen.

  Any idea how to solve this issue?

  Thanks,



  Thiago


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 --
 Kostya Vasilyev -- http://kmansoft.wordpress.com

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[android-developers] Android Optical Mouse

2010-12-02 Thread Thiago Lopes Rosa
Hi,

Does anyone know how the optical mouse (example: HTC Incredible) is mapped?
Would it be a trackball? DPAD? Touch? Another key?

Thanks!



Thiago

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Re: [android-developers] Re: OpenGL - 3D rotation from a 2D input

2010-09-09 Thread Thiago Lopes Rosa
Lesson 48 ported to Java (still needs some OpenGL ES adjustments):
http://www.java-tips.org/other-api-tips/jogl/arcball-rotation-nehe-tutorial-jogl-port.html



Thiago


On Tue, Sep 7, 2010 at 21:04, Thiago Lopes Rosa thiago.r...@gmail.comwrote:

 Thanks! =)



 Thiago


 On Tue, Sep 7, 2010 at 14:25, Robert Green rbgrn@gmail.com wrote:

 I was going to suggest doing what they outline in that lesson.  In
 short - keep a rotation matrix for the current orientation of your
 cube.  Process input and keep a rotation matrix that you apply the
 user input to, then multiply the cube matrix by and store the result
 as the cube matrix, then reset the input matrix to identity and start
 all over.

 For user-space Z input rotation, you can do it like they do in the pro
 3D apps - with a little button that shows that rotation to the left
 and to the right.  Still use the same method as above, though, and you
 will get very predictable, nice rotation on all axis.

 On Sep 7, 11:39 am, alan a...@birtles.org.uk wrote:
  your first stop for all opengl questions should be NeHe open gl
  lessons:http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=48
 
  On Sep 6, 9:58 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
 
 
 
   This is a 3D Minesweeper. Instead of searching mines on that
 rectangular
   field, you must search them on several 3D fields (8 in total) by
 looking in
   all faces/planes. So you must rotate the objects to see all sides.
 (search
   for: *3D Mines*)
 
   I got the idea about different movements for each axis, but I really
 wanted
   to use dragging for all axis.
 
   Thanks,
 
   Thiago
 
   On Mon, Sep 6, 2010 at 17:42, Droid rod...@gmail.com wrote:
Suggest dragging for x, y and tapping for z axis movement. But its
 not
clear exactly what your end-game is
You could also use accelerometer for tipping (see Breakout Legend in
the App in mkt)
 
:) Droid
 
On Sep 6, 7:04 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
 Hi,
 
 I have a cube on the center of the screen and the user can rotate
 it
using
 the touchscreen.
 
 The problem:
 For example, when I rotate the cube 180 degrees (vertical), the
horizontal
 rotation gets inverted (i mean, when moving right the cube
 rotates left
 and vice-versa).
 
 The issue is that I'm using 2D coordinates (touchscreen) to rotate
 the 3D
 cube.
 I'm always rotating around the cube's X and Y axis and never
 around the Z
 axis.
 
 The question is:
 How do I calculate how much and which axis to rotate from a 2D
 coordinate
 input?
 
 Thanks,
 
 Thiago
 
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Re: [android-developers] Re: OpenGL - 3D rotation from a 2D input

2010-09-07 Thread Thiago Lopes Rosa
Thanks! =)



Thiago


On Tue, Sep 7, 2010 at 14:25, Robert Green rbgrn@gmail.com wrote:

 I was going to suggest doing what they outline in that lesson.  In
 short - keep a rotation matrix for the current orientation of your
 cube.  Process input and keep a rotation matrix that you apply the
 user input to, then multiply the cube matrix by and store the result
 as the cube matrix, then reset the input matrix to identity and start
 all over.

 For user-space Z input rotation, you can do it like they do in the pro
 3D apps - with a little button that shows that rotation to the left
 and to the right.  Still use the same method as above, though, and you
 will get very predictable, nice rotation on all axis.

 On Sep 7, 11:39 am, alan a...@birtles.org.uk wrote:
  your first stop for all opengl questions should be NeHe open gl
  lessons:http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=48
 
  On Sep 6, 9:58 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
 
 
 
   This is a 3D Minesweeper. Instead of searching mines on that
 rectangular
   field, you must search them on several 3D fields (8 in total) by
 looking in
   all faces/planes. So you must rotate the objects to see all sides.
 (search
   for: *3D Mines*)
 
   I got the idea about different movements for each axis, but I really
 wanted
   to use dragging for all axis.
 
   Thanks,
 
   Thiago
 
   On Mon, Sep 6, 2010 at 17:42, Droid rod...@gmail.com wrote:
Suggest dragging for x, y and tapping for z axis movement. But its
 not
clear exactly what your end-game is
You could also use accelerometer for tipping (see Breakout Legend in
the App in mkt)
 
:) Droid
 
On Sep 6, 7:04 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
 Hi,
 
 I have a cube on the center of the screen and the user can rotate
 it
using
 the touchscreen.
 
 The problem:
 For example, when I rotate the cube 180 degrees (vertical), the
horizontal
 rotation gets inverted (i mean, when moving right the cube
 rotates left
 and vice-versa).
 
 The issue is that I'm using 2D coordinates (touchscreen) to rotate
 the 3D
 cube.
 I'm always rotating around the cube's X and Y axis and never around
 the Z
 axis.
 
 The question is:
 How do I calculate how much and which axis to rotate from a 2D
 coordinate
 input?
 
 Thanks,
 
 Thiago
 
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[android-developers] OpenGL - 3D rotation from a 2D input

2010-09-06 Thread Thiago Lopes Rosa
Hi,

I have a cube on the center of the screen and the user can rotate it using
the touchscreen.

The problem:
For example, when I rotate the cube 180 degrees (vertical), the horizontal
rotation gets inverted (i mean, when moving right the cube rotates left
and vice-versa).

The issue is that I'm using 2D coordinates (touchscreen) to rotate the 3D
cube.
I'm always rotating around the cube's X and Y axis and never around the Z
axis.

The question is:
How do I calculate how much and which axis to rotate from a 2D coordinate
input?




Thanks,

Thiago

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Re: [android-developers] Re: OpenGL - 3D rotation from a 2D input

2010-09-06 Thread Thiago Lopes Rosa
This is a 3D Minesweeper. Instead of searching mines on that rectangular
field, you must search them on several 3D fields (8 in total) by looking in
all faces/planes. So you must rotate the objects to see all sides. (search
for: *3D Mines*)

I got the idea about different movements for each axis, but I really wanted
to use dragging for all axis.

Thanks,



Thiago


On Mon, Sep 6, 2010 at 17:42, Droid rod...@gmail.com wrote:

 Suggest dragging for x, y and tapping for z axis movement. But its not
 clear exactly what your end-game is
 You could also use accelerometer for tipping (see Breakout Legend in
 the App in mkt)

 :) Droid


 On Sep 6, 7:04 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
  Hi,
 
  I have a cube on the center of the screen and the user can rotate it
 using
  the touchscreen.
 
  The problem:
  For example, when I rotate the cube 180 degrees (vertical), the
 horizontal
  rotation gets inverted (i mean, when moving right the cube rotates left
  and vice-versa).
 
  The issue is that I'm using 2D coordinates (touchscreen) to rotate the 3D
  cube.
  I'm always rotating around the cube's X and Y axis and never around the Z
  axis.
 
  The question is:
  How do I calculate how much and which axis to rotate from a 2D coordinate
  input?
 
  Thanks,
 
  Thiago

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Re: [android-developers] Re: OpenGL ES - Color Picking - Front/Back Buffer

2010-09-03 Thread Thiago Lopes Rosa
Hi Robert,

This is exactly what I wanted to avoid! lol! =)
I don't have this math skills and as it is a simple game, I chose the
color-picking techinique.

Do you have any idea why the colored objects are being displayed?
I always draw the textured objects at the end of the onDrawFrame function.
Does it always swap buffers after this function or am I triggering something
wrong before the end?

Thanks,



Thiago


On Thu, Sep 2, 2010 at 21:21, Robert Green rbgrn@gmail.com wrote:

 Thiago,

 I'm going to answer by providing a totally different way to do your
 picking.  If you separate the object models and the rendering into two
 different things, you can have it so that when it's time to pick, you
 get a ray into your world using glUnProject (assuming you have your
 own view transform matrix that you use) and run intersection tests of
 that ray against your models.  I recommend doing a simple ray-sphere
 intersection test to see if the ray was in the area of the object and
 then test against the faces of the object itself or a convex hull
 surrounding it to get a more accurate idea.  This, done optimally,
 will most likely outperform your current solution as it doesn't
 introduce a complete pipeline stall with 2 pass rendering
 (glReadPixels, clear, draw again)...

 If you're interested in doing it, just refer to 3D game math books for
 the matrix math involved and google around for a ray-sphere test to
 get started.  Once you've got that working, there are algorithms for
 producing the hull around the object or if you're ok with bounding
 boxes, they tend to work alright and are easily constructed.

 On Sep 2, 2:50 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
  Hi,
 
  I have a 3D game and I am using color-picking to know which object was
  selected.
 
  When the user touches the screen, I draw each object with a different
 color.
  Then I read the color where the user touched the screen to know which
 object
  was selected. After that I draw each object with their respective
  textures/colors. (everything done during one onDrawFrame pass)
 
  The problem is that sometimes the colored objects appear on the screen
 (~5%
  of the times the user touches the screen) and it is even worse on slower
  hardwares.
 
  This is my pseudo code:
 
  public void onDrawFrame(GL10 gl) {
  if (user touched the screen) {
   gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
   gl.glMatrixMode(GL10.GL_MODELVIEW);
 
  // DRAW COLORED OBJECTS
 
  gl.glReadPixels(x, y, ..);
   // CHECK WHICH OBJECT WAS SELECTED
   gl.glColor4x(0x, 0x, 0x, 0x);
   }
 
   gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
   gl.glMatrixMode(GL10.GL_MODELVIEW);
 
   // DRAW TEXTURED OBJECTS
 
  }
 
  As far as I understand, we always draw on the Back Buffer and only after
 we
  finish, it swaps to the Front Buffer and updates the screen.
  Is there anything wrong with the above code?
 
  Thanks!
 
  Thiago

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Re: [android-developers] Re: OpenGL ES - Color Picking - Front/Back Buffer

2010-09-03 Thread Thiago Lopes Rosa
I have a class called ScreenView that extends GLSurfaceView.
I have another class called ScreenRenderer that
implements GLSurfaceView.Renderer.

On ScreenView constructor I do the following:
screenRenderer = new ScreenRenderer(context);
setRenderer(screenRenderer);

On onTouchEvent (in ScreenView) I set a flag during ACTION_DOWN to know that
the user touched the screen (first IF on my first e-mail).

I don't have other threads running at this moment.

Thanks,



Thiago


On Fri, Sep 3, 2010 at 14:38, Robert Green rbgrn@gmail.com wrote:

 Thiago,

 I would not expect to see those drawn.  Your color/depth clear should
 take care of it.  You're using a GLSurfaceView and drawing only in the
 renderer which is called by the view, right?

 I suppose I'd try a flush before the actual rendering pass but that
 shouldn't be necessary either.

 What is your thread configuration?  Doing anything special there?

 On Sep 3, 11:33 am, Lance Nanek lna...@gmail.com wrote:
  Weird, even if the command queue filled up and some were sent to the
  hardware automatically, that shouldn't cause a buffer swap, which must
  have happened for you to see things in progress...
 
  On Sep 2, 3:50 pm, Thiago Lopes Rosa thiago.r...@gmail.com wrote:
 
 
 
   Hi,
 
   I have a 3D game and I am using color-picking to know which object was
   selected.
 
   When the user touches the screen, I draw each object with a different
 color.
   Then I read the color where the user touched the screen to know which
 object
   was selected. After that I draw each object with their respective
   textures/colors. (everything done during one onDrawFrame pass)
 
   The problem is that sometimes the colored objects appear on the screen
 (~5%
   of the times the user touches the screen) and it is even worse on
 slower
   hardwares.
 
   This is my pseudo code:
 
   public void onDrawFrame(GL10 gl) {
   if (user touched the screen) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
 
   // DRAW COLORED OBJECTS
 
   gl.glReadPixels(x, y, ..);
// CHECK WHICH OBJECT WAS SELECTED
gl.glColor4x(0x, 0x, 0x, 0x);
}
 
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
 
// DRAW TEXTURED OBJECTS
 
   }
 
   As far as I understand, we always draw on the Back Buffer and only
 after we
   finish, it swaps to the Front Buffer and updates the screen.
   Is there anything wrong with the above code?
 
   Thanks!
 
   Thiago

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[android-developers] OpenGL ES - Color Picking - Front/Back Buffer

2010-09-02 Thread Thiago Lopes Rosa
Hi,

I have a 3D game and I am using color-picking to know which object was
selected.

When the user touches the screen, I draw each object with a different color.
Then I read the color where the user touched the screen to know which object
was selected. After that I draw each object with their respective
textures/colors. (everything done during one onDrawFrame pass)

The problem is that sometimes the colored objects appear on the screen (~5%
of the times the user touches the screen) and it is even worse on slower
hardwares.

This is my pseudo code:

public void onDrawFrame(GL10 gl) {
if (user touched the screen) {
 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
 gl.glMatrixMode(GL10.GL_MODELVIEW);

// DRAW COLORED OBJECTS

gl.glReadPixels(x, y, ..);
 // CHECK WHICH OBJECT WAS SELECTED
 gl.glColor4x(0x, 0x, 0x, 0x);
 }

 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
 gl.glMatrixMode(GL10.GL_MODELVIEW);

 // DRAW TEXTURED OBJECTS
}


As far as I understand, we always draw on the Back Buffer and only after we
finish, it swaps to the Front Buffer and updates the screen.
Is there anything wrong with the above code?

Thanks!


Thiago

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