How can I force user to enter emoji only in edittext - java

I'm using androidx.emoji.widget.EmojiEditText. I want to force user to enter only emojis here. And limit him to max 3 emojis. How can I do something like this? I tried to use external emoji keyboard that cancels the soft keyboard and shows up but didn't work properly.
<androidx.emoji.widget.EmojiEditText
android:id="#+id/etEmoji"
android:layout_width="match_parent"
android:layout_height="30dp"
android:layout_margin="10dp"
android:hint="Enter Emoji"
android:inputType="textShortMessage"
android:background="#android:color/transparent"/>

Below class will only allow Emojis and symbols.
public class CustomEditText extends EditText {
public CustomEditText(Context context) {
super(context);
init();
}
public CustomEditText(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public CustomEditText(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
private void init() {
setFilters(new InputFilter[]{new EmojiIncludeFilter()});
}
private class EmojiIncludeFilter implements InputFilter {
#Override
public CharSequence filter(CharSequence source, int start, int end, Spanned dest, int dstart, int dend) {
for (int i = start; i < end; i++) {
int type = Character.getType(source.charAt(i));
if (type != Character.SURROGATE && type != Character.OTHER_SYMBOL) {
// Other then emoji value will be blank
return "";
}
}
return null;
}
}
}

Related

How to display ads on Canvas element in Android with no XML used?

I am developing a game and I need to display ads on top of the main canvas.
I have a MainActivity class starting entire application:
protected void onCreate(Bundle sis) {
super.onCreate(sis);
game = new Game(this);
setContentView(game);
}
and then Game class holding most of the calculations and canvas things.
However, the game runs on a separate thread from the UI thread and uses SurfaceHolder to fire up the thread, etc.
private SurfaceHolder holder;
private Thread drawThread;
public Game(Context context) {
super(context);
init(context);
mainCanvas=new Canvas();
}
public Game(Context context, AttributeSet attrs) {
super(context, attrs);
init(context);
}
public Game(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init(context);
}
#TargetApi(21)
public Game(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
super(context, attrs, defStyleAttr, defStyleRes);
init(context);
}
And then it all fires up the drawing thread, like so:
boolean drawing = true;
/**
* Creates a new draw thread and starts it.
*/
public void startDrawThread(){
if (surfaceReady && drawThread == null){
drawThread = new Thread(this, "Draw thread");
drawingActive = true;
drawThread.start();
Log.d(LOGTAG, "Started");
}
}
/**
* Stops the drawing thread
*/
public void stopDrawThread(){
if (drawThread == null){
Log.d(LOGTAG, "DrawThread is null");
return;
}
drawingActive = false;
while (true){
try{
Log.d(LOGTAG, "Request last frame");
drawThread.join(5000);
break;
} catch (Exception e) {
Log.e(LOGTAG, "Could not join with draw thread");
}
}
drawThread = null;
}
Question is, how do i get the ads to show on my canvas? I am not using any XML code, everything is generated programatically.
Sorted it out myself.
I created an XML class which fires up instead of
super.onCreate(sis);
game = new Game(this);
setContentView(game);
and startup code is like this:
super.onCreate(sis);
game = new Game(this);
setContentView(R.layout.main);
I have very simple XML file:
<com.canvas.game.Game
android:id="#+id/game"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent" />
<com.google.android.gms.ads.AdView
android:id="#+id/bottom_banner"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:background="#00000000"
app:adSize="BANNER"
app:adUnitId="ca-app-pub-3940256099942544/6300978111"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent" />
Hope this helps someone along the way.
Thanks anyway!

Is there a better way to detect when Preference is not visible and then stop my Handler

I have this basic Preference subclass that I have a Handler in. It will fire every second but it will not stop if the custom Preference is no more visible.
<PreferenceCategory
android:layout="#layout/pref_category_text"
android:title="#string/pref_category_stat_out_title">
<com.sunlux.smartpower.extended.preferences.ShowStatPreference android:key="#string/pref_key_show_stat" />
</PreferenceCategory>
public class ShowStatPreference extends Preference {
private long MEGABYTE = 1024L * 1024L;
private TextView bytesStat;
private Handler mHandler;
/**
* Timer for updating stat
*/
private final Runnable statRunnable = new Runnable() {
#Override
public void run() {
setStatSomething();
startStatTimer();
}
};
public ShowStatPreference(Context context) {
super(context);
}
public ShowStatPreference(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public ShowStatPreference(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
setWidgetLayoutResource(R.layout.show_stat_preference);
mHandler = new Handler();
startStatTimer();
}
#Override
public void onBindViewHolder(PreferenceViewHolder holder) {
holder.itemView.setClickable(false); // disable parent click
bytesStat = (TextView) holder.findViewById(R.id.bytes);
super.onBindViewHolder(holder);
}
private void startStatTimer() {
mHandler.postDelayed(statRunnable, 1000);
}
private void setStatSomething(){
// do stuff
}
}
I could through listeners and send a message to make it stop when I change tab in the PagerAdapter, or if app is closing.
Is this my only chose here?
Any idea?
You can use onDetached() to remove the handler when your setting page is closed. Something like this:
#Override public void onDetached() {
super.onDetached();
mHandler.removeCallbacks(statRunnable);
}

Android GridLayout not showing

I'm trying to recreate the game 2048.
When I'm clicking on the button "New Game", I start a new intent with the PlayActivity. The button starts the activity, but when the view shows, the grid layout is not visible...
The view is a textview and then the GridLayout (which is custom, because I have to populate it with custom tiles)...
The code:
PlayActivity.java
public class PlayActivity extends ActionBarActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_play);
}
}
activity_play.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:orientation="vertical"
android:layout_height="match_parent"
android:layout_width="match_parent">
<TextView
android:id="#+id/txtScore"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="#string/score"
android:background="#color/dark_grey"/>
<com.charlotteerpels.oefening1.Board
android:id="#+id/board"
android:layout_width="match_parent"
android:layout_height="match_parent">
</com.charlotteerpels.oefening1.Board>
</LinearLayout>
Board.java
public class Board extends GridLayout {
Card[][] cardBoard;
private int cardHeight;
private int cardWidth;
public void initBoard(Context context) {
this.setColumnCount(4);
this.setRowCount(4);
this.cardBoard = new Card[4][4];
calculateCardSpecs(context);
populateBoard();
}
private void calculateCardSpecs(Context context) {
WindowManager wm = (WindowManager)context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int width = size.x;
int height = size.y;
this.cardWidth = width/4;
this.cardHeight = this.cardWidth;
}
private void populateBoard() {
int tilesWithNumber = 0;
Random random = new Random();
for(int i=0; i<4; i++) {
for(int j=0; j<4; j++) {
Card card = new Card(getContext());
if(random.nextInt(2) == 0) {
if(tilesWithNumber<2) {
card.setTextVisible();
tilesWithNumber++;
}
}
cardBoard[i][j] = card;
}
}
addCardsToView();
}
private void addCardsToView() {
for(int i=0; i<4; i++) {
for(int j=0; j<4; j++) {
Card card = cardBoard[i][j];
addView(card, cardWidth, cardHeight);
}
}
}
public Board(Context context) {
super(context);
initBoard(context);
}
public Board(Context context, AttributeSet attrs) {
super(context, attrs);
initBoard(context);
}
public Board(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
initBoard(context);
}
}
Card.java
public class Card extends FrameLayout {
Random randomGenerator;
private int number;
Resources res = getResources();
private TextView lblNumber;
public void setNumber(int number) {
this.number = number;
}
public int getNumber() {
return this.number;
}
private void initCard(Context context) {
lblNumber = new TextView(context);
lblNumber.setBackgroundColor(res.getColor(R.color.light_brown));
randomGenerator = new Random();
int r = randomGenerator.nextInt(2);
if(r == 0)
this.number = 2;
else
this.number = 4;
}
public void setTextVisible() {
lblNumber.setText(String.valueOf(number));
}
public Card(Context context) {
super(context);
initCard(context);
}
public Card(Context context, AttributeSet attrs) {
super(context, attrs);
initCard(context);
}
public Card(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
initCard(context);
}
}
Does anyone have an idea of what I'm doing wrong?
Thanks in advance!
EDIT: RobVoisey found the answer, I created the TextView lblNumber in the class Card, but I didn't added it to the Card...
So in the class Card in the method initCard, I added after the if/else the textView lblNumber to the Card layout:
private void initCard(Context context) {
lblNumber = new TextView(context);
lblNumber.setBackgroundColor(res.getColor(R.color.light_brown));
randomGenerator = new Random();
int r = randomGenerator.nextInt(2);
if(r == 0)
this.number = 2;
else
this.number = 4;
addView(lblNumber);
}

Change TextView Color Depending On Text

Using onDraw, I want to make a custom text view that changes color depending on its text value. For example, if the text value is "hello" I want it to be red and if it says "bye" I want it to be green. Any helps greatly appreciated.
I'm not necessarily sure why you want to do this in onDraw(). Unless you have a really good reason to set up a custom TextView/EditText, that's not necessary.
To simplify your situation, you can implement a TextWatcher to do this, and in onTextChanged(), you can set the color by comparing the string values using .equals().
Here is an example of your theoretical situation:
final EditText yourEditText = /* findViewById maybe? */;
yourEditText.addTextChangedListener(new TextWatcher() {
public void onTextChanged(CharSequence s, int start, int before, int count) {
if (s.equalsIgnoreCase("hello"))
yourEditText.setTextColor(Color.RED);
else if (s.equalsIgnoreCase("bye"))
yourEditText.setTextColor(Color.GREEN);
else // if it says neither "hello" nor "bye"
yourEditText.setTextColor(Color.BLACK);
}
public void beforeTextChanged(CharSequence s, int start, int count, int after) {
// Nothing needs to happen here
}
public void afterTextChanged(Editable s) {
// Nothing needs to happen here
}
});
If you feel its necessary to maintain this in onDraw(), simply extract the code from onTextChanged() and change yourEditText to this, or place it in the constructor instead:
public class YourTextView extends TextView { // Or extends EditText, doesn't matter
public YourTextView(Context context) {
this(context, null, 0);
}
public YourTextView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public YourTextView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
addTextChangedListener(new TextWatcher() {
// Copy the TextWatcher code from the example above, replacing "yourEditText" with "YourTextView.this"
});
}
// ... Rest of your class
}
I figured out how to do it in a more creative way using onDraw.
public class MagnitudeTextView extends TextView {
public MagnitudeTextView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
public MagnitudeTextView(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
}
public MagnitudeTextView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// TODO Auto-generated constructor stub
}
/*
* (non-Javadoc)
*
* #see android.widget.TextView#onDraw(android.graphics.Canvas)
*/
#Override
protected void onDraw(Canvas canvas) {
int height = getMeasuredHeight();
int width = getMeasuredWidth();
int px = width / 2;
int py = height / 2;
Paint Red = new Paint(Paint.ANTI_ALIAS_FLAG);
Red.setColor(Color.RED);
Paint White = new Paint(Paint.ANTI_ALIAS_FLAG);
White.setColor(Color.DKGRAY);
Paint Yellow = new Paint(Paint.ANTI_ALIAS_FLAG);
Yellow.setARGB(210, 105, 30, 0);
Paint Blue = new Paint(Paint.ANTI_ALIAS_FLAG);
Blue.setColor(Color.BLUE);
float textWidth = Red.measureText(String.valueOf(getText()));
String g = String.valueOf(getText());
if (g.startsWith("3") || g.startsWith("4")) {
canvas.drawText(String.valueOf(getText()), px - textWidth / 2, py,
White);
}
if (g.startsWith("6") || g.startsWith("5") || g.startsWith("7")
|| g.startsWith("8")) {
canvas.drawText(String.valueOf(getText()), px - textWidth / 2, py,
Yellow);
}
if (g.startsWith("9") || g.startsWith("10")) {
canvas.drawText(String.valueOf(getText()), px - textWidth / 2, py,
Red);
}
// super.onDraw(canvas);
}
}
You can overwrite setText() and set the color using setTextColor().
You can do it inside onDraw as well, but it's not worth the weigth, as it may pass many times inside onDraw.
You can implement TextWatcher and use onTextChanged()
More about it here in the Android Docs
Use this to get the text:
TextView text = (TextView)findViewById(R.id.textid);
String value = text.getText().toString();
Then check what the text is and change the color :
if (value.equals("hello")) {
text.setBackgroundColor(yourcolor);
}

How to create bouncable scrollview in android?

How to create a bounce ScrollView in Android like iPhone?
Add effect bounce to scrollview in android
Step 1: Create new file BounceScrollView in package com.base.view
public class BounceScrollView extends ScrollView
{
private static final int MAX_Y_OVERSCROLL_DISTANCE = 200;
private Context mContext;
private int mMaxYOverscrollDistance;
public BounceScrollView(Context context)
{
super(context);
mContext = context;
initBounceScrollView();
}
public BounceScrollView(Context context, AttributeSet attrs)
{
super(context, attrs);
mContext = context;
initBounceScrollView();
}
public BounceScrollView(Context context, AttributeSet attrs, int defStyle)
{
super(context, attrs, defStyle);
mContext = context;
initBounceScrollView();
}
private void initBounceScrollView()
{
//get the density of the screen and do some maths with it on the max overscroll distance
//variable so that you get similar behaviors no matter what the screen size
final DisplayMetrics metrics = mContext.getResources().getDisplayMetrics();
final float density = metrics.density;
mMaxYOverscrollDistance = (int) (density * MAX_Y_OVERSCROLL_DISTANCE);
}
#Override
protected boolean overScrollBy(int deltaX, int deltaY, int scrollX, int scrollY, int scrollRangeX, int scrollRangeY, int maxOverScrollX, int maxOverScrollY, boolean isTouchEvent)
{
//This is where the magic happens, we have replaced the incoming maxOverScrollY with our own custom variable mMaxYOverscrollDistance;
return super.overScrollBy(deltaX, deltaY, scrollX, scrollY, scrollRangeX, scrollRangeY, maxOverScrollX, mMaxYOverscrollDistance, isTouchEvent);
}
}
Step 2: At your layout, please change
<ScrollView
android:id="#+id/list"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
/>
to
<com.base.view.BounceScrollView
android:id="#+id/list"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
/>
I have improved version of this answer: https://stackoverflow.com/a/13391248/3256989 .
So my version is (example for HorizontalScrollView):
public class HorizontalOverScrollView extends HorizontalScrollView {
private static final int WIDTH_DEVIDER_OVERSCROLL_DISTANCE = 3;
private TimeInterpolator mInterpolator;
private int mMaxOverscrollDistance;
private int mAnimTime;
private long mStartTime;
/**
* Instantiates {#link HorizontalOverScrollView} object.
*/
public HorizontalOverScrollView(final Context context) {
super(context);
init();
}
/**
* Instantiates {#link HorizontalOverScrollView} object.
*/
public HorizontalOverScrollView(final Context context, final AttributeSet attrs) {
super(context, attrs);
init();
}
/**
* Instantiates {#link HorizontalOverScrollView} object.
*/
public HorizontalOverScrollView(final Context context, final AttributeSet attrs, final int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
private void init() {
final int widthPixels = getContext().getResources().getDisplayMetrics().widthPixels;
mMaxOverscrollDistance = widthPixels / WIDTH_DEVIDER_OVERSCROLL_DISTANCE;
mAnimTime = getContext().getResources().getInteger(android.R.integer.config_mediumAnimTime);
mInterpolator = new DecelerateInterpolator();
}
#Override
protected boolean overScrollBy(int deltaX, int deltaY, int scrollX, int scrollY, int scrollRangeX, int scrollRangeY, int maxOverScrollX, int maxOverScrollY, boolean isTouchEvent) {
int overScrollDistance = mMaxOverscrollDistance;
if (isTouchEvent) {
mStartTime = AnimationUtils.currentAnimationTimeMillis();
} else {
final long elapsedTime = AnimationUtils.currentAnimationTimeMillis() - mStartTime;
float interpolation = mInterpolator.getInterpolation((float) elapsedTime / mAnimTime);
interpolation = interpolation > 1 ? 1 : interpolation;
overScrollDistance -= overScrollDistance * interpolation;
overScrollDistance = overScrollDistance < 0 ? 0 : overScrollDistance;
}
return super.overScrollBy(deltaX, deltaY, scrollX, scrollY, scrollRangeX, scrollRangeY, overScrollDistance, maxOverScrollY, isTouchEvent);
}
}
It's called overscroll in Android.
See http://developer.android.com/reference/android/widget/OverScroller.html and
(for example) http://developer.android.com/reference/android/widget/ListView.html#setOverscrollFooter(android.graphics.drawable.Drawable)
It's only available from API level 9 onward.
However, Samsung devices do seem to support overscroll natively in Android 2.2
Just use OverScrollDecoratorHelper
ScrollView scrollView = (ScrollView) findViewById(R.id.scroll_view);
OverScrollDecoratorHelper.setUpOverScroll(scrollView);
HorizontalScrollView horizontalScrollView = (HorizontalScrollView) findViewById(R.id.horizontal_scroll_view);
OverScrollDecoratorHelper.setUpOverScroll(horizontalScrollView);
https://github.com/EverythingMe/overscroll-decor

Categories