Hello :) I have a problem in my app, I need to use twice the setContentView which makes my app choose only one, so here is my onCreate:
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
**setContentView(R.layout.activity_main);** (setting the layout)
highscore_int = (TextView) findViewById(R.id.highscore_int);
SharedPreferences prefs = this.getSharedPreferences("myPrefsKey",
Context.MODE_PRIVATE);
time = prefs.getInt("key", 0);
highscore_int.setText("Highscore:" + time + "seconds.");
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
sensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
accelerometer = sensorManager
.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
lastUpdate = System.currentTimeMillis();
animatedView = new AnimatedView(this);
**setContentView(animatedView);** (setting the ball ..
}
For the ones who asking why I am setting a ball, my app is a ball based on the motion sensor, here is everything after the onCreate:
@Override
protected void onResume() {
super.onResume();
sensorManager.registerListener(this, accelerometer,
SensorManager.SENSOR_DELAY_GAME);
}
@Override
protected void onPause() {
super.onPause();
sensorManager.unregisterListener(this);
}
@Override
public void onAccuracyChanged(Sensor arg0, int arg1) {
// TODO Auto-generated method stub
}
@Override
public void onSensorChanged(SensorEvent event) {
// TODO Auto-generated method stub
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
sensorY = (int) event.values[1];
sensorX = (int) event.values[0];
x -= sensorX * 3;
y += sensorY * 3;
if (x <= 0 || x >= screen_width || y <= 0 || y >= screen_height) {
prefs = this.getSharedPreferences("myPrefsKey",
Context.MODE_PRIVATE);
int oldScore = prefs.getInt("key", 0);
if (TimeCounter > oldScore) {
Editor edit = prefs.edit();
edit.putInt("key", TimeCounter);
edit.commit();
}
finish();
Intent myIntent = new Intent(this, YouLost.class);
startActivity(myIntent);
}
}
}
public class AnimatedView extends ImageView {
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
static final int width = 50;
static final int height = 50;
@SuppressLint("NewApi")
public AnimatedView(Context context) {
super(context);
// TODO Auto-generated constructor stub
display.getSize(size);
screen_width = size.x;
screen_height = size.y;
mDrawable = new ShapeDrawable(new OvalShape());
mDrawable.getPaint().setColor(0xffffAC23);
mDrawable.setBounds(0, 0, screen_width, screen_height);
}
@Override
protected void onDraw(Canvas canvas) {
mDrawable.setBounds(x, y, x + width, y + height);
if (firstDraw) {
x = screen_width / 2;
y = screen_height / 2;
firstDraw = false;
}
mDrawable.draw(canvas);
invalidate();
}
}
}
So how can I use my activity_main layout and still have the moving ball?