#Override
public void getLeaderboardGPGS() {
if (gameHelper.isSignedIn()) {
startActivityForResult(Games.Leaderboards.getLeaderboardIntent(gameHelper.getApiClient(), getString(R.string.event_score)), 100);
}
else if (!gameHelper.isConnecting()) {
loginGPGS();
}
}
#Override
public void getAchievementsGPGS() {
if (gameHelper.isSignedIn()) {
startActivityForResult(Games.Achievements.getAchievementsIntent(gameHelper.getApiClient()), 101);
}
else if (!gameHelper.isConnecting()) {
loginGPGS();
}
}
Can anyone explain to me what these methods do? I have them as part of implementing a GoogleApi interface I made in the context of a tutorial. I especially don't understand the 100 / 101 parts, but the whole thing, in general, is quite confusing for me.
PS. I am making a game in LibGDX and this is my first time touching the Google Play API (or I think any API for that matter)
First Method getLeaderboardGPGS show you Leaderboard above your Activity
if you are already Signed in otherwise it start signing process.
Above method definition is from Libgdx wiki but it should be
private final static int REQUEST_CODE_UNUSED = 9002;
startActivityForResult(Games.Leaderboards.getLeaderboardIntent(gameHelper.getApiClient(), getString(R.string.leaderboardId)), REQUEST_CODE_UNUSED);
REQUEST_CODE_UNUSED is an arbitrary integer for the request code
getString(R.string.leaderboardId) is LEADERBOARD_ID
taken from Google wiki
Second Method getAchievementsGPGS is used to show a player's achievements, call getAchievementsIntent() to get an Intent to create the default achievements UI.
startActivityForResult(Games.Achievements.getAchievementsIntent(gameHelper.getApiClient()), REQUEST_ACHIEVEMENTS);
where REQUEST_ACHIEVEMENTS is an arbitrary integer used as the request code.
Related
I'm trying to implement a Google Fit Listener when data is updated into Google Fit services.
In this link of Google Fit documentation there is a simple example, however, it is not 100% clear. For that reason, I have two problems:
I don't know how to implement mResultCallback variable (there aren't any examples in this documentation).
When I define a simple ResultCallback (it seems to work but I'm not sure) and I launch the application, it gives me a result error code: java.lang.SecurityException: Signature check failed
The code within the HistortyApi lists one of android.permission.ACCESS_FINE_LOCATION or android.permission.BODY_SENSORS as being required.
Adding those permissions to my code hasn't resolved the same problem though.
Confirmed bug in Google Fit services. See discussion in https://plus.google.com/110141422948118561903/posts/Lqri4LVR7cD
mResultCallback is a ResultCallback<Status> so you need to implement a class of that type. Documentation is here, but there's only one method you need to implement:
public abstract void onResult (Status result)
The standard way is to do this using an anonymous class either when you declare mResultCallback or when you're using it as a parameter. Below is an example from Google's BasicRecordingAPI example:
Fitness.RecordingApi.subscribe(mClient, DataType.TYPE_ACTIVITY_SAMPLE)
.setResultCallback(new ResultCallback<Status>() {
#Override
public void onResult(Status status) {
if (status.isSuccess()) {
if (status.getStatusCode()
== FitnessStatusCodes.SUCCESS_ALREADY_SUBSCRIBED) {
Log.i(TAG, "Existing subscription for activity detected.");
} else {
Log.i(TAG, "Successfully subscribed!");
}
} else {
Log.i(TAG, "There was a problem subscribing.");
}
}
});
If you want to use a member variable you can simply make an assignment instead:
ResultCallback<Status> mResultCallback = new ResultCallback<Status>() {
#Override
public void onResult(Status status) {
...
}
});
Of course you can define a non-anonymous class, but if you did that for every callback you had you would end up creating a LOT of classes.
First off, sorry for the strange "title", but since I don't know the name, it's quite tough to describe in a short sentence.
I've been here many-many times before, however this is my first actual activity.
I usually search, read and fight my way trough what I want to know. However, I just can't seem to get to my answer this time, which I find pitty.
Lately I've read "Head First Design Patterns", which I can't recall it was covered in there. Also I've hit quite some Google terms in the box, but without the correct defenition. I just can't find the right combination of search-words to nail the answer.
I've got a question about the correct name of "forward sharing / linking"
of methods and their parameters.
I'm writing the JavaDocs comments to keep my code understandable, but I can't get the right term or Design Pattern name that fits to this.
But just asking this won't get me what I need i think. So I've got a little sample to demonstrate my question as BASIC as possible. I hope it is a bit understandable.
public class Framework()
{
private Game game = new Game();
public Framework()
{
loadComponents();
}
public void loadComponents()
{
// first loading framework requirements.. (lets say a button graphic)
game.load(); // lets start loading the game....
}
public static void main (String[] args)
{
new Framework();
}
}
public class Game()
{
private World world = new World();
public void load()
{
// now we load some of the basic graphics.. (lets say a few borders)
world.load(); // lets start loading the world!
}
}
public class World()
{
private Textures textures = new Textures();
public void load()
{
// now we load the worlds grid...
textures.load(); // ofcourse we need textures, lets load...
}
}
public class Textures()
{
public void load()
{
// loading the textures...
// end of this loading link.
}
}
In this example we started off in the Framework, called the load method in Game, then called the load method in World,
then called the load method in Textures. Lets make it a little simpler:
Framework.load()->Game.load()->World.load()->Texture.load();
But ofcourse we got more of these "links".
Framework.load()->Editor.load()->Entities.load();
Framework.input(Input input)->Game.input(Input input)->Player.input(Input input);
Framework.draw(Graphics2D g2d)->Game.draw(Graphics2D g2d)->World.draw(Graphics2D g2d);
How can I describe or call this "chaining/linking" the best? Becouse chaining in Java is like: Player.getLocation().setLocation(12,12).etc();
I hope my question is a little clear now,
thank you for your time in advance!
Edwin
I believe this is called the Delegator pattern
Does someone knows if it is possible to add push notifications(like Amazon Simple Notification Service) in an Android and iOS with RoboVM libGDX projects? And if it is possible, are there any good tutorials or good hints how to implement such things?
I would be happy about every hint how I can implement it.
Hi I know this is an old question but I was struggling to find a solution for this specially for iOS, but I finally found a way. If the explanation below is confusing and you prefer to see an example here is a github repo with a sample project:
Repo GitHub
I only show the code for iOS see the repo for Android.
The idea is simple you need to create a class that handles sending a notification for each platform on each of your projects (Android and iOS) and have it implement an interface called NotificationsHandler.
NotificationsHandler:
public interface NotificationsHandler {
public void showNotification(String title, String text);
}
iOS Adapter:
public class AdapteriOS implements NotificationsHandler {
public AdapteriOS () {
//Registers notifications, it will ask user if ok to receive notifications from this app, if user selects no then no notifications will be received
UIApplication.getSharedApplication().registerUserNotificationSettings(UIUserNotificationSettings.create(UIUserNotificationType.Alert, null));
UIApplication.getSharedApplication().registerUserNotificationSettings(UIUserNotificationSettings.create(UIUserNotificationType.Sound, null));
UIApplication.getSharedApplication().registerUserNotificationSettings(UIUserNotificationSettings.create(UIUserNotificationType.Badge, null));
//Removes notifications indicator in app icon, you can do this in a different way
UIApplication.getSharedApplication().setApplicationIconBadgeNumber(0);
UIApplication.getSharedApplication().cancelAllLocalNotifications();
}
#Override
public void showNotification(final String title, final String text) {
NSOperationQueue.getMainQueue().addOperation(new Runnable() {
#Override
public void run() {
NSDate date = new NSDate();
//5 seconds from now
NSDate secondsMore = date.newDateByAddingTimeInterval(5);
UILocalNotification localNotification = new UILocalNotification();
localNotification.setFireDate(secondsMore);
localNotification.setAlertBody(title);
localNotification.setAlertAction(text);
localNotification.setTimeZone(NSTimeZone.getDefaultTimeZone());
localNotification.setApplicationIconBadgeNumber(UIApplication.getSharedApplication().getApplicationIconBadgeNumber() + 1);
UIApplication.getSharedApplication().scheduleLocalNotification(localNotification);
}
});
}
}
Now by default Libgdx passes your ApplicationListener or Game object to AndroidLauncher and IOSLauncher along with a configuration object. The trick is to pass the class we created earlier to the ApplicationListener so that you can use it inside your Core project. Simple enough:
public class IOSLauncher extends IOSApplication.Delegate {
#Override
protected IOSApplication createApplication() {
IOSApplicationConfiguration config = new IOSApplicationConfiguration();
// This is your ApplicationListener or Game class
// it will be called differently depending on what you
// set up when you created the libgdx project
MainGame game = new MainGame();
// We instantiate the iOS Adapter
AdapteriOS adapter = new AdapteriOS();
// We set the handler, you must create this method in your class
game.setNotificationHandler(adapter);
return new IOSApplication(game, config);
}
public static void main(String[] argv) {
NSAutoreleasePool pool = new NSAutoreleasePool();
UIApplication.main(argv, null, IOSLauncher.class);
pool.close();
}
}
Now that you have a reference to the implementation of NotificationHandler you can simply call it through your Core project.
public class MainGame extends Game {
// This is the notificatino handler
public NotificationHandler notificationHandler;
#Override
public void create () {
// Do whatever you do when your game is created
// ...
}
#Override
public void render () {
super.render();
// This is just an example but you
// can now send notifications in your project
if(condition)
notificationHandler.showNotification("Title", "Content");
}
#Override
public void dispose() {
super.dispose();
}
// This is the method we created to set the notifications handler
public void setNotificationHandler(NotificationHandler handler) {
this.notificationHandler = handler;
}
}
One last thing
If you need to run the Desktop version then you will need to do the same thing for Desktop otherwise you might get errors, it will not do anything on the Desktop, or you can check the platform before calling the method showNotfication. You can clone the repo where I do this:
Repo GitHub
I've never done it myself. But you can use this tutorial to find out how to write Android specific code in your libGDX project. Your Android code could then receive the notifications and trigger a callback in libGDX. I hope this is at least a step in the right direction.
However I' not sure about doing the same for iOS.
This is my first post and I did not find anything similar, so I've decided to ask.
Im developing a Poker Game for Android to practice the SDK and refresh/improve my Java. Its a simple app that control a texas hold'em poker hand.
Initally, I wrote my classes using only Java SE and it looks fine. Each class has its own purpose and testing it with console input/output, I can see it really works :)
Last week, I decided to port it to Android to see things happening through a graphic interface, so I got the resource images, make an Activity and included my poker package.
Before port to Android I can just put a println (or readLine) to see whats going on and send my inputs. Now Im stuck in how each class can communicate to the game activity to provide what must be drawn. If possible, I don't want insert Android draw code inside game classes. Im trying find a way to exchange messages between my Activity and the game classes and Id like some suggetions. Im new in developing Android apps, so I dont know all mechanics to do this.
Below are the snippet from my activity:
package my.poker.game;
//import stuff
public class ActivityHand extends Activity
{
private static Vector<Player> Players = new Vector<Player>();
public static final int MAX_PLAYERS = 8;
public static void startEmptyTable()
{
Players.removeAllElements();
Players.setSize(MAX_PLAYERS);
}
public static void LeaveTable(int pos)
{
Players.set(pos, null);
}
public static void SitTable(int pos, Player player)
{
Players.set(pos, player);
}
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
int cash = 1000;
startEmptyTable();
SitTable(0, new Jogador("William", cash));
SitTable(2, new Jogador("Richard", cash));
SitTable(4, new Jogador("John", cash));
SitTable(6, new Jogador("Paul", cash));
SitTable(8, new Jogador("Albert", cash));
//Start a Hand.... in future this will be a loop for each Hand
Hand hand = new Hand(Players);
}
}
The object hand, will select a Dealer, deal the cards, control the small and big blinds and start the game loop.
The question is: how the hand class can tell the Activity to Draw and pass an object containing what to draw?
Thanks a lot for your help
Editing: I've decided to try implementing it using a Handler and passing simple messages. As I read from Handler at Developers a Handler object is assigned to thread's MessageQueue, so I tried to put this into my Activity Class (before Hand hand = new Hand (...) ):
Handler handler = new Handler()
{
#Override
public void handleMessage(Message msg)
{
Bundle bundle = msg.getData();
// Do something with message contents
}
};
And inside the Hand class I put this when I want to draw something:
Handler handler = new Handler();
Message msg = new Message();
Bundle bundle = new Bundle();
bundle.putString("Key", "The Key's Value");
msg.setData(bundle);
handler.sendMessage(msg);
As I understood, both handlers are from same thread, so they are assigned to same MessageQueue right? I tought when I send a message inside Hand class, the Activity class can receive it in handleMessage method and processes any message I send, but handleMessage doesn't execute.
What am I missing?
Thanks again
To call methods in the activity, you want to pass the activity to this class.
for example:
public class PokerActivity extends Activity
{
#Override
public void onCreate(Bundle savedInstanceState)
{
Hand hand = new Hand(this);
}
public void setVisibleHand(Player player)
{
<do something in the activity>
}
}
public class Hand
{
PokerActivity pokerActivity;
public Hand(PokerActivity activity)
{
this.pokerActivity = activity;
}
public void setVisibleHand()
{
pokerActivity.setVisibleHand(player1);
}
}
Now, this might not be the best way to do it. In Android you have to be carefull to not leak the context, or you might be getting trouble with the memory. (simply passing the activity/context might be the easy way, but is also the easiest way to leak the context.)
I'd advise you to look at some simple tutorials first, to get a feeling of how android activities work.
You could use a Handler and Message system to communicate between your classes.
This tutorial by Lars Vogel should help you Android Threads, Handlers and AsyncTask - Tutorial
You will have to create another class to make the interactions with your own classes and the activity itself.
From that class you can use the activity context to control the android activity.
The approach about using Handlers and Messages is good but would require you to modify your game classes.
Maybe you should extend View Class to draw the Hand.
http://developer.android.com/reference/android/view/View.html
I am building a user interface in netBeans (coding by hand, more flexible) with multiple toolbars.
What I am trying to do is create an actionListener for each button. I am retrieving names of the functions from XML and parse them to string. I will write implementations for those functions in a separate class, but my problem is the following:
How do I make the link between the function name and the string containing it's name?
Example: String is Open(), function will be Open(someParameter) and in the definitions class there will be static void Open(param).
First of all, consider my comment about your idea of dynamic button behavior resolved from strings being a wrong approach. However if you still need exactly what you asked, what you need is Reflection API.
Here's an example:
Class c = SomeClassWithMethods.class;
Method m = c.getMethod("someMethodName", String.class, Integer.class, Integer.TYPE);
m.invoke(baseObjectFromWhichToCallTheMethod, "stringParam", 10, 5);
Added:
Another option, which is a little bit prettier than reflection, but still a messy design, would be to use a map to link those Strings to methods. The code is a bit longer, but from the Java perspective it is much better than using reflection for your task (unless you have some specific requirement of which I'm not aware). This is how it would work:
//Interface whose instances will bind strings to methods
interface ButtonClickHandler {
void onClick();
}
class SomeClassYouNeed {
//One of the methods that will be bound to "onButtonOneClick()"
public void onButtonOneClick() {
log.info("ButtonOneClick method is called");
}
public void onButtonTwoClick() {
log.info("ButtonTwoClick method is called");
}
//Map that will hold your links
private static Map<String, ButtonClickHandler> buttonActionMap;
//Static constructor to initialize the map
static {
buttonActionMap = new Map<String, ButtonClickHandler>();
buttonActionMap.put("onButtonOneClick()",new ButtonClickHandler() {
#Override
public void onClick() {
onButtonOneClick();
}
});
buttonActionMap.put("onButtonTwoClick()",new ButtonClickHandler() {
#Override
public void onClick() {
onButtonTwoClick();
}
});
}
public void callByName(String methodName) {
final ButtonClickHandler handler = buttonActionMap.get(methodName);
if (handler == null) {
throw new IllegalArgumentException("No handler found by name: "+methodName);
}
handler.onClick();
}
}
After you call callByName("onButtonTwoClick()") it will fetch the respective instance of ButtonClickHandler which will use the static method onButtonTwoClick() to process the click of the button.
It seems to me that you are looking for the equivalent of JS "eval" function in Java. This might help. Nevertheless it is generally not a good idea as #Max stated, you might want to rethink your design.
If i have understood your question correctly you are trying to generate your code files based on some strings taken from a XML file. I can suggest you this library to generate your codes.
For tutorials you can visit this link.
You may even use the Java Reflection API. Here is a link for the tutorial.
Its upto you, that which of the above two you use.