Say I'm using a canvas, or other surface that I can directly draw to. Instead of buttons, I have pictures and text areas that are 'clickable'. Now, to find out how to handle the MotionEvent, I just use a case select procedure and find out which area was clicked.
For example, if the x position was great than 150 but less then 200, and the y position was greater then 400 but less than 420, I know that the rectangle on the lower part of the screen was clicked, and I can handle the event accordingly. This is all well and good for 320x480 phones, but what about smaller or bigger resolutions? I realize I can stretch drawable images to fit the screen, but how do I handle custom, interactive areas? Is there a class or coding pattern I can use? Right now, I'm thinking of making all the drawable aspects of this program as a percentage of the screen (based on 320x480), getting the screen resolution, and then dynamically calculating the sizes of the images AND clickable boundaries at runtime. But, if there's a more common or 'accepted' solution, I'd like to start by doing it the right way. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

