I would like to create a custom Android button from 9patches, but without using any XML. I know, it sounds dumb, but the reason is that for some reason my IDE (NetBeans) messes up the whole XML beyond belief. The R.java doesn't get generated half the time (the fixes didn't work for me), and I get random errors, even if I just copy and paste XML from tutorials.
This is how I plan to create the Button:
The button has a setBackgroundDrawable() method
I need to suply this method with a StateListDrawable
Which I need to build up from NinePatchDrawables
So first I need to create the 9patches, then a StateListDrawable from them, and simply pass the StateListDrawable as background for my Button's setBackgroundDrawable() method.
I can't start the 9patches, because I can't find out how the constructors work.
Wouldn't it make more sense for you to invest your time in either:
fixing NetBeans, or
switching to some different editor/IDE?
Trying to do Android development without XML is akin to trying to fly without wings. It's possible, but rockets tend to crash and burn in the end.
Regardless, you do not need to directly work with NinePatchDrawable to use nine-patch PNG files. Android will handle that part for you.
Instead, create an instance of StateListDrawable and call addState() for each one of your states. To get the Drawable for the state, use getResources().getDrawable(R.drawable.this_is_one_of_your_nine_patch_images) from your Activity. Android will detect that this is a nine-patch and will do the right thing.
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I'm making a custom view that can be annotated with typical paint tools like draw, shape dropping, or writing text, and I'm stuck on how to enable text input without resorting to creating new views on touch. I'd like to be able to handle all of the annotation in this one custom view class.
My idea is to extend EditText, since it seems to have all of the functionality I need for creating editable text onscreen. Currently, I override onTouchEvent(MotionEvent event) to annotate whatever drawable has been loaded into my custom EditText called AnnotationView. I can call super.onTouchEvent(event) when the text tool is selected, and the soft keyboard displays. Entered text is displayed on screen, and I can edit it. However, at the moment I can only enter text in one place, seeing as how this currently is just an EditText with added drawing capabilities. Any other overridden methods (onSizeChanged, onDraw, performClick) start with a call to their super implementation.
Has anyone here attempted something like this before? I need to allow the user to start editing text at their touch coordinates, but I have no idea what methods I'd need to override or create to do that. It seems like this would be a good way to avoid requiring more views be created from the Activity using AnnotationView, but I'm not sure how feasible this approach really is.
Issue can be seen here:
Image of AnnotationView being used in a sample app
To explain why I'm trying to avoid creating new views to write text in - I'd like to release this as a library, so I'm trying to require the least amount of hassle for someone using this view. Ideally, a developer could just place this view and then choose whatever tools I've implemented via their own UI. If I need to create views on top of this, I'll need to require users to roll their own text editing implementation via some kind of listener... maybe? If I'm missing a simpler way of doing this, please let me know! I've seen similar questions asked here, but it seems like a definitive good practice for capturing user input and displaying it on canvas would be useful for a lot of beginners such as myself.
I am attempting to create a custom Media Controller by duplicating the source and providing my own layout. The final component is a substitute for PolicyManager.makeNewWindow(mContext);
The PolicyManager class is an internal class and I can not seem to find a way to get a new Window. The documentation suggests new Window(mContext) but eclipse complains that it 'Cannot instantiate the type Window'. Any ideas?
Unless you use the NDK to access private implementations, you cannot actually create a Window. I have done exactly what you are trying with an embedded system, but it is not safe to do for a general purpose app (the underlying implementations have changed and will change again).
Regardless of whether you are using a SurfaceView or TextureView for the MediaPlayer, you should be able to a achieve a similar effect with a regular old transparent custom View. The separate Window shouldn't be necessary. It won't be as easy as copying Android's MediaController code, but it shouldn't be too complicated.
Also, if all you want is a different layout and not a drastic change in functionality, have a look at these two links (the second refers to the first, but it adds commentary & an example project).
Imagine I have a model that I want to use in a LibGDX game project (as described here). Let's say, it's the model of a human. Now I want to do several animations with this human: I want him to raise his left/right arm, his left/right leg, to raise a single finger, and also all possible combinations of those animations.
My question is: Do I need to create a single animation for all of those movements outside of my Java code (which would mean I need a file for every single animation and would make my project extremly large), or is it somehow possible to create a model (e.g. by using Blender's Armature or something like that) that can be transformed inside my Java code?
Assuming you're asking if you can include one or more animations with the g3db/g3dj file format. Yes you can. Just create your model, including the skeleton and animations. Export it to FBX (with animation enabled). Next, convert to g3db or g3dj (fbx-conv -f file.fbx). Load your model as described in the tutorial you referenced. Now you can animate your model using an AnimationController. If you want to combine multiple animations at the same time, you can use multiple AnimationControllers, as long as they don't affect the same bones.
I'm trying to add a ColorPicker to my app. I see a lot a of ColorPickers (the one frome the API'S Samples, the one from Cyanogen, the AmbilWarna library, the HoloColorPicker, and the ColorPickerPreference). I think that the best for my app is the last one, but I don't need to use it on a preference.
So, what I want is to use this library inside my project when I click a button, and then take the resulting code from the SharedPreferences(I think, I don't know it), and use that color as I want for my app.
I try to use only some of the classes (only ColorPickerDialog, ColorPickerView, ColorPickerPanelView and AlphaPatternDrawable) and then I think that I have to do:
ColorPickerDialog dialog = new ColorPickerDialog(Main.this, Color.BLACK);
dialog.show();
And now I don't know how can I have the selected color.
Also I added to my project the xml view.
Any idea?
To know what is the selected color you need to to:
color=dialog.getfinalColor();
So, I think that the problem was easy to solve it. But now the problem is find a listener to detect when the dialog is closed and then to save the variable "color".
I swear, this control has been the bane of my existance this week. Just FYI, I have pretty basic OO/Java skills, I've mainly been using xml to create layouts, but I need to use the gallery control. I've finally got the sample code working from the sdk, but one thing remains a mystery despite looking here, googling elsewhere, etc., there seems to be no clear answer on how you exactly manipulate the attributes of individual images within the gallery. I keep looking for an example of a template that I could implement, but see nothing. Really, I'm not looking for anything fancy, I just want the images to scale properly within a fixed height gallery control, and surround each image with a 1dip light border, and keep each of them about 4dip apart from one another, that's about it. But for the life of me I'm just not seeing how to make these customizations, and I'm starting to tear my hair out! :-/ Any help or reference to how to do this with some actual examples would be priceless!
Yeah, just to continue on your own answer.
The getView() method of the adapter is the place where you'll do anything you want with the images, i.e. set up borders, layout params, lazy loading, etc.
As long as the method returns the View you've made changes to, it should work just fine.