Delay in playing sound [duplicate] - android

I'm currently facing an issue with my android game. Normally when calling SoundPool.play() the function needs about 0.003 seconds to finish, but sometimes it takes 0.2 seconds which makes my game stutter. where could his anomaly come from?

thanks to Tim, using a Thread for playing seemed to workaround the problem successfully.
Thread
package org.racenet.racesow.threads;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import org.racenet.racesow.models.SoundItem;
import android.media.SoundPool;
/**
* Thread for playing sounds
*
* #author soh#zolex
*
*/
public class SoundThread extends Thread {
private SoundPool soundPool;
public BlockingQueue<SoundItem> sounds = new LinkedBlockingQueue<SoundItem>();
public boolean stop = false;
/**
* Constructor
*
* #param soundPool
*/
public SoundThread(SoundPool soundPool) {
this.soundPool = soundPool;
}
/**
* Dispose a sound
*
* #param soundID
*/
public void unloadSound(int soundID) {
this.soundPool.unload(soundID);
}
#Override
/**
* Wait for sounds to play
*/
public void run() {
try {
SoundItem item;
while (!this.stop) {
item = this.sounds.take();
if (item.stop) {
this.stop = true;
break;
}
this.soundPool.play(item.soundID, item.volume, item.volume, 0, 0, 1);
}
} catch (InterruptedException e) {}
}
}
SoundItem
package org.racenet.racesow.models;
/**
* SoundItem will be passed to the SoundThread which
* will handle the playing of sounds
*
* #author soh#zolex
*
*/
public class SoundItem {
public int soundID;
public float volume;
public boolean stop = false;
/**
* Default constructor
*
* #param soundID
* #param volume
*/
public SoundItem(int soundID, float volume) {
this.soundID = soundID;
this.volume = volume;
}
/**
* Constructor for the item
* which will kill the thread
*
* #param stop
*/
public SoundItem(boolean stop) {
this.stop = stop;
}
}

Related

About the "onDoubleTap" function in android developer sample "InteractiveChart",

I want to learn how to handle the image and gesture function in android.
So I read the sample "InteractiveChart" under "Animating a Scroll Gesture" section in Android developer website.
While I read about "onDoubleTap" method in InteractiveLineGraphView.java.
#Override
public boolean onDoubleTap(MotionEvent e) {
mZoomer.forceFinished(true);
if (hitTest(e.getX(), e.getY(), mZoomFocalPoint)) {
mZoomer.startZoom(ZOOM_AMOUNT);
}
ViewCompat.postInvalidateOnAnimation(InteractiveLineGraphView.this);
return true;
}
I checked the code of Zoomer.
It mainly calls DecelerateInterpolator method and set some variables.
I wonder how can "Zoomer" achieve the double tap zoom function.
Does "DecelerateInterpolator" do the work? Or I just missed something?
public class Zoomer {
/**
* The interpolator, used for making zooms animate 'naturally.'
*/
private Interpolator mInterpolator;
/**
* The total animation duration for a zoom.
*/
private int mAnimationDurationMillis;
/**
* Whether or not the current zoom has finished.
*/
private boolean mFinished = true;
/**
* The current zoom value; computed by {#link #computeZoom()}.
*/
private float mCurrentZoom;
/**
* The time the zoom started, computed using {#link android.os.SystemClock#elapsedRealtime()}.
*/
private long mStartRTC;
/**
* The destination zoom factor.
*/
private float mEndZoom;
public Zoomer(Context context) {
mInterpolator = new DecelerateInterpolator();
mAnimationDurationMillis = context.getResources().getInteger(
android.R.integer.config_shortAnimTime);
}
/**
* Forces the zoom finished state to the given value. Unlike {#link #abortAnimation()}, the
* current zoom value isn't set to the ending value.
*
* #see android.widget.Scroller#forceFinished(boolean)
*/
public void forceFinished(boolean finished) {
mFinished = finished;
}
/**
* Aborts the animation, setting the current zoom value to the ending value.
*
* #see android.widget.Scroller#abortAnimation()
*/
public void abortAnimation() {
mFinished = true;
mCurrentZoom = mEndZoom;
}
/**
* Starts a zoom from 1.0 to (1.0 + endZoom). That is, to zoom from 100% to 125%, endZoom should
* by 0.25f.
*
* #see android.widget.Scroller#startScroll(int, int, int, int)
*/
public void startZoom(float endZoom) {
mStartRTC = SystemClock.elapsedRealtime();
mEndZoom = endZoom;
mFinished = false;
mCurrentZoom = 1f;
}
/**
* Computes the current zoom level, returning true if the zoom is still active and false if the
* zoom has finished.
*
* #see android.widget.Scroller#computeScrollOffset()
*/
public boolean computeZoom() {
if (mFinished) {
return false;
}
long tRTC = SystemClock.elapsedRealtime() - mStartRTC;
if (tRTC >= mAnimationDurationMillis) {
mFinished = true;
mCurrentZoom = mEndZoom;
return false;
}
float t = tRTC * 1f / mAnimationDurationMillis;
mCurrentZoom = mEndZoom * mInterpolator.getInterpolation(t);
return true;
}
/**
* Returns the current zoom level.
*
* #see android.widget.Scroller#getCurrX()
*/
public float getCurrZoom() {
return mCurrentZoom;
}
}
Can someone also recommend some great sample about image and gesture handling? From basic to advanced.....Thanks a lot.
The double tap is actually done in InteractiveLineGraphView view itself
#Override
public boolean onDoubleTap(MotionEvent e) {
mZoomer.forceFinished(true);
if (hitTest(e.getX(), e.getY(), mZoomFocalPoint)) {
mZoomer.startZoom(ZOOM_AMOUNT);
}
ViewCompat.postInvalidateOnAnimation(InteractiveLineGraphView.this);
return true;
}
Zoomer is just a helper class holding current zoom level

Android SoundPool.play() sometimes lags

I'm currently facing an issue with my android game. Normally when calling SoundPool.play() the function needs about 0.003 seconds to finish, but sometimes it takes 0.2 seconds which makes my game stutter. where could his anomaly come from?
thanks to Tim, using a Thread for playing seemed to workaround the problem successfully.
Thread
package org.racenet.racesow.threads;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import org.racenet.racesow.models.SoundItem;
import android.media.SoundPool;
/**
* Thread for playing sounds
*
* #author soh#zolex
*
*/
public class SoundThread extends Thread {
private SoundPool soundPool;
public BlockingQueue<SoundItem> sounds = new LinkedBlockingQueue<SoundItem>();
public boolean stop = false;
/**
* Constructor
*
* #param soundPool
*/
public SoundThread(SoundPool soundPool) {
this.soundPool = soundPool;
}
/**
* Dispose a sound
*
* #param soundID
*/
public void unloadSound(int soundID) {
this.soundPool.unload(soundID);
}
#Override
/**
* Wait for sounds to play
*/
public void run() {
try {
SoundItem item;
while (!this.stop) {
item = this.sounds.take();
if (item.stop) {
this.stop = true;
break;
}
this.soundPool.play(item.soundID, item.volume, item.volume, 0, 0, 1);
}
} catch (InterruptedException e) {}
}
}
SoundItem
package org.racenet.racesow.models;
/**
* SoundItem will be passed to the SoundThread which
* will handle the playing of sounds
*
* #author soh#zolex
*
*/
public class SoundItem {
public int soundID;
public float volume;
public boolean stop = false;
/**
* Default constructor
*
* #param soundID
* #param volume
*/
public SoundItem(int soundID, float volume) {
this.soundID = soundID;
this.volume = volume;
}
/**
* Constructor for the item
* which will kill the thread
*
* #param stop
*/
public SoundItem(boolean stop) {
this.stop = stop;
}
}

Can't hear sound Android Simulator Mac

I can't hear any sound in my Android Simulator in my Mac. Some times, verily little time I can hear it. I give you my code of my Sound Manager. But i think its configuration problems
I copy the code from a page that they said it works. And i already try about 5 different codes and none works. My sound are in WAV game: 100k menu 800k
Thanks
import java.util.HashMap;
import android.content.Context;
import android.media.AudioManager;
import android.media.SoundPool;
public class SoundManager {
static private SoundManager _instance;
private static SoundPool mSoundPool;
private static HashMap<Integer, Integer> mSoundPoolMap;
private static AudioManager mAudioManager;
private static Context mContext;
private SoundManager()
{
}
/**
* Requests the instance of the Sound Manager and creates it
* if it does not exist.
*
* #return Returns the single instance of the SoundManager
*/
static synchronized public SoundManager getInstance()
{
if (_instance == null)
_instance = new SoundManager();
return _instance;
}
/**
* Initialises the storage for the sounds
*
* #param theContext The Application context
*/
public static void initSounds(Context theContext)
{
mContext = theContext;
mSoundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 0);
mSoundPoolMap = new HashMap<Integer, Integer>();
mAudioManager = (AudioManager)mContext.getSystemService(Context.AUDIO_SERVICE);
}
/**
* Add a new Sound to the SoundPool
*
* #param Index - The Sound Index for Retrieval
* #param SoundID - The Android ID for the Sound asset.
*/
public static void addSound(int Index,int SoundID)
{
mSoundPoolMap.put(Index, mSoundPool.load(mContext, SoundID, 1));
}
/**
* Loads the various sound assets
* Currently hard coded but could easily be changed to be flexible.
*/
public static void loadSounds()
{
mSoundPoolMap.put(1, mSoundPool.load(mContext, R.raw.menu, 1));
mSoundPoolMap.put(2, mSoundPool.load(mContext, R.raw.game, 1));
}
/**
* Plays a Sound
*
* #param index - The Index of the Sound to be played
* #param speed - The Speed to play not, not currently used but included for compatibility
*/
public static void playSound(int index,float speed)
{
float streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
streamVolume = streamVolume / mAudioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, 0, speed);
}
/**
* Stop a Sound
* #param index - index of the sound to be stopped
*/
public static void stopSound(int index)
{
mSoundPool.stop(mSoundPoolMap.get(index));
}
public static void cleanup()
{
mSoundPool.release();
mSoundPool = null;
mSoundPoolMap.clear();
mAudioManager.unloadSoundEffects();
_instance = null;
}
}
Basically, you have to set a flag in the config settings to tell it what kind of audio to output, and what device. It's a pain. I wrote about it here:
http://www.banane.com/2012/01/11/joy-of-android-playing-sound/
That worked on my old MacBook. Just upgraded to a Mac Air and the solution has changed, not sure, but -audio is the solution now. I'll post here when I get it working.
I SOLVED IT,
Just re-install all the eclipse and SDK. I try in another computer and works fine. The same code

Live Wallpaper Tutorial

I am trying to do the following from a live wallpaper tutorial I found here.
/**
* Do the actual drawing stuff
*/
private void doDraw(Canvas canvas) {
Bitmap b = BitmapFactory.decodeResource(context.getResources(), IMAGES[current]);
canvas.drawColor(Color.BLACK);
canvas.drawBitmap(b, 0, 0, null);
Log.d(TAG, "Drawing finished.");
}
/**
* Update the animation, sprites or whatever.
* If there is nothing to animate set the wait
* attribute of the thread to true
*/
private void updatePhysics() {
// if nothing was updated :
// this.wait = true;
if(previousTime - System.currentTimeMillis() >= 41) { //24 FPS
current = current < IMAGES.length ? current++ : 0;
}
Log.d(TAG, "Updated physics.");
}
But it doesn't seem to work. What am I doing wrong. The "Drawing finished." and "Updated physics." messages are getting printed. But I see the first image only. I'm testing it on the emulator.
Any help would be appreciated. Thanks
I have worked out a simple sample live wallpaper where the color shift over time. Maybe you can use this as a starting point:
package com.cmwmobile.android.samples;
import android.graphics.Canvas;
import android.os.Handler;
import android.service.wallpaper.WallpaperService;
import android.view.SurfaceHolder;
/**
* The SampleLiveWallpaperService class is responsible for showing the
* animation and is an interface to android.
* #author Casper Wakkers - www.cmwmobile.com
*/
public class SampleLiveWallpaperService extends WallpaperService {
private Handler handler = null;
/**
* Inner class representing the actual implementation of the
* Live Wallpaper {#link Engine}.
*/
private class SampleLiveWallpaperEngine extends Engine {
private boolean visible = false;
private int[] colors = {0, 0, 0} ;
/**
* Runnable implementation for the actual work.
*/
private final Runnable runnableSomething = new Runnable() {
/**
* {#inheritDoc}
*/
public void run() {
drawSomething();
}
};
/**
* The drawSomething method is responsible for drawing the animation.
*/
private void drawSomething() {
final SurfaceHolder holder = getSurfaceHolder();
Canvas canvas = null;
try {
canvas = holder.lockCanvas();
if (canvas != null) {
canvas.drawARGB(200, colors[0], colors[1], colors[2]);
}
updateColors(colors);
}
finally {
if (canvas != null) {
holder.unlockCanvasAndPost(canvas);
}
}
// Reschedule the next redraw.
handler.removeCallbacks(runnableSomething);
if (visible) {
// Play around with the delay for an optimal result.
handler.postDelayed(runnableSomething, 25);
}
}
/**
* Method updateColors updates the colors by increasing the value
* per RGB. The values are reset to zero if the maximum value is
* reached.
* #param colors to be updated.
*/
private void updateColors(int[] colors) {
if (colors[0] < 255) {
colors[0]++;
}
else {
if (colors[1] < 255) {
colors[1]++;
}
else {
if (colors[2] < 255) {
colors[2]++;
}
else {
colors[0] = 0;
colors[1] = 0;
colors[2] = 0;
}
}
}
}
/**
* {#inheritDoc}
*/
public void onDestroy() {
super.onDestroy();
handler.removeCallbacks(runnableSomething);
}
/**
* {#inheritDoc}
*/
public void onVisibilityChanged(boolean visible) {
super.onVisibilityChanged(visible);
this.visible = visible;
if (visible) {
drawSomething();
}
else {
handler.removeCallbacks(runnableSomething);
}
}
}
/**
* Constructor. Creates the {#link Handler}.
*/
public SampleLiveWallpaperService() {
handler = new Handler();
}
/**
* {#inheritDoc}
*/
public Engine onCreateEngine() {
return new SampleLiveWallpaperEngine();
}
}
I created a quick tutorial on my employers blog about using SVG in a Live Wallpaper, check it out if you like.
Part 1 http://blog.infrared5.com/2012/03/android-live-wallpaper/
Part 2 http://blog.infrared5.com/2012/03/android-live-wallpaper-part-2/

Android: Change activity state when receiving a phone call

A problem came up in my latest android programming project.
The problem is I would like to change Activity that launches when the phone receives a call.
Is it possible to add some text after the contact name when a call is received.
I have search the web for something that could do that, and been looking in the API for hours and I cannot find anything, is it possible with reflection of something like that?
I have made a class that listens to when the phone_state is receiving a call, and I can get the incomming number, but I would like to change the appearance on the screen.
// Thanks in advance
you can,t edit InCallScreen interface. but you can display some Text or whatever above it using toast,
class MyToast ............
package i4nc4mp.myLock.phone;
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import android.app.INotificationManager;
import android.app.ITransientNotification;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.PixelFormat;
import android.os.Handler;
import android.os.RemoteException;
import android.os.ServiceManager;
import android.util.Log;
import android.view.Gravity;
import android.view.LayoutInflater;
import android.view.View;
import android.view.WindowManager;
import android.view.WindowManagerImpl;
import android.widget.TextView;
/**
* A toast is a view containing a quick little message for the user. The toast class
* helps you create and show those.
* {#more}
*
* <p>
* When the view is shown to the user, appears as a floating view over the
* application. It will never receive focus. The user will probably be in the
* middle of typing something else. The idea is to be as unobtrusive as
* possible, while still showing the user the information you want them to see.
* Two examples are the volume control, and the brief message saying that your
* settings have been saved.
* <p>
* The easiest way to use this class is to call one of the static methods that constructs
* everything you need and returns a new Toast object.
*/
public class MyToast {
static final String TAG = "Toast";
static final boolean localLOGV = false;
/**
* Show the view or text notification for a short period of time. This time
* could be user-definable. This is the default.
* #see #setDuration
*/
public static final int LENGTH_SHORT = 0;
/**
* Show the view or text notification for a long period of time. This time
* could be user-definable.
* #see #setDuration
*/
public static final int LENGTH_LONG = 1;
final Handler mHandler = new Handler();
final Context mContext;
final TN mTN;
int mDuration;
int mGravity = Gravity.CENTER_HORIZONTAL | Gravity.BOTTOM;
int mX, mY;
float mHorizontalMargin;
float mVerticalMargin;
View mView;
View mNextView;
/**
* Construct an empty Toast object. You must call {#link #setView} before you
* can call {#link #show}.
*
* #param context The context to use. Usually your {#link android.app.Application}
* or {#link android.app.Activity} object.
*/
public MyToast(Context context) {
mContext = context;
mTN = new TN();
mY = context.getResources().getDimensionPixelSize(
com.android.internal.R.dimen.toast_y_offset);
}
/**
* Show the view for the specified duration.
*/
public void show() {
if (mNextView == null) {
throw new RuntimeException("setView must have been called");
}
INotificationManager service = getService();
String pkg = mContext.getPackageName();
TN tn = mTN;
try {
service.enqueueToast(pkg, tn, mDuration);
} catch (RemoteException e) {
// Empty
}
}
/**
* Close the view if it's showing, or don't show it if it isn't showing yet.
* You do not normally have to call this. Normally view will disappear on its own
* after the appropriate duration.
*/
public void cancel() {
mTN.myHide();
// TODO this still needs to cancel the inflight notification if any
}
/**
* Set the view to show.
* #see #getView
*/
public void setView(View view) {
mNextView = view;
}
/**
* Return the view.
* #see #setView
*/
public View getView() {
return mNextView;
}
/**
* Set how long to show the view for.
* #see #LENGTH_SHORT
* #see #LENGTH_LONG
*/
public void setDuration(int duration) {
mDuration = duration;
}
/**
* Return the duration.
* #see #setDuration
*/
public int getDuration() {
return mDuration;
}
/**
* Set the margins of the view.
*
* #param horizontalMargin The horizontal margin, in percentage of the
* container width, between the container's edges and the
* notification
* #param verticalMargin The vertical margin, in percentage of the
* container height, between the container's edges and the
* notification
*/
public void setMargin(float horizontalMargin, float verticalMargin) {
mHorizontalMargin = horizontalMargin;
mVerticalMargin = verticalMargin;
}
/**
* Return the horizontal margin.
*/
public float getHorizontalMargin() {
return mHorizontalMargin;
}
/**
* Return the vertical margin.
*/
public float getVerticalMargin() {
return mVerticalMargin;
}
/**
* Set the location at which the notification should appear on the screen.
* #see android.view.Gravity
* #see #getGravity
*/
public void setGravity(int gravity, int xOffset, int yOffset) {
mGravity = gravity;
mX = xOffset;
mY = yOffset;
}
/**
* Get the location at which the notification should appear on the screen.
* #see android.view.Gravity
* #see #getGravity
*/
public int getGravity() {
return mGravity;
}
/**
* Return the X offset in pixels to apply to the gravity's location.
*/
public int getXOffset() {
return mX;
}
/**
* Return the Y offset in pixels to apply to the gravity's location.
*/
public int getYOffset() {
return mY;
}
/**
* Make a standard toast that just contains a text view.
*
* #param context The context to use. Usually your {#link android.app.Application}
* or {#link android.app.Activity} object.
* #param text The text to show. Can be formatted text.
* #param duration How long to display the message. Either {#link #LENGTH_SHORT} or
* {#link #LENGTH_LONG}
*
*/
public static MyToast makeText(Context context, CharSequence text, int duration) {
MyToast result = new MyToast(context);
LayoutInflater inflate = (LayoutInflater)
context.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
View v = inflate.inflate(com.android.internal.R.layout.transient_notification, null);
TextView tv = (TextView)v.findViewById(com.android.internal.R.id.message);
tv.setText(text);
result.mNextView = v;
result.mDuration = duration;
return result;
}
/**
* Make a standard toast that just contains a text view with the text from a resource.
*
* #param context The context to use. Usually your {#link android.app.Application}
* or {#link android.app.Activity} object.
* #param resId The resource id of the string resource to use. Can be formatted text.
* #param duration How long to display the message. Either {#link #LENGTH_SHORT} or
* {#link #LENGTH_LONG}
*
* #throws Resources.NotFoundException if the resource can't be found.
*/
public static MyToast makeText(Context context, int resId, int duration)
throws Resources.NotFoundException {
return makeText(context, context.getResources().getText(resId), duration);
}
/**
* Update the text in a Toast that was previously created using one of the makeText() methods.
* #param resId The new text for the Toast.
*/
public void setText(int resId) {
setText(mContext.getText(resId));
}
/**
* Update the text in a Toast that was previously created using one of the makeText() methods.
* #param s The new text for the Toast.
*/
public void setText(CharSequence s) {
if (mNextView == null) {
throw new RuntimeException("This Toast was not created with Toast.makeText()");
}
TextView tv = (TextView) mNextView.findViewById(com.android.internal.R.id.message);
if (tv == null) {
throw new RuntimeException("This Toast was not created with Toast.makeText()");
}
tv.setText(s);
}
// =======================================================================================
// All the gunk below is the interaction with the Notification Service, which handles
// the proper ordering of these system-wide.
// =======================================================================================
private static INotificationManager sService;
static private INotificationManager getService() {
if (sService != null) {
return sService;
}
sService = INotificationManager.Stub.asInterface(ServiceManager.getService("notification"));
return sService;
}
private class TN extends ITransientNotification.Stub {
final Runnable mShow = new Runnable() {
public void run() {
handleShow();
}
};
final Runnable mHide = new Runnable() {
public void run() {
handleHide();
}
};
private final WindowManager.LayoutParams mParams = new WindowManager.LayoutParams();
WindowManagerImpl mWM;
TN() {
// XXX This should be changed to use a Dialog, with a Theme.Toast
// defined that sets up the layout params appropriately.
final WindowManager.LayoutParams params = mParams;
params.height = WindowManager.LayoutParams.WRAP_CONTENT;
params.width = WindowManager.LayoutParams.WRAP_CONTENT;
params.flags = WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE
| WindowManager.LayoutParams.FLAG_NOT_TOUCHABLE
| WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON;
params.format = PixelFormat.TRANSLUCENT;
params.windowAnimations = com.android.internal.R.style.Theme_Dialog_Alert;
params.type = WindowManager.LayoutParams.TYPE_TOAST;
params.setTitle("Toast");
}
/**
* schedule handleShow into the right thread
*/
public void show() {
if (localLOGV) Log.v(TAG, "SHOW: " + this);
mHandler.post(mShow);
}
/**
* schedule handleHide into the right thread
*/
public void hide() {
System.out.println("hide called");
if (localLOGV) Log.v(TAG, "HIDE: " + this);
// mHandler.post(mHide);
}
public void myHide(){
System.out.println("my hide called");
if (localLOGV) Log.v(TAG, "HIDE: " + this);
mHandler.post(mHide);
}
public void handleShow() {
if (localLOGV) Log.v(TAG, "HANDLE SHOW: " + this + " mView=" + mView
+ " mNextView=" + mNextView);
if (mView != mNextView) {
// remove the old view if necessary
handleHide();
mView = mNextView;
mWM = WindowManagerImpl.getDefault();
final int gravity = mGravity;
mParams.gravity = gravity;
if ((gravity & Gravity.HORIZONTAL_GRAVITY_MASK) == Gravity.FILL_HORIZONTAL) {
mParams.horizontalWeight = 1.0f;
}
if ((gravity & Gravity.VERTICAL_GRAVITY_MASK) == Gravity.FILL_VERTICAL) {
mParams.verticalWeight = 1.0f;
}
mParams.x = mX;
mParams.y = mY;
mParams.verticalMargin = mVerticalMargin;
mParams.horizontalMargin = mHorizontalMargin;
if (mView.getParent() != null) {
if (localLOGV) Log.v(
TAG, "REMOVE! " + mView + " in " + this);
mWM.removeView(mView);
}
if (localLOGV) Log.v(TAG, "ADD! " + mView + " in " + this);
mWM.addView(mView, mParams);
}
}
public void handleHide() {
//System.out.println("handle hid ecalles");
if (localLOGV) Log.v(TAG, "HANDLE HIDE: " + this + " mView=" + mView);
if (mView != null) {
// note: checking parent() just to make sure the view has
// been added... i have seen cases where we get here when
// the view isn't yet added, so let's try not to crash.
if (mView.getParent() != null) {
if (localLOGV) Log.v(
TAG, "REMOVE! " + mView + " in " + this);
mWM.removeView(mView);
}
mView = null;
}
}
}
}
// in broadcaste receiver ..........
String state = intent.getStringExtra(TelephonyManager.EXTRA_STATE)
if (state.equals(TelephonyManager.EXTRA_STATE_RINGING)) {
toast = new MyToast(context);
toast.setGravity(Gravity.BOTTOM|Gravity.CENTER_HORIZONTAL, 0, 0);
toast.setDuration(Toast.LENGTH_SHORT);
toast.setView(view);
toast.show();
}
else if (state.equals(TelephonyManager.EXTRA_STATE_OFFHOOK)) {
toast.cancel();
}
else if (state.equals(TelephonyManager.EXTRA_STATE_IDLE)) {
toast.cancel();
}
}

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