私はglSurfaceView
次のようなものを持っています:
public class GLLayer extends GLSurfaceView implements SurfaceHolder.Callback, Camera.PreviewCallback, Renderer {
private Context context;
private Circle cRing;
private CompassNeedle cNeedle;
private MarkerNorth mNorth;
private MarkerEast mEast;
private MarkerSouth mSouth;
private MarkerWest mWest;
private MarkerSouthWest mSWest;
private MarkerSouthEast mSEast;
private MarkerNorthWest mNWest;
private MarkerNorthEast mNEast;
private MarkerWest mGod;
private MarkerCustom userTag;
ArrayList <MarkerCustom> locationTags;
private PhoneOrientation phoneOri;
private boolean randomSelection[][][]=new boolean[10][10][10];
ArrayList<double[]> tags = new ArrayList<double[]>();
double tempOr[] = new double[3];
ARLaunch _parent;
RelativeLayout rel;
public GLLayer(Context context, int orientation, ArrayList<MarkerCustom> custMarkers,ARLaunch parent) {
super(context);
locationTags = custMarkers;
_parent = parent;
this.context = context;
this.mGod = new MarkerWest();
this.cRing = new Circle();
this.cNeedle = new CompassNeedle();
this.mNorth = new MarkerNorth();
this.mEast = new MarkerEast();
this.mSouth = new MarkerSouth();
this.mWest = new MarkerWest();
this.mSWest = new MarkerSouthWest();
this.mSEast = new MarkerSouthEast();
this.mNWest = new MarkerNorthWest();
this.mNEast = new MarkerNorthEast();
phoneOri=new PhoneOrientation(context); // sensor manager and interpreter
// settings for translucent glView
this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
// set render to inline
this.setRenderer(this);
phoneOri.start(context, orientation);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glEnable(GL10.GL_TEXTURE_2D);
// clear Screen and Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Reset the Modelview Matrix
gl.glLoadIdentity();
//GLU.gluLookAt(gl, eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
GLU.gluLookAt(gl,0, 0, 0, 0, 0, 0, 0, 0, 0);
float floatMat[]=phoneOri.getMatrix();
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadMatrixf(floatMat, 1);
//ArrayList<Square[]> squares = new ArrayList<Square[]>();
gl.glPushMatrix();
gl.glTranslatef(0,0,-10.0f);
cNeedle.draw(gl);
gl.glLoadMatrixf(floatMat,0);
gl.glTranslatef(0,0,10.0f);
cRing.draw(gl);
//Draw South
gl.glTranslatef(0.0f,-150.0f,-10.0f);
mSouth.draw(gl);
//Draw West
gl.glTranslatef(-150.0f,150.0f,0.0f);
mWest.draw(gl);
//DrawNorth
gl.glTranslatef(150.0f,150.0f,0.0f);
mNorth.draw(gl);
//DrawEast
gl.glTranslatef(150.0f,-150.0f,0.0f);
mEast.draw(gl);
//SW
gl.glTranslatef(-225.0f, -75.0f, 0.0f);
mSWest.draw(gl);
// NW
gl.glTranslatef(0.0f,150.f,0);
mNWest.draw(gl);
gl.glTranslatef(150.0f, 0f, 0f);
mNEast.draw(gl);
gl.glTranslatef(0.0f,-150.0f,0.0f);
mSEast.draw(gl);
gl.glPushMatrix();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}
float ratio = (float) width / height;
gl.glViewport(0, 0, width, height); //Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix
//Calculate The Aspect Ratio Of The Window
//gl.glFrustumf(-ratio, ratio, -1, 1, 1, 100);
GLU.gluPerspective(gl, 35.0f, (float)width / (float)height, 5.0f, 200.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
GLU.gluLookAt(gl, 0, 1.0f, 5.0f, 0, 0, 0, 0, 1.0f, 0);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig arg1) {
// Load the texture for the square
//square.loadGLTexture(gl, this.context);
for(int i=0;i<locationTags.size();i++){
userTag=locationTags.get(i);
userTag.loadGLTexture(gl, this.context);
//Figure out how to load textures for each
}
cRing.loadGLTexture(gl, this.context);
cNeedle.loadGLTexture(gl, this.context);
mNorth.loadGLTexture(gl, this.context);
mEast.loadGLTexture(gl, this.context);
mSouth.loadGLTexture(gl, this.context);
mWest.loadGLTexture(gl, this.context);
mSWest.loadGLTexture(gl, this.context);
mNWest.loadGLTexture(gl, this.context);
mSEast.loadGLTexture(gl, this.context);
mNEast.loadGLTexture(gl, this.context);
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do
//Really Nice Perspective Calculations
//gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_SMOOTH);
}
@Override
public void onPreviewFrame(byte[] data, Camera camera) {
// TODO Auto-generated method stub
}
私のメインのアクティビティでは、次のようにビューに追加しています。
setContentView(frame);
frame.addView(camPreview, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
frame.addView(glView, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
frame.addView(lin);
lin.addView(rel);
RelativeLayout.LayoutParams pNav = new RelativeLayout.LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT);
pNav.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM,1);
pNav.addRule(RelativeLayout.ALIGN_PARENT_RIGHT);
pNav.rightMargin = 20;
rel.addView(imageView,pNav);
lin.bringToFront();
;
imageView.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODOn Auto-generated method stub
glView.newTag();
}
});
問題は、glSurfaceView
が最上位レベルに表示され、 をカバーしているにimageView
もかかわらず、ユーザーが をクリックできることimageView
です。HUD や GUI のように ImageView をビューの一番上に表示するにはどうすればよいですか?