You can animate another view on top of a SurfaceView, you just cannot
animate the SurfaceView itself.

On Tue, Sep 20, 2011 at 12:51 AM, MobileVisuals <[email protected]>wrote:

> Thanks for the info, I have spent many hours investigating this issue
> and now I finally know what the problem is. My app has a standard 2d
> menu. It is possible to view different 3d visual effects from the
> menu. The 3d visual effects are rendered in a GLSurfaceView. That
> class extends SurfaceView.
>
> You say that SurfaceView should not be used in a ViewFlipper. How can
> I implement my app if I can't use SurfaceView or GLSurfaceView? Which
> type of view should I use for the ViewFlipper? Can I render the 3d
> visual effects with other views than GLSurfaceView?
>
> Or shouldn't I use a ViewFlipper at all? If not, how can I then switch
> between the 2d and the 3d rendering?
>
> On Sep 19, 7:37 pm, Dianne Hackborn <[email protected]> wrote:
> > Don't use a SurfaceView in a ViewFlipper.
> >
> > Nor a ListView.
> >
> > SurfaceView is a *very* *special* view.  As it says, what it does is
> create
> > a completely separate surface (a.k.a. window) that is associated with
> your
> > main window.  This window is positioned behind the main window, and a
> hole
> > punched through your main window to see the surface behind.
> >
> > By its nature, this makes the interaction between the surface of the
> surface
> > view and the main view hierarchy limited.
> >
> > The purpose of SurfaceView is to present static things like video
> playback
> > or a game playfield in its own surface so that it can draw outside of the
> > normal view hierarchy update model (and use OpenGL drawing, different
> color
> > spaces, etc).  It is not to give a tight integration with the rest of the
> > view hierarchy.
> >
> > You should essentially think of it as an overlay, because really that is
> > what it is.
> >
> > On Mon, Sep 19, 2011 at 10:29 AM, MobileVisuals <
> [email protected]>wrote:
> >
> >
> >
> > > My app uses a ViewFlipper. It is possible to flip between the views
> > > without problems at first.But after switching to another app and then
> > > switching back to the ViewFlipper app, it is not possible to flip
> > > between the views. One of the views is always displayed as just a
> > > black screen.
> >
> > > I have investigated the reason for this, using the simplest possible
> > > SurfaceView. It is still the same problem.
> > > It is not a thread problem, I see that the onDraw method is called
> > > like it should. What is the reason for this? Doesn't the ViewFlipper
> > > class support SurfaceView like it should?
> >
> > >  I got the code for the SurfaceView from the basic tuturial:
> >
> > >http://www.edu4java.com/androidgame/androidgame2.html
> >
> > > and the code for the View flipper from Mark Murphys View flipper
> > > tutorial:
> >
> > >https://github.com/commonsguy/cw-android/tree/master/Fancy/Flipper1
> >
> > > This is my code:
> > > -----------------------------
> >
> > > public class FlipperDemo2 extends Activity {
> >
> > > ViewFlipper flipper;
> >
> > > @Override
> > > public void onCreate(Bundle icicle) {
> > > super.onCreate(icicle);
> > > setContentView(R.layout.main);
> >
> > > flipper=(ViewFlipper)findViewById(R.id.details);
> > > GameView lv=new GameView(this.getApplicationContext(),true);
> > > flipper.addView(lv,
> > >                new ViewGroup.LayoutParams(
> > >                ViewGroup.LayoutParams.FILL_PARENT,
> > >                ViewGroup.LayoutParams.FILL_PARENT));
> > > GameView lv2=new GameView(this.getApplicationContext(),false);
> > > flipper.addView(lv2,
> > >                new ViewGroup.LayoutParams(
> > >                ViewGroup.LayoutParams.FILL_PARENT,
> > >                ViewGroup.LayoutParams.FILL_PARENT));
> > > flipper.setFlipInterval(2000);//2000
> > > flipper.startFlipping();
> > > }
> > > }
> > > ----------------------------------
> >
> > > public class GameView extends SurfaceView {
> >
> > >        private SurfaceHolder holder;
> > >    boolean blue;
> >
> > >    public GameView(Context context,boolean _blue) {
> >
> > >          super(context);
> > >          holder = getHolder();
> > >          blue=_blue;
> > >          holder.addCallback(new SurfaceHolder.Callback() {
> >
> > >                 @Override
> > >                 public void surfaceDestroyed(SurfaceHolder holder) {
> >
> > >                 }
> >
> > >                 @Override
> > >                 public void surfaceCreated(SurfaceHolder holder) {
> >
> > >                        Canvas c = holder.lockCanvas(null);
> > >                        onDraw(c);
> > >                        holder.unlockCanvasAndPost(c);
> >
> > >                 }
> >
> > >                 @Override
> > >                 public void surfaceChanged(SurfaceHolder holder, int
> > > format,                           int width, int height) {
> > >                 }    });
> > >    }
> >
> > >    @Override
> >
> > >    protected void onDraw(Canvas canvas) {
> >
> > >        if(blue)
> > >        canvas.drawColor(Color.YELLOW);
> > >        else
> > >                canvas.drawColor(Color.GREEN);
> > >    }
> >
> > > }
> >
> > > --
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> >
> > --
> > Dianne Hackborn
> > Android framework engineer
> > [email protected]
> >
> > Note: please don't send private questions to me, as I don't have time to
> > provide private support, and so won't reply to such e-mails.  All such
> > questions should be posted on public forums, where I and others can see
> and
> > answer them.
>
> --
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>



-- 
Romain Guy
Android framework engineer
[email protected]

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