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[導(dǎo)讀]Ball類package?com.example.android_sample_5_2; import?java.nio.ByteBuffer; import?java.nio.ByteOrder;


Ball類


package?com.example.android_sample_5_2;

import?java.nio.ByteBuffer;
import?java.nio.ByteOrder;
import?java.nio.IntBuffer;
import?java.util.ArrayList;

import?javax.microedition.khronos.opengles.GL10;

public?class?Ball?{
	private?IntBuffer???mVertexBuffer;//頂點坐標(biāo)數(shù)據(jù)緩沖
	private?IntBuffer???mNormalBuffer;//頂點法向量數(shù)據(jù)緩沖
????private?ByteBuffer??mIndexBuffer;//頂點構(gòu)建索引數(shù)據(jù)緩沖
????public?float?mAngleX;//沿x軸旋轉(zhuǎn)角度
????public?float?mAngleY;//沿y軸旋轉(zhuǎn)角度?
????public?float?mAngleZ;//沿z軸旋轉(zhuǎn)角度?
????int?vCount=0;
????int?iCount=0;
????public?Ball(int?scale)
????{
????	//頂點坐標(biāo)數(shù)據(jù)的初始化================begin============================
????	final?int?UNIT_SIZE=10000;
????	ArrayListalVertix=new?ArrayList();//存放頂點坐標(biāo)的ArrayList
????	final?int?angleSpan=18;//將球進(jìn)行單位切分的角度
????????for(int?vAngle=-90;vAngle<=90;vAngle=vAngle+angleSpan)//垂直方向angleSpan度一份
????????{
????????	for(int?hAngle=0;hAngle<360;hAngle=hAngle+angleSpan)//水平方向angleSpan度一份
????????	{//縱向橫向各到一個角度后計算對應(yīng)的此點在球面上的坐標(biāo)
????????		double?xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
????????		int?x=(int)(xozLength*Math.cos(Math.toRadians(hAngle)));
????????		int?z=(int)(xozLength*Math.sin(Math.toRadians(hAngle)));
????????		int?y=(int)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
????????		//將計算出來的XYZ坐標(biāo)加入存放頂點坐標(biāo)的ArrayList
????????		alVertix.add(x);alVertix.add(y);alVertix.add(z);
????????	}
????????}?	
????????vCount=alVertix.size()/3;//頂點的數(shù)量為坐標(biāo)值數(shù)量的1/3,因為一個頂點有3個坐標(biāo)
????	
????????//將alVertix中的坐標(biāo)值轉(zhuǎn)存到一個int數(shù)組中
????????int?vertices[]=new?int[vCount*3];
????	for(int?i=0;i<alVertix.size();i++)
????	{
????		vertices[i]=alVertix.get(i);
????	}
		
????????//創(chuàng)建頂點坐標(biāo)數(shù)據(jù)緩沖
????????//vertices.length*4是因為一個整數(shù)四個字節(jié)
????????ByteBuffer?vbb?=?ByteBuffer.allocateDirect(vertices.length*4);
????????vbb.order(ByteOrder.nativeOrder());//設(shè)置字節(jié)順序
????????mVertexBuffer?=?vbb.asIntBuffer();//轉(zhuǎn)換為int型緩沖
????????mVertexBuffer.put(vertices);//向緩沖區(qū)中放入頂點坐標(biāo)數(shù)據(jù)
????????mVertexBuffer.position(0);//設(shè)置緩沖區(qū)起始位置?????
????????
????????
????????//創(chuàng)建頂點法向量數(shù)據(jù)緩沖
????????//vertices.length*4是因為一個float四個字節(jié)
????????ByteBuffer?nbb?=?ByteBuffer.allocateDirect(vertices.length*4);
????????nbb.order(ByteOrder.nativeOrder());//設(shè)置字節(jié)順序
????????mNormalBuffer?=?vbb.asIntBuffer();//轉(zhuǎn)換為int型緩沖
????????mNormalBuffer.put(vertices);//向緩沖區(qū)中放入頂點坐標(biāo)數(shù)據(jù)
????????mNormalBuffer.position(0);//設(shè)置緩沖區(qū)起始位置
????????
????????
????????//特別提示:由于不同平臺字節(jié)順序不同數(shù)據(jù)單元不是字節(jié)的一定要經(jīng)過ByteBuffer
????????//轉(zhuǎn)換,關(guān)鍵是要通過ByteOrder設(shè)置nativeOrder(),否則有可能會出問題
????????//頂點坐標(biāo)數(shù)據(jù)的初始化================end============================
????????
???????????????
????????//三角形構(gòu)造索引數(shù)據(jù)初始化==========begin==========================
????????ArrayListalIndex=new?ArrayList();
????????int?row=(180/angleSpan)+1;//球面切分的行數(shù)
????????int?col=360/angleSpan;//球面切分的列數(shù)
????????for(int?i=0;i0&&i<row-1)
????????	{//中間行
????????		for(int?j=-1;j<col;j++)
				{//中間行的兩個相鄰點與下一行的對應(yīng)點構(gòu)成三角形
					int?k=i*col+j;
					alIndex.add(k+col);
					alIndex.add(k+1);
					alIndex.add(k);		
				}
????????		for(int?j=0;j<col+1;j++)
				{//中間行的兩個相鄰點與上一行的對應(yīng)點構(gòu)成三角形				
					int?k=i*col+j;
					alIndex.add(k-col);
					alIndex.add(k-1);
					alIndex.add(k);	
				}
????????	}
????????}
????????iCount=alIndex.size();
????????byte?indices[]=new?byte[alIndex.size()];
????????for(int?i=0;i<alIndex.size();i++)
????????{
????????	indices[i]=alIndex.get(i).byteValue();
????????}?
????????//創(chuàng)建三角形構(gòu)造索引數(shù)據(jù)緩沖
????????mIndexBuffer?=?ByteBuffer.allocateDirect(indices.length);
????????mIndexBuffer.put(indices);//向緩沖區(qū)中放入三角形構(gòu)造索引數(shù)據(jù)
????????mIndexBuffer.position(0);//設(shè)置緩沖區(qū)起始位置
??????//三角形構(gòu)造索引數(shù)據(jù)初始化==========end==============================
????}

????public?void?drawSelf(GL10?gl)
????{
????	gl.glRotatef(mAngleZ,?0,?0,?1);//沿Z軸旋轉(zhuǎn)
????	gl.glRotatef(mAngleX,?1,?0,?0);//沿X軸旋轉(zhuǎn)
????????gl.glRotatef(mAngleY,?0,?1,?0);//沿Y軸旋轉(zhuǎn)
????????
????????gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
????????gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
????????
		//為畫筆指定頂點坐標(biāo)數(shù)據(jù)
????????gl.glVertexPointer
????????(
????????		3,				//每個頂點的坐標(biāo)數(shù)量為3??xyz?
????????		GL10.GL_FIXED,	//頂點坐標(biāo)值的類型為?GL_FIXED
????????		0,?				//連續(xù)頂點坐標(biāo)數(shù)據(jù)之間的間隔
????????		mVertexBuffer	//頂點坐標(biāo)數(shù)據(jù)
????????);
????????
????????//為畫筆指定頂點法向量數(shù)據(jù)
????????gl.glNormalPointer(GL10.GL_FIXED,?0,?mNormalBuffer);
		
????????//繪制圖形
????????gl.glDrawElements
????????(
????????		GL10.GL_TRIANGLES,?		//以三角形方式填充
????????		iCount,?			?	//一共icount/3個三角形,iCount個頂點
????????		GL10.GL_UNSIGNED_BYTE,?	//索引值的尺寸
????????		mIndexBuffer			//索引值數(shù)據(jù)
????????);?
????}

}







MySyrfaceView類


package?com.example.android_sample_5_2;

import?javax.microedition.khronos.egl.EGLConfig;
import?javax.microedition.khronos.opengles.GL10;

import?android.content.Context;
import?android.opengl.GLSurfaceView;
import?android.view.MotionEvent;

public?class?MySurfaceView?extends?GLSurfaceView{

????private?final?float?TOUCH_SCALE_FACTOR?=?180.0f/320;//角度縮放比例
????private?SceneRenderer?mRenderer;//場景渲染器
????private?float?mPreviousY;//上次的觸控位置Y坐標(biāo)
????private?float?mPreviousX;//上次的觸控位置Y坐標(biāo)
????boolean?openLightFlag=true;//開燈標(biāo)記,false為關(guān)燈,true為開燈
????int?openLightNum=1;			//開燈數(shù)量標(biāo)記,1為一盞燈,2,為兩盞燈...
	public?MySurfaceView(Context?context)?{
????????super(context);
????????mRenderer?=?new?SceneRenderer();	//創(chuàng)建場景渲染器
????????setRenderer(mRenderer);				//設(shè)置渲染器		
????????setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//設(shè)置渲染模式為主動渲染???
????}

????//觸摸事件回調(diào)方法
????@Override?public?boolean?onTouchEvent(MotionEvent?e)?{
????????float?y?=?e.getY();
????????float?x?=?e.getX();
????????switch?(e.getAction())?{
????????case?MotionEvent.ACTION_MOVE:
????????????float?dy?=?y?-?mPreviousY;//計算觸控筆Y位移
????????????float?dx?=?x?-?mPreviousX;//計算觸控筆Y位移
????????????mRenderer.ball.mAngleX?+=?dy?*?TOUCH_SCALE_FACTOR;//設(shè)置沿x軸旋轉(zhuǎn)角度
????????????mRenderer.ball.mAngleZ?+=?dx?*?TOUCH_SCALE_FACTOR;//設(shè)置沿z軸旋轉(zhuǎn)角度
????????????requestRender();//重繪畫面
????????}
????????mPreviousY?=?y;//記錄觸控筆位置
????????mPreviousX?=?x;//記錄觸控筆位置
????????return?true;
????}
	private?class?SceneRenderer?implements?GLSurfaceView.Renderer?
????{???
????	Ball?ball=new?Ball(4);
????	
????	public?SceneRenderer(){
????	}
????????public?void?onDrawFrame(GL10?gl){???
????????	gl.glShadeModel(GL10.GL_SMOOTH);
????????	gl.glEnable(GL10.GL_LIGHTING);//允許光照??
????????	initMaterialWhite(gl);//初始化材質(zhì)為白色
????????	float[]?positionParams0={2,1,0,1};//最后的1表示是定位光,此為0號燈位置參數(shù)。
????????	float[]?positionParams1={-2,1,0,1};//最后的1表示是定位光,此為1號燈位置參數(shù)。
????????	float[]?positionParams2={0,0,2,1};//最后的1表示是定位光,此為2號燈位置參數(shù)。
????????	float[]?positionParams3={1,1,2,1};//最后的1表示是定位光,此為3號燈位置參數(shù)。
????????	float[]?positionParams4={-1,-1,2,1};//最后的1表示是定位光,此為4號燈位置參數(shù)。
????????	gl.glDisable(GL10.GL_LIGHT0);	//每次繪制前,取消已開啟的燈光效果
????????	gl.glDisable(GL10.GL_LIGHT1);	//每次繪制前,取消已開啟的燈光效果
????????	gl.glDisable(GL10.GL_LIGHT2);	//每次繪制前,取消已開啟的燈光效果
????????	gl.glDisable(GL10.GL_LIGHT3);	//每次繪制前,取消已開啟的燈光效果
????????	gl.glDisable(GL10.GL_LIGHT4);	//每次繪制前,取消已開啟的燈光效果
????????	
????????	switch(openLightNum){
????????		case?1:					//開啟一盞燈
????????			initLight0(gl);//初始化0號燈
????????			
????????????????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_POSITION,?positionParams0,0);?
????????			break;
????????		case?2:					//開啟兩盞燈
????????			initLight0(gl);//初始化0號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_POSITION,?positionParams0,0);?
????????????????????
????????????????????initLight1(gl);//初始化1號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_POSITION,?positionParams1,0);?
????????			break;
????????		case?3:					//開啟三盞燈
????????			initLight0(gl);//初始化0號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_POSITION,?positionParams0,0);?
????????????????????
????????????????????initLight1(gl);//初始化1號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_POSITION,?positionParams1,0);?
????????????????????
????????????????????initLight2(gl);//初始化2號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT2,?GL10.GL_POSITION,?positionParams2,0);?
????????			break;
????????		case?4:					//開啟四盞燈
????????			initLight0(gl);//初始化0號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_POSITION,?positionParams0,0);?
????????????????????
????????????????????initLight1(gl);//初始化1號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_POSITION,?positionParams1,0);?
????????????????????
????????????????????initLight2(gl);//初始化2號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT2,?GL10.GL_POSITION,?positionParams2,0);?
????????			
????????????????????initLight3(gl);//初始化3號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT3,?GL10.GL_POSITION,?positionParams3,0);?
????????????????????break;
????????		case?5:					//開啟五盞燈
????????			initLight0(gl);//初始化0號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_POSITION,?positionParams0,0);?
????????????????????
????????????????????initLight1(gl);//初始化1號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_POSITION,?positionParams1,0);?
????????????????????
????????????????????initLight2(gl);//初始化2號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT2,?GL10.GL_POSITION,?positionParams2,0);?
????????			
????????????????????initLight3(gl);//初始化3號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT3,?GL10.GL_POSITION,?positionParams3,0);?
????????????????????
????????????????????initLight4(gl);//初始化4號燈
????????????????????gl.glLightfv(GL10.GL_LIGHT4,?GL10.GL_POSITION,?positionParams4,0);?
????????????????????break;
????????	}
????????	//清除顏色緩存
????????	gl.glClear(GL10.GL_COLOR_BUFFER_BIT?|?GL10.GL_DEPTH_BUFFER_BIT);
????????	//設(shè)置當(dāng)前矩陣為模式矩陣
????????????gl.glMatrixMode(GL10.GL_MODELVIEW);
????????????//設(shè)置當(dāng)前矩陣為單位矩陣
????????????gl.glLoadIdentity();?????
????????????
????????????gl.glTranslatef(0,?0f,?-1.8f);??
????????????ball.drawSelf(gl);
????????????gl.glLoadIdentity();
????????}
????????public?void?onSurfaceChanged(GL10?gl,?int?width,?int?height)?{
????????????//設(shè)置視窗大小及位置?
????????	gl.glViewport(0,?0,?width,?height);
????????	//設(shè)置當(dāng)前矩陣為投影矩陣
????????????gl.glMatrixMode(GL10.GL_PROJECTION);
????????????//設(shè)置當(dāng)前矩陣為單位矩陣
????????????gl.glLoadIdentity();
????????????//計算透視投影的比例
????????????float?ratio?=?(float)?width?/?height;
????????????//調(diào)用此方法計算產(chǎn)生透視投影矩陣
????????????gl.glFrustumf(-ratio,?ratio,?-1,?1,?1,?10);
????????}
????????public?void?onSurfaceCreated(GL10?gl,?EGLConfig?config)?{
????????????//關(guān)閉抗抖動?
????????	gl.glDisable(GL10.GL_DITHER);
????????	//設(shè)置特定Hint項目的模式,這里為設(shè)置為使用快速模式
????????????gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);
????????????//設(shè)置屏幕背景色黑色RGBA
????????????gl.glClearColor(0,0,0,0);
????????????//設(shè)置著色模型為平滑著色???
????????????gl.glShadeModel(GL10.GL_SMOOTH);//GL10.GL_SMOOTH??GL10.GL_FLAT
????????????//啟用深度測試
????????????gl.glEnable(GL10.GL_DEPTH_TEST);
????????}
????}
	private?void?initLight0(GL10?gl){
????????gl.glEnable(GL10.GL_LIGHT0);//打開0號燈??,白色
????????//環(huán)境光設(shè)置
????????float[]?ambientParams={0.1f,0.1f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_AMBIENT,?ambientParams,0);????????????
????????//散射光設(shè)置
????????float[]?diffuseParams={0.5f,0.5f,0.5f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_DIFFUSE,?diffuseParams,0);?
????????//反射光設(shè)置
????????float[]?specularParams={1.0f,1.0f,1.0f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT0,?GL10.GL_SPECULAR,?specularParams,0);?????
	}
	private?void?initLight1(GL10?gl)
	{
????????gl.glEnable(GL10.GL_LIGHT1);//打開1號燈??,紅色
????????//環(huán)境光設(shè)置
????????float[]?ambientParams={0.2f,0.03f,0.03f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_AMBIENT,?ambientParams,0);????????????
????????//散射光設(shè)置
????????float[]?diffuseParams={0.5f,0.1f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_DIFFUSE,?diffuseParams,0);?
????????//反射光設(shè)置
????????float[]?specularParams={1.0f,0.1f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT1,?GL10.GL_SPECULAR,?specularParams,0);?????
	}
	private?void?initLight2(GL10?gl)
	{
????????gl.glEnable(GL10.GL_LIGHT2);//打開1號燈??,藍(lán)色
????????//環(huán)境光設(shè)置
????????float[]?ambientParams={0.03f,0.03f,0.2f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT2,?GL10.GL_AMBIENT,?ambientParams,0);????????????
????????//散射光設(shè)置
????????float[]?diffuseParams={0.1f,0.1f,0.5f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT2,?GL10.GL_DIFFUSE,?diffuseParams,0);?
????????//反射光設(shè)置
????????float[]?specularParams={0.1f,0.1f,1.0f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT2,?GL10.GL_SPECULAR,?specularParams,0);?????
	}
	private?void?initLight3(GL10?gl)
	{
????????gl.glEnable(GL10.GL_LIGHT3);//打開3號燈??,綠色
????????//環(huán)境光設(shè)置
????????float[]?ambientParams={0.03f,0.2f,0.03f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT3,?GL10.GL_AMBIENT,?ambientParams,0);????????????
????????//散射光設(shè)置
????????float[]?diffuseParams={0.1f,0.5f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT3,?GL10.GL_DIFFUSE,?diffuseParams,0);?
????????//反射光設(shè)置
????????float[]?specularParams={0.1f,1.0f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT3,?GL10.GL_SPECULAR,?specularParams,0);?????
	}
	private?void?initLight4(GL10?gl)
	{
????????gl.glEnable(GL10.GL_LIGHT4);//打開3號燈??,黃色
????????//環(huán)境光設(shè)置
????????float[]?ambientParams={0.2f,0.2f,0.03f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT4,?GL10.GL_AMBIENT,?ambientParams,0);????????????
????????//散射光設(shè)置
????????float[]?diffuseParams={0.5f,0.5f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT4,?GL10.GL_DIFFUSE,?diffuseParams,0);?
????????//反射光設(shè)置
????????float[]?specularParams={1.0f,1.0f,0.1f,1.0f};//光參數(shù)?RGBA
????????gl.glLightfv(GL10.GL_LIGHT4,?GL10.GL_SPECULAR,?specularParams,0);?????
	}
	private?void?initMaterialWhite(GL10?gl)
	{//材質(zhì)為白色時什么顏色的光照在上面就將體現(xiàn)出什么顏色
????????//環(huán)境光為白色材質(zhì)
????????float?ambientMaterial[]?=?{0.4f,?0.4f,?0.4f,?1.0f};
????????gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,?GL10.GL_AMBIENT,?ambientMaterial,0);
????????//散射光為白色材質(zhì)
????????float?diffuseMaterial[]?=?{0.8f,?0.8f,?0.8f,?1.0f};
????????gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,?GL10.GL_DIFFUSE,?diffuseMaterial,0);
????????//高光材質(zhì)為白色
????????float?specularMaterial[]?=?{1.0f,?1.0f,?1.0f,?1.0f};
????????gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,?GL10.GL_SPECULAR,?specularMaterial,0);
????????//高光反射區(qū)域,數(shù)越大高亮區(qū)域越小越暗
????????float?shininessMaterial[]?=?{1.5f};
????????gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,?GL10.GL_SHININESS,?shininessMaterial,0);
	}
}


MainActivity類




package?com.example.android_sample_5_2;

import?android.os.Bundle;
import?android.app.Activity;
import?android.view.Menu;
import?android.widget.LinearLayout;
import?android.widget.RatingBar;
import?android.widget.Toast;

public?class?MainActivity?extends?Activity?{
	MySurfaceView?msv;
	RatingBar?rb;
	@Override
	protected?void?onCreate(Bundle?savedInstanceState)?{
		super.onCreate(savedInstanceState);
		msv?=?new?MySurfaceView(this);
		setContentView(R.layout.activity_main);
		rb?=?(RatingBar)?findViewById(R.id.RatingBar01);
		msv.requestFocus();
		msv.setFocusableInTouchMode(true);
		LinearLayout?lla?=?(LinearLayout)?findViewById(R.id.lla);
		lla.addView(msv);
		
		rb.setOnRatingBarChangeListener(new?RatingBar.OnRatingBarChangeListener()?{
			
			@Override
			public?void?onRatingChanged(RatingBar?ratingBar,?float?rating,
					boolean?fromUser)?{
				//?TODO?Auto-generated?method?stub
				if?(rating?>=?0?&&?rating??1?&&?rating??2?&&?rating??3?&&?rating??4?&&?rating?<=?5){
					msv.openLightNum?=?5;
				}
				Toast.makeText(MainActivity.this,?"開啟了"?+?msv.openLightNum?+?"盞燈",?Toast.LENGTH_SHORT).show();
			}
		});
	}
	
	@Override
	protected?void?onPause()?{
		//?TODO?Auto-generated?method?stub
		super.onPause();
		msv.onPause();
	}
	@Override
	protected?void?onResume()?{
		//?TODO?Auto-generated?method?stub
		super.onResume();
		msv.onResume();
	}
	@Override
	public?boolean?onCreateOptionsMenu(Menu?menu)?{
		//?Inflate?the?menu;?this?adds?items?to?the?action?bar?if?it?is?present.
		getMenuInflater().inflate(R.menu.main,?menu);
		return?true;
	}
}





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