I may be on the right track looking over the surface view overlay example. Turns out it's a GLSurfaceView that is being overlaid...
In my current demo, I'm extending GLSurfaceView to make receiving user input a bit easier. This brings two questions: 1. In the layout xml file for the surface view overlay example, it uses a FrameLayout, and inside it creates the GLSurfaceview like this: <android.opengl.GLSurfaceView android:id="@+id/glsurfaceview" android:layout_width="fill_parent" android:layout_height="fill_parent" /> Since I've extended my GLSurfaceView as ShapeSurfaceView and it's in my namespace, would I use something like the above or something more like: <com.mynamespace.tests.ShapeSurfaceView android:id="@+id/ glsurfaceview" android:layout_width="fill_parent" android:layout_height="fill_parent" /> ? 2. The other thing I'm not sure on, is what constructor, if any (sorry for my Java inexperience) is being called when you use a layout like this? When using findViewById() to instantiate a View in code, is it's constructor called? I really hope someone can answer... On Dec 7, 11:50 am, Jeremiah Sellars <sylus.mcf...@gmail.com> wrote: > Hi Everyone, > > I believe I have a pretty clear idea on how to properly tackle a game > while using GLSurfaceView. With the provided samples and > documentation, I have the UI and Renderer threads going (since that's > basically given to you) and will be implementing game logic thread (as > soon as I understand threading a bit better). > > The question I have, is to be able to move forward with whatever else > may need to be on screen during game play (possible touch controls, > meters/gauges, etc), I'm trying to figure out what the best method > would be to display them. I suppose the options would be to either > draw them with OpenGL ES or to use other Views. I don't like the > OpenGL idea because generally all of the game ideas I have would > require a perspective view, and I'm not totally sure how I would > accomplish that... > > So I'm thinking I would use other image or button views... > > I guess the ultimate question, is what is most practical? And if using > other views, I'm slightly lost on the right way to implement it. I was > thinking maybe a Linear Layout... some items on top, a larger area in > the middle for the GL View, and then some items on bottom. > > I'm not looking for exact code or anything, just a nudge in the right > direction. Thanks everyone! > -Jeremiah -- You received this message because you are subscribed to the Google Groups "Android Beginners" group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en