Well, alrighty then... I have cases where graphics coincide with other widgets...
Perhaps the idea you need is to add a ImageView widget to your main.xml. Then you can grab it's R.id.blah and "draw" into it. I use a RELATIVE LAYOUT as the base and I have a static ICON like thingy in the upper left corner; some labels (textviews) to its right, then below all of that I have another pair of imageviews; one is a small icon that gets "placed" over the larger, background image. The I grab the DOWN, MOVE, and UP on the image to decide if the user is dragging the image around, zooming in, or zooming out. By using the context of *just* the image container, you should be able to do whatever you want inside that without effecting anything else on the screen. I have a video (prepared for my client) which demonstrates what I've been saying above. If you want, go to my PROFILE, and email me, and I'll send back the video (or a link where you can get it.) If what I've done is on the right track I'll send you the source as well. On Apr 16, 2:41 pm, BobG <[email protected]> wrote: > Hi Tony. Thanks for replying. Seems like what happens is: I make the > GraphicsView view that extends view, and the first thing one has to do > in graphics mode is drawPaint, which clears the whole screen, > including the buttons which had been drawn in the startup Textview. So > Someone needs to point me to the example that shows a big square of > graphics in the middle of a portrait screem with a pair of buttons on > the right or left of the graphics, maybe labeled 'up' and 'dn' and > out' and 'in' or similar. I'm tempted to try and draw some ascii > graphics, but they always get formatted into a mishmash. > ================================================================= > On Apr 16, 9:20 am, tony obrien <[email protected]> wrote: > > > You can (easily?) create a simple main.xml layout file that contains, > > say, a LINEAR LAYOUT with the buttons... > > > Then in your programming call the SetContextView(R.layout.main) and > > you WILL have an R.id.BUTTON#1 to use. > > > You may have to call the super(canvas) in the override of onDraw() to > > ensure that xml items get drawn in addition to whatever you're drawing > > in onDraw(). > > -- > You received this message because you are subscribed to the Google > Groups "Android Beginners" group. > > NEW! Try asking and tagging your question on Stack Overflow > athttp://stackoverflow.com/questions/tagged/android > > To unsubscribe from this group, send email to > [email protected] > For more options, visit this group > athttp://groups.google.com/group/android-beginners?hl=en -- You received this message because you are subscribed to the Google Groups "Android Beginners" group. NEW! Try asking and tagging your question on Stack Overflow at http://stackoverflow.com/questions/tagged/android To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en

