I would suggest using a Canvas and just drawing yourself. Then in the
onTouch handler just do the match to find which circle was clicked.
You could use RelativeLayout too if you wanted to use views.

-nik

On Jun 22, 5:56 am, Zsolt Vasvari <[email protected]> wrote:
> Yes, looks like it is.  Sorry, I didn't know that as I've never used
> AbsoluteLayout.
>
> I guess you could use FrameLayout and then give each view an
> appropriate layout_marginLeft and layout_marginTop.
>
> On Jun 22, 6:44 pm, Zarah <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hi Zsolt!
>
> > But isn't that deprecated already?
>
> > - Zarah.
>
> > On Jun 22, 6:40 pm, Zsolt Vasvari <[email protected]> wrote:
>
> > > Use an AbsoluteLayout
>
> > > On Jun 22, 6:33 pm, Zarah <[email protected]> wrote:
>
> > > > Hi guys,
>
> > > > This is such a n00b question but I hope someone helps me. :)
>
> > > > I have always made apps that make use of traditional widgets so when
> > > > it comes to things like this I am totally at a loss. :(
>
> > > > Anyhooo, my aim is to display a set of images of beads into a circle
> > > > (sort of forming a bracelet), with each bead being clickable. Some of
> > > > the beads are not perfect spheres (some are oblong-ish), so I would
> > > > have to rotate the images by some degrees to either left or right to
> > > > make them look like they are stringed together.
>
> > > > I don't have an idea how to start doing this because I don't know how
> > > > I should tell the OS where to place the images. Should I use a Canvas?
> > > > Learn OpenGL?
>
> > > > If I use a Canvas, I would end up having a bitmap with all the images,
> > > > right? Can I still make the images clickable?
>
> > > > If I use OpenGL, is it an overkill? The main animation I would have to
> > > > do is simply have the circle rotate when the user clicks and drags on
> > > > a bead.
>
> > > > Thank you in advance!
>
> > > > - Zarah.- Hide quoted text -
>
> > - Show quoted text -

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