Since nobody has replied to this, I will state with what I have done
thus far, maybe it can help someone else get over the hurdles I am
facing.

I have a surfaceview extended class doing all the display of the game,
it runs its own thread, so that game interaction outside this class
isnt affected speed wise.
I have a row of buttonImages below this surfaceview that will handle
button presses. Im still not sure whether creating buttons on the
surfaceiew would be better(anyone?)

I have a mediaplayer in the main acivity class, it handles music, and
then I have a couple more medaiplayers for button presses and other
game sounds.
Thats it so far, im not sure if my decisons are good ones, but it is
working for me now.

I would certainly like a answer to my questions on how games using
surfaceviews should be architected and what is best practise.

On Sep 3, 10:59 am, Bradley <[email protected]> wrote:
> I am developing a game , I used the gametemplate by MrSnowflake. Thus
> I have a GameView extending the SurfaceView with a thread that handles
> the drawing etc. I need 4 buttons at the bottom of the screen. These
> will only use touch events, the game will not use d-pad or trackball
> events.
>
> My questions :
>
> 1) Should the surfaceview draw and handle the "button" touch presses?
> Or should i add button views to the parent activity, and those button
> views will handles the touch presses?
>
> 2) What is the best practise for layouts for games where surfaceview's
> are extended?
>
> 3) How does one change the size of the canvas thats provided via doDraw
> (). Currently the canvas is filling the screen not allowing me to see
> the button views that are below the surfaceview.
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