Basic surfaceView stuff - learning Android SDK - android

It's a bit cheeky - but I was wondering if anyone could tell me what's wrong below.
This is messing around trying to understand android - not "real" code.
It's a surfaceView which is laid out in the main activity layout.
It works - until the phone's "off" button is tapped (sleep) and woken up again. Upon waking up, it goes crazy and android produces a "Force Close" diaglog.
I've been trying to follow the path with LogCat, but for some reason, some messages get dropped - OR - the path I think is being followed, isn't.
eg - on putting the phone to sleep, I will get surfaceDestroyed called (seems reasonable) but on waking, I do not get a surfaceCreated().
The basic logic is: the surfaceView creates a thread which paints the system time in seconds as text. That's it.
I've got a real app I'd like to write - but until I really understand the basics, that won't happen. I've been through a fair number of tutorials too.
Any pointers most gratefully recieved :)
Cheers
Tim
package net.dionic.android.bouncingsquid;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.SystemClock;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import java.lang.System;
public class WidgetSeconds extends SurfaceView implements SurfaceHolder.Callback {
private class CanvasThread extends Thread {
private SurfaceHolder _surfaceHolder;
private WidgetSeconds _surfaceView;
private boolean _run = false;
public CanvasThread(SurfaceHolder surfaceHolder, WidgetSeconds surfaceView) {
Log.i("WidgetSecs.CanvasThread", "constructor");
_surfaceHolder = surfaceHolder;
_surfaceView = surfaceView;
}
public void setRunning(boolean run) {
_run = run;
}
#Override
public void run() {
Canvas c;
while (_run) {
c = null;
try {
c = _surfaceHolder.lockCanvas(null);
synchronized (_surfaceHolder) {
_surfaceView.onDraw(c);
try {
Thread.sleep(200);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
_surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
private CanvasThread canvasthread;
public void Initalise() {
Log.i("WidgetSecs", "Initialise");
}
public WidgetSeconds(Context context, AttributeSet attrs) {
super(context, attrs);
Log.i("WidgetSecs", "constructor");
this.Initalise();
getHolder().addCallback(this);
setFocusable(true);
}
#Override
public void onDraw(Canvas canvas) {
Paint textPaint;
canvas.drawColor(Color.GRAY);
textPaint = new Paint();
textPaint.setTextSize(32);
canvas.drawText(System.currentTimeMillis()/1000 + " S", 10, 50, textPaint);
canvas.restore();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
Log.i("WidgetSecs", "surfaceChanged");
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
Log.i("WidgetSecs", "surfaceCreated");
Log.i("WidgetSecs.CanvasThread", "Thread create");
canvasthread = new CanvasThread(getHolder(), this);
canvasthread.setRunning(true);
canvasthread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.i("WidgetSecs", "surfaceDestroyed");
boolean retry = true;
while (retry) {
try {
Log.i("WidgetSecs", "Thread destroyed");
canvasthread.join();
canvasthread = null;
retry = false;
} catch (InterruptedException e) {
Log.i("WidgetSecs", "Thread join failed");
// we will try it again and again...
}
}
}
}

Related

Scroll Background Like Lunar Lander or Ninja Jump Game - Android

I'm developing a 2d Game using Canvas/Surfaceview and have a problem with scrolling my background image.
Check out the game - http://youtu.be/4Gi5rRqzZ3M
In the NinJump game, the character Ninja is just jumping in X coordinates and Background image is scrolling at a very high speed, making Ninja look like it is actually running.
I have created the basic setup, created the Ninja, added jump functionality, added background. Now I want to repeat the same background over and over again. How can I accomplish that?
Below are my source files - Main Activity Class
package com.abc.apps;
import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
import android.view.Window;
import android.view.WindowManager;
public class LadderActivity extends Activity {
private static final String TAG = LadderActivity.class.getSimpleName();
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// requesting to turn the title OFF
requestWindowFeature(Window.FEATURE_NO_TITLE);
// making it full screen
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
// set our MainGamePanel as the View
setContentView(new MainGameBoard(this));
Log.d(TAG, "View added");
}
#Override
protected void onDestroy() {
Log.d(TAG, "Destroying...");
super.onDestroy();
}
#Override
protected void onStop() {
Log.d(TAG, "Stopping...");
super.onStop();
}
}
Game Board extends SurfaceView
package com.abc.apps;
import android.app.Activity;
import android.content.Context;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class MainGameBoard extends SurfaceView implements SurfaceHolder.Callback{
private MainGameLoop thread;
private Monkey monkey;
private static final String TAG = MainGameLoop.class.getSimpleName();
int currentX, currentY;
public MainGameBoard(Context context) {
super(context);
// TODO Auto-generated constructor stub
// adding the callback (this) to the surface holder to intercept events
//This line sets the current class (MainGamePanel) as the handler for the events happening on the actual surface
getHolder().addCallback(this);
// create monkey and load bitmap INITIALIZE AT LEFT
monkey = new Monkey(BitmapFactory.decodeResource(getResources(), R.drawable.actor),60, 340);
// create the game loop thread
thread = new MainGameLoop(getHolder(), this);
// make the GamePanel focusable so it can handle events.
setFocusable(true);
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO Auto-generated method stub
}
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
thread.setRunning(true);
thread.start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
// tell the thread to shut down and wait for it to finish
// this is a clean shutdown
boolean retry = true;
while (retry) {
try {
thread.join();
retry = false;
}
catch (InterruptedException e) {
// try again shutting down the thread
}
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
//For jumping Left
if (event.getX() < (getWidth()/2 - 32)) {
// Log.d(TAG, "Coords: x=" + event.getX() + ",y=" + event.getY());
//Log.d(TAG, "Jump Left");
// Sleep so that the main thread doesn't get flooded with UI events.
try {
Thread.sleep(32);
monkey.setX((getWidth()/2 - 60));
monkey.setY(monkey.getY()-70);
} catch (InterruptedException e) {
// No big deal if this sleep is interrupted.
}
}
//For Jumping Right
if (event.getX() > (getWidth()/2 + 32)) {
//Log.d(TAG, "Coords: x=" + event.getX() + ",y=" + event.getY());
//Log.d(TAG, "Jump Right");
// Sleep so that the main thread doesn't get flooded with UI events.
try {
Thread.sleep(32);
monkey.setX((getWidth()/2 + 60));
monkey.setY(monkey.getY()-70);
} catch (InterruptedException e) {
// No big deal if this sleep is interrupted.
}
}
/* //Middle Portion
if (event.getX() > (getWidth()/2 - 32) && event.getX() < (getWidth()/2 +32)) {
//thread.setRunning(false);
//((Activity)getContext()).finish();
}*/
}
return true;
}
public void render(Canvas canvas) {
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.monkey_sc), 0, 0,null);
monkey.draw(canvas);
}
/* #Override
protected void onDraw(Canvas canvas){
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.monkey_scene), 0, 0,null);
monkey.draw(canvas);
}*/
}
Main Game Loop
package com.abc.apps;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;
public class MainGameLoop extends Thread {
private SurfaceHolder surfaceHolder;
private MainGameBoard gameBoard;
private Monkey monkey;
private static final String TAG = MainGameLoop.class.getSimpleName();
// flag to hold game state
private boolean running = true;
public void setRunning(boolean running) {
this.running = running;
}
#Override
public void run() {
Canvas canvas;
Log.d(TAG, "Starting game loop");
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing on the surface
try {
canvas = surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
// update game state
// render state to the screen
// draws the canvas on the panel
gameBoard.render(canvas);
}
}
finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
public MainGameLoop(SurfaceHolder surfaceHolder, MainGameBoard gameBoard) {
super();
this.surfaceHolder = surfaceHolder;
this.gameBoard = gameBoard;
}
}//MainThread
Monkey Class
package com.abc.apps;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.view.MotionEvent;
public class Monkey {
private Bitmap bitmap; // the actual bitmap
private int x; // the X coordinate
private int y; // the Y coordinate
private boolean touched; // if monkey is touched
public Monkey(Bitmap bitmap, int x, int y) {
this.bitmap = bitmap;
this.x = x;
this.y = y;
}
public Bitmap getBitmap() {
return bitmap;
}
public void setBitmap(Bitmap bitmap) {
this.bitmap = bitmap;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public boolean isTouched() {
return touched;
}
public void setTouched(boolean touched) {
this.touched = touched;
}
public void draw(Canvas canvas) {
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2), y, paint);
}
}
It looks like you are drawing your background in your MainGameBoard class in the render method.
public void render(Canvas canvas) {
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.monkey_sc), 0, 0,null);
monkey.draw(canvas);
}
You should just need 2 drawBitmap calls instead of 1 there.
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.monkey_sc), 0, y_offset1,null);
canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.monkey_sc), 0, y_offset2,null);
I'm making an assumption that each background image has the same height or greater than the screen height; if it is less than the screen height you would need more than 2 instances.
Then you start 1 image at y_offset1 = 0 and the other at y_offset2 = -image_height.
Each draw you would increase y_offset1 and y_offset2 by the same amount. You would then need to do a check for both offsets to see if either has an amount greater than the screen height. If it does then the y_offset that is now "below screen" should be reset to the other y_offset minus the image_height. This will create a scroll image that loops indefinitely.
When using this type of technique it is important to think about your image edges; the image should be designed such that they tile seamlessly, otherwise at the looping point there is a noticeable visual artifact along the edge.

Android + OpenCV + Face detection + Custom Layout

I am using:
Android 4.0.3
OpenCV 2.4.2
Samsung Galaxy S2
The face-detection example (from the opencv 2.4.2) is working perfectly.
But now, I would like to create a custom layout and actually work with just the data extracted from face detection and build a game on it. Not necessarily having the FdView surface taking the entire screen.
I have done these modifications below, but just a black screen is displayed. Nothing appears on the screen.
Added a fd.xml layout:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal">
<org.opencv.samples.fd.FdView android:id="#+id/FdView"
android:layout_width="640dp"
android:layout_height="480dp"
android:visibility="visible"
/>
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF0000"
android:text="hi"/>
Modified the baseLoaderCallback of FdActivity.java:
private BaseLoaderCallback mOpenCVCallBack = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS:
{
Log.i(TAG, "OpenCV loaded successfully");
// Load native libs after OpenCV initialization
System.loadLibrary("detection_based_tracker");
//EXPERIMENT
setContentView(R.layout.fd);
FdView surface = (FdView) (findViewById(R.id.FdView));
surface = mView;
// Create and set View
mView = new FdView(mAppContext);
mView.setDetectorType(mDetectorType);
mView.setMinFaceSize(0.2f);
//setContentView(mView);
// Check native OpenCV camera
if( !mView.openCamera() ) {
AlertDialog ad = new AlertDialog.Builder(mAppContext).create();
ad.setCancelable(false); // This blocks the 'BACK' button
ad.setMessage("Fatal error: can't open camera!");
ad.setButton("OK", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
dialog.dismiss();
finish();
}
});
ad.show();
}
} break;
default:
{
super.onManagerConnected(status);
} break;
}
}
};
Added constructors in FdView.java:
public FdView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// TODO Auto-generated constructor stub
}
public FdView(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
}
Added constructors in SampleCvViewBase.java:
public SampleCvViewBase(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// TODO Auto-generated constructor stub
}
public SampleCvViewBase(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
}
I have precisely the same issue. Also trying to figure it out. I'm trying to display the image on a SurfaceView that doesn't take the whole screen. And with that I read that you can't have your Camera handler class and linked SurfaceView in different classes. So smashed everything into one.
So, at the moment I have the camera displaying on the SurfaceView, and copying the frame data to a mFrame variable. Basically just struggling to get the mFrame processed (in the multi-threading, Run(), function) and showing the result on the SurfaceView.
This is the code I have, if you think it would help: (excuse the formatting as my code is also a work in progress)
package org.opencv.samples.tutorial3;
import java.io.IOException;
import java.util.List;
import org.opencv.android.BaseLoaderCallback;
import org.opencv.android.LoaderCallbackInterface;
import org.opencv.android.OpenCVLoader;
import android.app.Activity;
import android.app.AlertDialog;
import android.content.Context;
import android.content.DialogInterface;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.ImageFormat;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.RectF;
import android.hardware.Camera;
import android.hardware.Camera.PreviewCallback;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.Window;
import android.widget.TextView;
public class Sample3Native extends Activity implements SurfaceHolder.Callback,Runnable{
//Camera variables
private Camera cam;
private boolean previewing = false;
private SurfaceHolder mHolder;
private SurfaceView mViewer;
private int mFrameWidth;
private int mFrameHeight;
private byte[] mFrame;
private boolean mThreadRun;
private byte[] mBuffer;
Sample3View viewclass;
TextView text;
int value = 0;
//==========
int framecount = 0;
private BaseLoaderCallback mOpenCVCallBack = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS:
{
// Load native library after(!) OpenCV initialization
System.loadLibrary("native_sample");
//constructor for viewclass that works on frames
viewclass = new Sample3View();
//setContentView(mView);
//OpenCam();
//setContentView(R.layout.main);
// Create and set View
CameraConstruct();
Camopen();
} break;
default:
{
super.onManagerConnected(status);
} break;
}
}
};
public Sample3Native()
{}
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.main);
OpenCVLoader.initAsync(OpenCVLoader.OPENCV_VERSION_2_4_2, this, mOpenCVCallBack);
}
//Camera construction
public void CameraConstruct()
{
mViewer = (SurfaceView)findViewById(R.id.camera_view);
text = (TextView)findViewById(R.id.text);
mHolder = mViewer.getHolder();
mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
//calls camera screen setup when screen surface changes
public void surfaceChanged(SurfaceHolder holder, int format, int width,int height)
{
CamStartDisplay();
}
public void Camclose()
{
if(cam != null && previewing)
{
cam.setPreviewCallback(null);
cam.stopPreview();
cam.release();
cam = null;
previewing = false;
}
mThreadRun = false;
viewclass.PreviewStopped();
}
//only open camera, and get frame data
public void Camopen()
{
if(!previewing){
cam = Camera.open();
//rotate display
cam.setDisplayOrientation(90);
if (cam != null)
{
//copy viewed frame
cam.setPreviewCallbackWithBuffer(new PreviewCallback()
{
public void onPreviewFrame(byte[] data, Camera camera)
{
synchronized (this)
{
System.arraycopy(data, 0, mFrame, 0, data.length);
this.notify();
}
//text.setText(Integer.toString(value++));
camera.addCallbackBuffer(mBuffer);
}
});
}
}//if not previewing
}
//start preview
public void CamStartDisplay()
{
synchronized (this)
{
if(cam != null)
{
//stop previewing till after settings is changed
if(previewing == true)
{
cam.stopPreview();
previewing = false;
}
Camera.Parameters p = cam.getParameters();
for(Camera.Size s : p.getSupportedPreviewSizes())
{
p.setPreviewSize(s.width, s.height);
mFrameWidth = s.width;
mFrameHeight = s.height;
break;
}
p.setPreviewSize(mFrameWidth, mFrameHeight);
List<String> FocusModes = p.getSupportedFocusModes();
if (FocusModes.contains(Camera.Parameters.FOCUS_MODE_CONTINUOUS_VIDEO))
{
p.setFocusMode(Camera.Parameters.FOCUS_MODE_CONTINUOUS_VIDEO);
}
cam.setParameters(p);
//set the width and height for processing
viewclass.setFrame(mFrameWidth, mFrameHeight);
int size = mFrameWidth*mFrameHeight;
size = size * ImageFormat.getBitsPerPixel(p.getPreviewFormat()) / 8;
mBuffer = new byte[size];
mFrame = new byte [size];
cam.addCallbackBuffer(mBuffer);
viewclass.PreviewStarted(mFrameWidth, mFrameHeight);
//start display streaming
try
{
//cam.setPreviewDisplay(null);
cam.setPreviewDisplay(mHolder);
cam.startPreview();
previewing = true;
}
catch (IOException e)
{
e.printStackTrace();
}
}//end of if cam != null
}//synchronising
}
//thread gets started when the screen surface is created
public void surfaceCreated(SurfaceHolder holder) {
//Camopen();
//CamStartDisplay();
(new Thread(this)).start();
}
//called when the screen surface is stopped
public void surfaceDestroyed(SurfaceHolder holder)
{
Camclose();
}
//this is function that is run by thread
public void run()
{
mThreadRun = true;
while (mThreadRun)
{
//text.setText(Integer.toString(value++));
Bitmap bmp = null;
synchronized (this)
{
try
{
this.wait();
bmp = viewclass.processFrame(mFrame);
}
catch (InterruptedException e) {}
}
if (bmp != null)
{
Canvas canvas = mHolder.lockCanvas();
if (canvas != null)
{
canvas.drawBitmap(bmp, (canvas.getWidth() - mFrameWidth) / 2, (canvas.getHeight() - mFrameHeight) / 2, null);
mHolder.unlockCanvasAndPost(canvas);
}
}//if bmp != null
}// while thread in run
}
}//end class
Sample3View as used in this class just includes the processFrame function as such:
package org.opencv.samples.tutorial3;
import android.content.Context;
import android.graphics.Bitmap;
import android.widget.TextView;
class Sample3View {
private int mFrameSize;
private Bitmap mBitmap;
private int[] mRGBA;
private int frameWidth;
private int frameHeight;
private int count = 0;
Sample3Native samp;
//constructor
public Sample3View()
{
}
public void setFrame(int width,int height)
{
frameWidth = width;
frameHeight = height;
}
public void PreviewStarted(int previewWidtd, int previewHeight) {
mFrameSize = previewWidtd * previewHeight;
mRGBA = new int[mFrameSize];
mBitmap = Bitmap.createBitmap(previewWidtd, previewHeight, Bitmap.Config.ARGB_8888);
}
public void PreviewStopped() {
if(mBitmap != null) {
mBitmap.recycle();
mBitmap = null;
}
mRGBA = null;
}
public Bitmap processFrame(byte[] data) {
int[] rgba = mRGBA;
FindFeatures(frameWidth, frameHeight, data, rgba);
Bitmap bmp = mBitmap;
bmp.setPixels(rgba, 0, frameWidth, 0, 0, frameWidth, frameHeight);
//samp.setValue(count++);
return bmp;
}
public native void FindFeatures(int width, int height, byte yuv[], int[] rgba);
}
So yeah, hope this helps. If I get the complete solution working, I'll post that also. Also post your stuff if you get the solution first please! Enjoy
Sry not a real answer (yet) but also tried to make a custom layout in opencv 2.4.2
i have this perfectly working solution for 2.4.0 if i remember it right it was enough to add the instructors.. but it doesn't work with 2.4.2
i'll try to figure smthg out and let you guys know.
I met the same problem that I wanted to create a custom view using layout. OpenCV 2.4.2 seems not to offer this function.
OpenCV 2.4.3 has the function, but its tutorial doesn't say so (it uses the old example from OpenCV2.4.2). Its Android samples provide some insights. Finally I found the instruction in OpenCV 2.4.9 documentation.
Hope it helps.
Hah, I figured out one way. You could just simply separate the OpenCV Loader and the custom layout.
Define BaseLoaderCallback mOpenCVCallBack.
private BaseLoaderCallback mOpenCVCallBack = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS: {
Log.i(TAG, "OpenCV loaded successfully");
// Load native library after(!) OpenCV initialization
System.loadLibrary("native_sample");
}
break;
default: {
super.onManagerConnected(status);
}
break;
}
}
};
In OnCreat, build your custom layout, load the OpenCv Loader,
public void onCreate(Bundle savedInstanceState) {
Log.i(TAG, "onCreate");
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
// /////////////////////////////////////////////////////////////////////
// // begin:
// // Create and set View
setContentView(R.layout.main);
mView = (Sample3View) findViewById(R.id.sample3view);
mcameraButton = (ImageView) findViewById(R.id.cameraButton);
if (!OpenCVLoader.initAsync(OpenCVLoader.OPENCV_VERSION_2_4_2, this, mOpenCVCallBack)) {
Log.e(TAG, "Cannot connect to OpenCV Manager");
}
}
Just that!
I did that, and it worked very well.

Simple game bug

I write a simple game with the following structure. Main xml layout have user View:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/menuRL"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<com.sokolovlev.UFOtest03.MenuView
android:id="#+id/menuView"
android:layout_width="fill_parent"
android:layout_height="fill_parent" />
</RelativeLayout>
This View have two files. First is user MenuView:
package com.sokolovlev.UFOtest03;
import android.content.Context;
import android.util.AttributeSet;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class MenuView extends SurfaceView implements SurfaceHolder.Callback
{
private SurfaceHolder mSurfaceHolder; //Draw surface
public static MenuManager mMenuManager; //Draw manager
public MenuView(Context context, AttributeSet attrs)
{
super(context, attrs);
// Surface events registration
mSurfaceHolder = getHolder();
mSurfaceHolder.addCallback(this);
mMenuManager = new MenuManager(mSurfaceHolder, context);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
{
mMenuManager.initPositions(height, width);
}
#SuppressWarnings("static-access")
#Override
public void surfaceCreated(SurfaceHolder holder)
{
mMenuManager.setRunning(true);
try
{
mMenuManager.start();
}
catch (Exception e) { }
}
#SuppressWarnings("static-access")
#Override
public void surfaceDestroyed(SurfaceHolder holder)
{
boolean retry = true;
mMenuManager.setRunning(false);
while (retry)
{
try
{
mMenuManager.join();
retry = false;
}
catch (InterruptedException e) { }
}
}
}
And second file is this draw manager:
package com.sokolovlev.UFOtest03;
import ...
public class MenuManager extends Thread
{
private SurfaceHolder mSurfaceHolder;
private static boolean mRunning;
private int _screenHeight;
private int _screenWidth;
private ...
Context c;
private ...
public MenuManager(SurfaceHolder surfaceHolder, Context context)
{
mSurfaceHolder = surfaceHolder;
mRunning = false;
c = context;
...
}
public static void setRunning(boolean running)
{
mRunning = running;
}
#Override
public void run()
{
while (mRunning)
{
Canvas canvas = null;
try
{
// подготовка Canvas-а
canvas = mSurfaceHolder.lockCanvas();
canvas.drawRGB(0, 0, 0);
synchronized (mSurfaceHolder)
{
//All drawing
}
}
catch (Exception e) { }
finally
{
if (canvas != null)
{
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
}
Everything works fine! (step №1) But if I press central button, or I have incoming call, or I call task manager (step №2) and go back to my app - I haven't my drawing, only black screen (step №3). But if I go next to step №2 and then in my app, I see that everything works.
I don't understand, where there is a reloading which influences such on my drawings! Help please!
To solve this problem, I need to save the settings and restart my surface. Then load the settings. (See LunarLander Example)

Android SurfaceView not showing onDraw

For simpleness of the question, I'm drawing an integer on a SurfaceView which increases by 1 every draw.
The increasing actually happens, as I can see on the System.out.
The text on the screen stays on '0'.
Who can tell me what I'm doing wrong?
SurfaceViewTest.java
package com.niek.surfaceviewtest;
import android.app.Activity;
import android.os.Bundle;
public class SurfaceViewTest extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}
}
StatusView.java
package com.niek.surfaceviewtest;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class StatusView extends SurfaceView implements SurfaceHolder.Callback {
private int tmp;
private DrawThread drawThread;
public StatusView(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
setFocusable(true);
drawThread = new DrawThread(getHolder());
}
#Override
public void onDraw(Canvas c) {
c.drawColor(Color.BLACK);
Paint p = new Paint();
p.setColor(Color.RED);
c.drawText(tmp + "", 10, 10, p);
tmp++;
System.out.println(tmp);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
drawThread.setRunning(true);
drawThread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// we have to tell thread to shut down & wait for it to finish, or else
// it might touch the Surface after we return and explode
boolean retry = true;
drawThread.setRunning(false);
while (retry) {
try {
drawThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
protected class DrawThread extends Thread {
private SurfaceHolder surfaceHolder;
private boolean isRunning;
public DrawThread(SurfaceHolder surfaceHolder) {
this.surfaceHolder = surfaceHolder;
isRunning = false;
}
public void setRunning(boolean run) {
isRunning = run;
}
public void run() {
Canvas c;
while (isRunning) {
c = null;
try {
c = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
onDraw(c);
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
}
main.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="#FFFFFF">
<com.niek.surfaceviewtest.StatusView
android:id="#+id/statusview1"
android:layout_width="fill_parent"
android:layout_height="30dip"
android:background="#000000"
/>
</LinearLayout>
My only guess is that painting isn't being done on the surface because the view isn't invalidated. You're supposed to call invalidate() in order to draw, and then let the framework call onDraw(). Maybe that's why tmp is being incremented, but the paint operation only reaches the surface the first time.
It might be worth experimenting: maybe make Canvas c a member of StatusView, and then replace
synchronized (surfaceHolder) {
onDraw(c);
}
with
synchronized (surfaceHolder) {
invalidate();
}
Does that work?
The current solution is not right. You are using the SurfaceView in order to update the content from a separate thread and not using the invalidate() method that will run onDraw() method when the system refreshes the content. The problem is that you have set a background for your StatusView, try deleting that line
android:background="#000000"
apparently, you need to control the whole information displayed in that view.
Looks like you are showing your main.xml with setContentView(R.layout.main); instead of creating the surface and displaying that. unless i am missing code somewhere I don't see that as being the case.

Application error when drawing to SurfaceView

I'm am doing a simple coding attempt trying to draw on a SurfaceView created on my main.xml layout. I can change background color and display an icon fine, but when I try to draw I get an error. I am a newbie so obvious I am missing something, please lend a helping hint, thanks!
main.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/root" android:orientation="vertical"
android:layout_width="fill_parent" android:layout_height="fill_parent">
<SurfaceView android:id="#+id/Paper"
android:layout_height="fill_parent"
android:layout_width="fill_parent">
</SurfaceView>
</LinearLayout>
and code here;
package com.example.SurfaceViewTest;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.Bundle;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class SurfaceViewTest extends Activity implements SurfaceHolder.Callback {
private SurfaceView mSurfaceView;
private SurfaceHolder mSurfaceHolder;
private Paint paint;
Bitmap mDrawing;
boolean mRun;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mSurfaceView = (SurfaceView) this.findViewById(R.id.Paper);
mSurfaceHolder = mSurfaceView.getHolder();
mSurfaceHolder.addCallback(this);
mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_NORMAL);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
mSurfaceView.setBackgroundColor(Color.rgb(0, 255, 0));
mRun=true;
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
}
Thread thread = new Thread(){
public void doDraw(Canvas c){
mDrawing = Bitmap.createBitmap(200, 300, Bitmap.Config.RGB_565);
c.setBitmap(mDrawing);
paint = new Paint();
paint.setColor(Color.rgb(255, 255,255));
c.drawLine(1,1,200,300, paint);
}
public void run() {
while (mRun) {
Canvas c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
doDraw(c);
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
};
}
UPDATE:
Ok I got it to works thanks!
package com.example.SurfaceViewTest;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.Bundle;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class SurfaceViewTest extends Activity implements SurfaceHolder.Callback {
private SurfaceView mSurfaceView;
private SurfaceHolder mSurfaceHolder;
Bitmap mDrawing;
Canvas tempCanvas = new Canvas();
Paint paint;
boolean mRun;
int intCanvasWidth, intCanvasHeight;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mSurfaceView = (SurfaceView) this.findViewById(R.id.Paper);
mSurfaceHolder = mSurfaceView.getHolder();
mSurfaceHolder.addCallback(this);
mSurfaceHolder.setType(SurfaceHolder.SURFACE_TYPE_NORMAL);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
intCanvasWidth = width;
intCanvasHeight = height;
mDrawing = Bitmap.createBitmap(intCanvasWidth, intCanvasHeight,
Bitmap.Config.RGB_565);
paint = new Paint();
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
if (thread.getState() == Thread.State.TERMINATED) {
thread = new Thread();
}
mRun = true;
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
mRun = false;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
Thread thread = new Thread() {
public void doDraw(Canvas c) {
tempCanvas.setBitmap(mDrawing);
paint.setColor(Color.rgb(255, 255,255));
tempCanvas.drawLine(1,1,200,300, paint);
c.drawBitmap(mDrawing, 0, 0, null);
}
#Override
public void run() {
Canvas c;
while (mRun) {
c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
doDraw(c);
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
};
}
Here's how my SurfaceView works. I think your problem is doing your Bitmap in surfaceCreated().
#Override
public void surfaceCreated(SurfaceHolder holder) {
thread.start();
}
Thread thread = new Thread(){
...
public void doDraw(Canvas c){
//draw onto the canvas here
}
public void run() {
while (mRun) {
Canvas c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
doDraw(c);
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
};

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