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

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