Similar questions to this have been trivial at best for answers. I am using a faily up-to-date Google Play Game Services apk 'com.google.android.gms:play-services:7.0.0' and I have onInvitationReceived() and onConnected() implemented.
However, onInvitationReceived() doesn't seem to be called when the invitee accepts the game invite in-game. And while I'm fairly certain onConnected() is called no matter what when the player connects via callback after mGoogleClient.connect() , it seems like the invitation is dropped or something because the player is not redirected to the game screen as I specified if the Bundle contains an invitation (I'm assuming this is called when the app is closed but either way, only a status bar notification is shown for the invite).
Any insight into this would be appreciated. Here are the relevant methods:
onConnected() is from a class, that extends AndroidGame, and AndroidGame extends Activity (I've tried it in both classes, now I just have it overridden in the child class of AndroidGame):
#Override
public void onConnected(Bundle connectionHint) {
// Connected to Google Play services!
// The good stuff goes here.
Games.Invitations.registerInvitationListener(mGoogleClient, Network.getInstance().mListener);
if (connectionHint != null) {
Invitation inv =
connectionHint.getParcelable(Multiplayer.EXTRA_INVITATION);
if (inv != null) {
// accept invitation
RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance());
roomConfigBuilder.setMessageReceivedListener(Network.getInstance());
roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance());
roomConfigBuilder.setInvitationIdToAccept(inv.getInvitationId());
RoomConfig roomConfig = roomConfigBuilder.build();
Games.RealTimeMultiplayer.join(mGoogleClient, roomConfig);
// prevent screen from sleeping during handshake
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
// go to game screen
setScreen(new CharSelectScreen(this));
}
}
}
onInvitationReceived is from my Network class, which is basically a singleton which handles other listeners as well. onInvitationReceived() is both overridden in the Network class and in the anonymous inner class, just to cover my assets:
#Override
public void onInvitationReceived(Invitation invitation) {
Intent intent = Games.Invitations.getInvitationInboxIntent(game.getGoogleClient());
game.startActivityForResult(intent, RC_INVITATION_INBOX);
mIncomingInvitationId = invitation.getInvitationId();
AlertDialog.Builder builder = new AlertDialog.Builder(game.getApplicationContext());
builder.setMessage("Join Game?")
.setTitle("Bit Game Invitation!");
builder.setPositiveButton("Join", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
if(!game.getGoogleClient().isConnected()) {
game.getGoogleClient().connect();
}
// User clicked OK button
Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0);
RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance());
roomConfigBuilder.setMessageReceivedListener(Network.getInstance());
roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance());
roomConfigBuilder.setAutoMatchCriteria(am);
roomConfigBuilder.setInvitationIdToAccept(mIncomingInvitationId);
RoomConfig roomConfig = roomConfigBuilder.build();
Games.RealTimeMultiplayer.join(game.getGoogleClient(), roomConfig);
// prevent screen from sleeping during handshake
game.getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
dialog.dismiss();
// go to game screen
game.setScreen(new CharSelectScreen(game));
}
});
builder.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
// User cancelled the dialog
dialog.dismiss();
}
});
AlertDialog dialog = builder.create();
dialog.show();
I solved it, with the short answer being I did not follow the Android Realtime Multiplayer recipe (guidelines) as closely as I should have.
The guidelines calls for easy access to Google Play sign-in, either automatically when starting the app or I'd imagine preferably, a button to sign in. When I added this, my callback onConnected() code worked, the invitation allowed the user to proceed to the designated game screen with a default waiting room pop-up (implementation shown here). I am still debugging the onInvitationReceived() callback, but I suspect that when the invitation is received when the game is open, the game crash means there is something wrong with my implementation.
All in all, I think it was a bit of misunderstanding on my end, the documentation is fairly intuitive. Thank you for helping, and I hope this will help future Google Play Game Services developers.
Related
#Override
public void run() {
//Create thread that can alter the UI
AlarmPage.this.runOnUiThread(new Runnable() {
public void run() {
cal = Calendar.getInstance();
//See if current time matches set alarm time
if((cal.get(Calendar.HOUR_OF_DAY) == alarmTime.getCurrentHour())
&& (cal.get(Calendar.MINUTE) == alarmTime.getCurrentMinute())){
//If the sound is playing, stop it and rewind
if(sound.isPlaying()){
ShowDialog();
alarmTimer.cancel();
alarmTask.cancel();
alarmTask = new PlaySoundTask();
alarmTimer = new Timer();
alarmTimer.schedule(alarmTask, sound.getDuration(), sound.getDuration());
}
sound.start();
}
}
});
}
public void ShowDialog() {
final AlertDialog.Builder alertDialog = new AlertDialog.Builder(this);
alertDialog.setTitle("REMINDER!");
alertDialog.setMessage("Turn off alarm by pressing off");
alertDialog.setNegativeButton("Off", new DialogInterface.OnClickListener(){
#Override
public void onClick(DialogInterface dialog, int which) {
Toast.makeText(getApplicationContext(), "OFF", Toast.LENGTH_SHORT);
}
});
alertDialog.show();
}
I am making a simple alarm clock app that notifies the user. I want to make a alert box that gives the user the option to turn off the alarm when it goes off. I was able to make the alert box, but it only appears in the app not outside of the app. I understand the app has to be in the background running. If I need to show more code or be more specific, just ask please.
Add a line as:
public void ShowDialog() {
final AlertDialog.Builder alertDialog = new AlertDialog.Builder(this);
alertDialog.setTitle("REMINDER!");
alertDialog.setMessage("Turn off alarm by pressing off");
alertDialog.setNegativeButton("Off", new DialogInterface.OnClickListener(){
#Override
public void onClick(DialogInterface dialog, int which) {
Toast.makeText(getApplicationContext(), "OFF", Toast.LENGTH_SHORT).show();
}
});
alertDialog.show();
// line you have to add
alertDialog.getWindow().setType(WindowManager.LayoutParams.TYPE_TOAST);
}
check now.
Do not accept answers if they don't address your question, it is misleading.
The accepted answer is not correct, as it will never work outside your application.
Reason:
It requires an activity context not application context.
If you provide application context, your app will crash with IllegalArgumentException- you need to use Theme.AppCompat or their decendents...
If you need functionality as actually stated in the question you have to have a separate activity themed as a Dialog like here
or you can add a custom view to your window using window manager and making it system level alert like here.
Do this create an Activity without ContentView or a View associated with it and call your alertDialog method in your onCreate also remember to set the background of the Activity to Transparent using ColourDrawable
And that activity will look like a dialog or will suit your preference, you can also fall back to Themes so you can set an Activity as Dialog and treat it like Dialog also use DialogFragment
I am building a very basic vocabulary application. The feature I am trying to implement right now is a go to feature, that is taking the user to a specific vocab term. i am doing this by prompting the user with a dialog fragment that asks the user for a page number. (dialog fragment will get triggered via a callback, button press)
This is my code for doing so
public class GoToDialog extends DialogFragment{
submit.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
String pgn = pageNumber.getText().toString();
if(!isNumeric(pgn) || pgn.isEmpty()) {
Toast.makeText(getActivity(), "Please enter a valid number", Toast.LENGTH_SHORT).show();
} else {
int pagina = Integer.parseInt(pgn);
if(pagina <= 0 || pagina > total) {
Toast.makeText(getActivity(), String.format("Please enter a valid " +
"term number between 0 and %d", total), Toast.LENGTH_SHORT).show();
} else {
getDialog().dismiss();
getFragmentManager().executePendingTransactions();
communicator.onDialogMessage(pagina);
}
}
}
});
Here are screenshots when I run my application
Screenshot2(right after screenshot 1)
In terms of functionality The dialog loads up fine and is able to take the user to the right location. However in that example of taking the user from term 7 to term 5, the user is taken to the
right term but the dialog doesn't close as it should from getDialog().dismiss(). I know dismiss is being called because I walked through the code and communicator.onDialogMessage(pagina) returns the right term number to the activity. The dialog does close when I select another term number to go to. Does anyone see the issue? This doesn't make sense to me at all.
To close a dialog, dismiss is the correct method to use
- How to correctly dismiss a DialogFragment?
I also tried what a user suggested in Correct way to remove a DialogFragment: dismiss() or transaction.remove()?, which is to call executePendingTransactions().
If anyone's having a similar issue, the issue with my application was my OnTouchListener.
When I set up on OnTouchListener to trigger the DialogFragment, here was my original code for doing so
goTo - TextView
private void setUpGoToTouchListener() {
goTo.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
FragmentManager fm = MainActivity.this.getFragmentManager();
GoToDialog dialog = new GoToDialog();
Bundle bundle = new Bundle();
bundle.putInt("Size", defMan.getTotalCount());
dialog.setArguments(bundle);
dialog.show(fm, "Manager");
return true;
}
});
}
When the gesture(a touch) on the TextView occurs, two MotionEvents will be generated, the press, ACTION_DOWN - first finger has touched the screen, and the release, ACTION_UP - the last of the fingers has stopped touching the screen. Because two motion events occurred, two dialog fragments were created. Thats why dismiss had to be called twice in my situation to get rid of both dialog fragments. I fixed this by having a conditional test for event.getAction()
i would like to have my rate button in my dialog to launch marketplace and go to my specific app.
Also how do i add in a message body into this dialog?
private void makeDialog() {
AlertDialog.Builder about = new AlertDialog.Builder(this);
about.setMessage("About The Giveaway");
about.setPositiveButton("Rate", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface arg0, int arg1) {
//action
}
});
about.setNegativeButton("Close", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface arg0, int arg1) {}
});
about.show();
}
}
I wrote a simple library to do that.
It is called AppRate and you can find it on GitHub here.
Features:
Do not prompt the user if the app has crashed once.
Decide exaclty when to prompt the user. (number of launches ...)
Customize the rate dialog to fit your application design.
Usage example:
It is very easy to install and use:
Drop the jar in your libs folder.
Then include the following code in the onCreate method of your MAIN activity.
new AppRate(this)
.setShowIfAppHasCrashed(false)
.setMinDaysUntilPrompt(0)
.setMinLaunchesUntilPrompt(20)
.init();
This code will show a default rate dialog after 20 lauches.
It will be shown only if the app has never crashed.
The rate button points to your application in the Google Play Store.
I hope this can help you. :)
You can launch the Market app using an Intent. Add this to your positiveButton onClick (replacing the URL with your app url)
Intent browserIntent = new Intent(
"android.intent.action.VIEW",
Uri.parse("https://market.android.com/details?id=com.animoca.prettyPetSalon");
startActivity(browserIntent);
I'm trying to implement the LVL (Licensing Verification Library for Android), but running into a problem when the license check fails. I pop up a Dialog which explains that the license check failed and presents them with two buttons. One button is "Retry" which I want to immediately do another check or "Purchase App" which redirects them to buy the app on the App Market.
When I tap the Retry button, I can see from logging messages that my licensing check is called, I receive another "dont allow" callback and I try to show the above failure dialog again (I see onPrepareDialog() get called again).
The problem is the second dialog doesn't actually show. So the user can use the app even though the license check failed. Why isn't the dialog popping up again and again?
I believe this is all of the relevant code:
private void checkLicense() {
Log.d(TAG, "Checking License...");
this.licenseChecker.checkAccess(this.licenseCheckerCallback);
}
private class MyLicenseCheckerCallback implements LicenseCheckerCallback {
public void allow() { }
public void dontAllow() {
Log.d(TAG, "License resposne: Don't Allow");
if (isFinishing())
return; // Don't update UI if Activity is finishing.
// Should not allow access. In most cases, the app should assume
// the user has access unless it encounters this. If it does,
// the app should inform the user of their unlicensed ways
// and then either shut down the app or limit the user to a
// restricted set of features.
// In this example, we show a dialog that takes the user to Market.
Log.d(TAG, "Showing No License Dialog");
showDialog(DIALOG_NO_LICENSE_ID);
}
public void applicationError(ApplicationErrorCode errorCode) {
if (isFinishing())
return; // Don't update UI if Activity is finishing.
// This is a polite way of saying the developer made a mistake
// while setting up or calling the license checker library.
showDialog(DIALOG_APPLICATION_ERROR_ID);
}
}
protected Dialog onCreateDialog(int id) {
Log.d(TAG, "Creating Dialog "+id);
switch(id) {
case DIALOG_NO_LICENSE_ID:
return this.makeRetryPurchaseDialog(getString(R.string.no_license));
case DIALOG_APPLICATION_ERROR_ID:
return this.makeRetryPurchaseDialog(this.applicationErrorMessageForDialog);
}
return null;
}
private Dialog makeRetryPurchaseDialog(String message) {
AlertDialog.Builder builder = new AlertDialog.Builder(CalculatorTabActivity.this);
builder.setMessage(message).setCancelable(false)
.setPositiveButton("Retry", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
CalculatorTabActivity.this.checkLicense();
}
}).setNegativeButton("Purchase App", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
CalculatorTabActivity.this.openAppMarket();
}
});
return builder.create();
}
Just as an idea, try to explicitly call for dialog dismissing:
...
.setPositiveButton("Retry", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
dissmissDialog(DIALOG_NO_LICENSE_ID);
CalculatorTabActivity.this.checkLicense();
}
})
Also, if that will not work, try using removeDialog(DIALOG_NO_LICENSE_ID) instead of dissmissDialog(DIALOG_NO_LICENSE_ID).
Finally what code (if at all) do you have in onPrepareDialog() ?
I need a popup dialog to be shown when i get a message from different thread but the dialog should be not dependent on Activity i.e, it should display the dialog wherever the screen focus is.
Can it be done? Because the dialog is handled per Activity, I thought of using a service but again it would be one more thread added and I want to avoid that.
Any other options available?
If you're trying to ask how to show a dialog when your activity is not the focused activity on the user's phone then try using Notifications instead. Popping up a dialog over a different application interrupts the user when they may be doing something else. From the Android UI guidelines:
Use the notification system — don't
use dialog boxes in place of
notifications
If your background service needs to
notify a user, use the standard
notification system — don't use a
dialog or toast to notify them. A
dialog or toast would immediately take
focus and interrupt the user, taking
focus away from what they were doing:
the user could be in the middle of
typing text the moment the dialog
appears and could accidentally act on
the dialog. Users are used to dealing
with notifications and can pull down
the notification shade at their
convenience to respond to your
message.
A guide to create notifications is here: http://developer.android.com/guide/topics/ui/notifiers/notifications.html
Alternative solution :
AlertDialog dialog;
//add this to your code
dialog = builder.create();
Window window = dialog.getWindow();
WindowManager.LayoutParams lp = window.getAttributes();
lp.token = mInputView.getWindowToken();
lp.type = WindowManager.LayoutParams.TYPE_APPLICATION_ATTACHED_DIALOG;
window.setAttributes(lp);
window.addFlags(WindowManager.LayoutParams.FLAG_ALT_FOCUSABLE_IM);
//end addons
alert.show();
if I understand you correctly you could use a base class for all of your activities
public abstract class BaseActivity extends Activity{
protected static BaseActivity current_context = null;
#override
protected void onPause(){
current_context = null;
super.onPause();
}
#override
protected void onResume(){
current_context = this;
super.onResume();
}
public static void showDialog(/*your parameters*/){
//show nothing, if no activity has focus
if(current_context == null)return;
current_context.runOnUiThread(new Runnable() {
#override
public void run(){
AlertDialog.Builder builder =
new AlertDialog.Builder(current_context);
//your dialog initialization
builder.show();
}
});
}
}
in your thread show your dialog with BaseActivity.showDialog(..) But this approach doesn't work if you want to show your dialog on top of any activity of the target device.