I'm fairly new to the Android platform and was wondering if I could get some advice for my current head scratcher:
I'm making an app which in one view will need an image, which can be scrolled on one axis, with a load of selectable points over the top of it. Each point needs to be positionable on the x and y (unlikely to change once the app is running, but I'll need to fine tune the positions whilst I'm developing it).
I'd like to be able to let the user select each point and have a graphic drawn on the point the user has selected or just draw a graphic on one/more points without user intervention.
I though for the selectable points I could extend the checkbox with a custom image for the selected state - does that sounds right, or is there a better way of doing this? Is there any thing I can read up on doing this, I can't seem to find anything on the net about replacing the default images?
I was going to use the absolute layout, but see that it's been depreciated and I can't find anything to replace it.
Can anyone give me some code or advice on where to read up on what I need to do?
Thank you in advance
This really feels like something you should be doing with the Canvas and 2D graphics, rather than trying to twist the widget framework to fit.
Related
I am looking for a way to do something similar to the image at the bottom. However, I need the selection area to go all the way across and be able to be moved up and down the image via touch. I just need to get the coordinates of the selected pixels.
I am assuming I will need to create a canvas and draw the image background, but after that I'm pretty lost. If anyone can provide an example of something like this, or just a basic walkthrough on what to read up on I would really appreciate it.
I need to draw a tournament bracket in Android. I already calculated the positions for all games (i.e. an (x,y) tuple that defines where to place teams in a spreadsheet-like structure). However, I don't know the preferred way of drawing the bracket. I found an example that shows what I need:Example
My first idea was to programmatically create and fill a TableLayout. However, borders are not really supported and a lot of TextViews are needed to fill the space between games. So I am not sure if this is the best way to do it.
Does anyone have better suggestions or maybe even an example of something similar?
I'd suggest custom drawing using Canvas. That way you can draw wherever it makes sense and probably even support zooming without too much work.
Suppose I am writing a word "abc" in my GestureOverlayView and while doing so I need to save all those alphabets in the screen until I press a clear button.Can anyone tell me a good way to do this..
I will write "a" which is taken as a gesture (not as stroke) i.e One thing I though of was like use a ImageView or SurfaceView on bottom of a GestureOverLayView.and Suppose when I draw "a" on GestureOverLayView then in the "onGesturePerformed" event it will take the Gesture and then get the strokes and then convert them into paths and then draw the paths onto the underlying ImageView or SurfaceView.Can anyone suggest me the code or guide me.I tried various combinations of them but couldn't solve it..
There's an app called GestureBuilder in the samples directory of the SDK. This app shows how to persist gestures drawn by the user.
I realize this is an old question, but you can "cheat" by increasing the fadeOffset to some ridiculously high number. This can be done either in the xml
android:fadeOffset = "some very large number"
whatever, or programatically,
yourgestureoverlayView.SetFadeOffset(some very large number in milliseconds)
I have been trying to make a layout for an Android app that functions like a car Speedometer.
Something like this:
I basically want there to be 5 clickable Views across the radius of the dial, and have the dial point to the currently selected item. If possible it would be good to be able to click and drag the dial. I would also want this layout to work nicely with different screen sizes and resolutions, including tablets.
How could something like this be accomplished?
I don't know exactly how much this will help, but it goes over a similar design and shows how to place things at angles around a curve.
For each selectable view, I would also advise that you keep use keep track of the coordinates of each item, so you can use trig to calculate the proper angle for the dial to display (getting the dial to display at an angle is covered in that link).
So, you can set up OnClickListeners for each of your selectable items about the gauge, and in each instance, calculate the proper angle for the dial to spin to, and position it there using the information found in that link.
I'm not sure how much this helped, if at all, but it should at least give you an idea on creating custom Views and whatnot.
Good luck!
I have some game pawns on a screen inside of a RelativeLayout. When the user clicks the pawn I would like then to be able to drag it under there finger. I have the MotionEvent captured but can't seem to find how to adjust the orion of the pawn.
I've seen posts saying to adjust the margin but that seems questionable. I still want to do hit tests for the pawns after they've been moved and don't understand how to work with the margins in that case.
thanks!
I would recommend not using a Relative Layout at all.
A Canvas is a much better option
Or if you really want to use a layout, possibly an AbsoluteLayout is a better option
Using a layout for a game may prove unsatisfactory as you proceed. I can recommend using the free and open source game engine AndeEngine for making 2D games. The problems you have with collision detection and x,y positioning are trivially easy to implement with it. I've made 2 games and a visualization view within an app with is so far.
Check it out here:http://www.andengine.org/
You can download the demo app to your android device and see its out-of-the-box capabilities. (They include Sprites, sound, animation and more.)
This one game I made with it.
https://market.android.com/details?id=com.plonzogame&hl=en