Android, Handle touch and send it to bottom view - android

I'm creating a HelpActivity above my MainActivity, HelpActivity is almost transparent.I want show to user the place he should touch to do staff, but I don't want finish() my HelpActivity and then let the user to touch that place, I need when user touches the place in HelpActivity the exact place on MainActivity simulate like when user touches it.
I hope you understand me.

I think your over complicating the situation.
If you want to be able to allow touch to pass to a view lower in the Z-axis keep all the views in the same hierarchy (i.e. Activity) - then you will get this behaviour for free rather than using a massive hack to achieve something the OS will do automatically.
OR use something like ShowcaseView

Related

Android: How do I create an overlay with a floating RecyclerView within a fragment

I am not quite sure what I should be searching for, so I thought I would ask if anyone could 1) Help me identify the NAME of what it is I am trying to create or 2) give me an idea of a library / how I would go about creating this.
See this (Poorly-drawn) picture:
What I am trying to do is to create a normal Fragment which has normal content in it, but when you press a button somewhere (IE action bar), it creates a recyclerview that is "floating" as a type of overlay on top of your fragment. Ideally if the user clicks elsewhere, it will close it (So it should simulate the behavior of a dismissible dialog box), but also allow clicking within the view itself.
Also, if possible, I want to make a connection between the + sign and the recyclerview (Like a line or something) just to indicate it is connected and is an overlay.
Anyone have any recommendations as to what I should do or what I should be looking for? Thanks!
-Sil
You can place your RecyclerView within a DialogFragment. That way you can get the overlay feel, and you can also dismiss it when user clicks anywhere outside of it.

Creating a custom ui element and making it respond to user input

I have a volume knob and would like to know how to make it respond to user input in android. Please point me in the right direction as i have no idea how i can go about it ? Custom Knob looks like something created in this article. My question is what would be the general approach to port this knob into an android application. Do i have to extend the view class and draw this as a Bitmap. If so how exactly would i respond to user input. If this is not possible and i am on the wrong track could someone please tell me how to achieve this?
I would extend the View class.
View is the baseclass for widgets in android (by widgets I mean textfields, buttons, etc), so I think a volue knob would fit right in among those. About the user input, I'm not so sure. I think it depends on how you want to control the knob. I think looking at the onTouchEvent(MotionEvent) would be a good start. My guess is that you will need to overload a similar method anyways.
Related links:
http://developer.android.com/reference/android/view/View.html
http://www.vogella.com/articles/AndroidGestures/article.html

Android onTouchEvent focus the whole activity

I'm working on a viewFlipper that switch between listviews, and so far, so good. I launch animations on a onTouchEvent. My problem is that to go in the onTouchEvent, I have to tap on a area empty of component, like if my activity is the last component to ask for the focus.
I want the exact other way around. I want that wherever I tap on the screen, despite of the others components, it launches the onTouchEvent. Must be simple but so far I did worthless research.
Thanks.

Like voice over for Android

Good day to all!
I'm trying to implement a voice over for Android (like iPhone), but a specific application (not the entire operating system)
Imagine a screen with six buttons, so they occupy the entire activity, distributed equally in size.
When I "walk" with my finger on the screen, I want to give focus to the button and capture the event when the button has focus and let the focus as well.
Conclusion: As I flick on the screen and if it is over a button, the focus button. if I continue to drag the finger, give the focus to another button without taking your finger off the screen.
Can anyone help me? Sorry for bad English.
I don't think you can use the Android Button class for this, but instead do a custom view, draw six rectangles, and write an onTouchEvent method that determines what sound to play based on where the user's finger is. See the Sudokuv4 example at http://pragprog.com/book/eband3/hello-android for some code you can use.
Well you have to know positions of buttons. You can use basic view functions to get positions (getLeft(), and so on...)
After that you have to implment onTouchListner for Activity. Within you have to check where Event.x and Event.y pointers are and set foucs to specified view. After pointers move from specified view you set focus to false.

Activities, Views and Dialogs in Android. Proper application structure for game

I was in the midsts of tinkering in android with the goal of trying to make this small exploration game. I actually got pretty far so far: a nice sprite system, a title screen with a main menu that is all in game code (no UI buttons or anything) that launch various activities. An activity that loads this cool map view, that when clicked on will load up another view of a more detailed "zoomed in" action part of a map. It all works pretty well but now I am left wondering how well I am going about this.
(What happens to a view when you instantiate and then move the set the context to a new view? I am guessing as long as the activity is alive all the instantiations of various views that an activity uses are still good? And in an activities onPause is when id have to save the data thats changed in these views to persist the state in the event the user quits the game etc.. ?)
I have three menu options at the start of the game. The main one is:
New Game
The new game, I launch my main map
activity that can launch three views:
First two are a loading screen for
the second, a map screen.
Third view is a more detailed action
orientated part that uses this sprite
engine I developed.
It all works pretty good as in the map view you click on a cell it tells the Calling Activity through a listener to start the detailed action view, and passes in the ID of the cell (so it knows what objects to load in the detailed view based on the cell clicked in second view). (This took me awhile to figure out but someone helped here on another question to get this.) Reference that helped me on this part here. I also used the various information here on ViewSwitcher.
I got even a yes no dialog box in the second view that asks if they really wanna goto that cell when they click on it, a yes tells the calling activity to set the new view. What helped me to get this working was this reference here. I also had to fiddle with the calls to getContext and that, I am still not 100% sure what getResources and getContext do for me.
So is it bad practice to call and load a dialog from a view? If it is, then I don't understand how if I have an event in the view that needs to pop up a dialog how I do that? Call back to the activity and let the activity handle it the dialog response and then call a method on the view for the response?
So far all this works great, I did have a bit to learn about threads too. I spawn a different thread for my MenuView (handles the detection of button clicks and responses), my CellMap view which handles the cool big map that users can click on to see the indepth view which is my SystemView view.
So basically the activity call list is like this:
Home.Activity -> ScrollMap.activity which listens to CellMap wher ethe Yes/No dialog apperas (in the view of CellMap) and if the answer is yes to the question, then the onTouchEvent starts up the SystemView view using
private CellMap.MapClickedListener onTouchEvent=
new CellMap.MapClickedListener() {
#Override
public void onMapClick(int id) {
setContentView(new SolarSystem(theContext,id));
}
};
To help anyone else, that listener had to be defined in my CellMap class. Then in the ScrollMap activity when I am about to start the CellMap I just call a method to CellMap sets the map click listener. So far this is the only way I have been able to get data from a dialog (in this case a it was clicked so set the new view) back to the calling activity. Is this proper practice?
Now my biggest question is, I have a playerObject class I want to initialize on new game event (I know how to detect that push) and that then is available to any view in any activity for the life time of the cycle. So far the game activity has just two (3 if you count the loading progress bar) views. I want to get the players name, is that another activity or view? I cannot find a decent tutorial of just how to make a simple input dialogg box that would return a string.
How do i go about passing this stuff around? After I get the players name from wherever that edit box is to be loaded, I want to set the players name in the class and pass that class instance off to another view or activity so they may get at that data. Everything I have searched on this seemed like overkill or not the right way. Whats the best way to pass this "playerClass" around so that I can access it from other views (to say display the players name in every view).
I also have my Home Activity that waits for an onClick on 3 buttons, it then launches their activity that shows the view. I realize a continue game and new game are the same activity and will just change in data loaded off the drive to restore a save game. When the new game button is clicked I would love to get the players name they want to use and of course set the member of the playerClass to this name so it persists.
Where do I call (an edit dialog is it?) the edit dialog from? (more over how do I build one that can take an okay button and input from keyboard etc). Id also like to make it pretty, maybe I could have a simple view that has one edit box in it and a nice image background (though I haven't figured out how to place the edit boxes to fit nicely matching a background i draw for it. I guess id like an edit dialog I can skin to look how i want it to and fit the look of the game).
I am actually kinda happy what I got so far its looking not to bad, just not sure about some specifics like getting user input for a name of the player. Storing that information and passing it then to other activities and views.
Is it better to have one GameMain activity, and a ton of views:
Map view
Character sheet view
inventory view etc etc?
Or Should there be diff activities in there somewhere as well?
You've written a lot here, so I'm go gonna go ahead and answer the questions I think you're asking.
First, how can one share information between activities and views? If you're just sharing it between views in a single activity, store it in the instance of the Activity subclass.
Sharing between activities requires a little bit more. Instead of using an instance of the default Application class, you can create a subclass of Application and use that instead. Put your data in fields of that subclass. To tell your app to use your subclass, modify the app manifest like so:
<application
....
android:name=".YourAppClassNameHere">
....
</application>
As for getting user input, the simple answer is use the built-in EditText view. since you seem to want to give your game a more "custom" style, though, you may need to go about creating your own editable textbox. That and buttons should allow for most sorts of basic user input.
Now, good practice vis-a-vis activities and views. I'm not aware of a standard for this, but when designing I generally try to think of activities as more conceptually separate elements, whereas views are conceptually interwoven. the line between the two is dependent, in part, on the scope of the app; an app with a narrow focus can afford to break more actions down into different activities than can one with a much broader focus.
Your "GameMain" example is a bit on the fence, but I think you've made the right choice: the activity is "playing the game," as opposed to a menu or high-scores table, and the views present different aspects of the game being played.

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