Hello, I have an android game which uses timers to update the screen sprites. When the user wishes to pause the screen I have to know which timers are pending and how long is missing before their expiration time. So this means I have to maintain separate data structures for each Handler to keep track of:
A. when the timer is set (timerSetTime) with System.nanoTime() and B. how long before it expires (timerExpirationLength) so that when the user pauses the game screen I cancel all timers and then when the user unpauses for each paused timer I compute unpauseTime = System.nanoTime() and then reset each timer to timerExpirationLength - unpauseTime + timerSetTime and then when each timer expires unload the corresponding (timerSetTime and timerExpirationLength) data structure entry in the Handler subclass. OK, I have described my solution to the problem. The android Handler system does not seem to provide a custom solution to this problem so I had to implement my own code. If anyone has a better solution to the problem of dealing with game state timers when the game is paused (so that they are saved as part of the game state) I'd like to hear your alternative solutions. Thanks, John Goche -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en