You are just not listening, but doing it your own way. Not sure why you are asking for advice.
What you are trying to do is very simple -- you are making it hard on yourself. On Jun 23, 2:41 pm, Zarah <[email protected]> wrote: > Hi again! I tried creating a custom View that extends View so I can > control how the image should appear and where it should appear. > > I override the onDraw() method like this: > @Override > protected void onDraw(Canvas canvas) { > super.onDraw(canvas); > > Bitmap bitmapOrg = > BitmapFactory.decodeResource(mContext.getResources(), mResourceID); > > // ... set up image (scale, rotate, etc) ... > // (maybe this can be moved done before calling this method?) > > canvas.drawBitmap(resizedBitmap, mXLocation, mYLocation, null); > > } > > It draws the image the size that I want it to be, at the coordinates I > want to be. So far, so good. I tried adding two instances of this > custom View and they appeared correctly. But I noticed that the bounds > of each image spans the whole screen, so I cannot capture which of the > two images was clicked. > > I tried changing the custom View to inherit from ImageView instead, > and now the app can recognize which of the two images was clicked. BUT > it doesn't draw where I want it to draw. All images are dumped on the > upper left hand corner. :( > > If I can merge the two results, it would be perfect (I think!) for > what I need. > > Any thoughts? :) > > Thank you so much! > - Zarah > > On Jun 23, 11:45 am, Zsolt Vasvari <[email protected]> wrote: > > > > > If you want the simplicity of View objects, use the layout_margin as I > > outlined above. > > > The rotation should be doable via translation animations, if not, you > > can certainly set up a Timer and change the View margins so they > > appear is the new positions. Now, if you need to rotate each > > individual View so they appear as if they were on carousel, I am not > > sure how to do that. If they are just ImageButtons, you can probably > > rotate and change their Drawables. > > > On Jun 23, 10:23 am,Zarah<[email protected]> wrote: > > > > Hi Nik and Zsolt! Thanks for your responses! > > > > Yeah, I would need to have the conveniences of View objects (listeners > > > and such). I would also need to be able to rotate the Canvas each time > > > the user clicks and drags on an image and still be able to track which > > > image was clicked. > > > > -Zarah. > > > > On Jun 23, 6:56 am, Zsolt Vasvari <[email protected]> wrote: > > > > > But I think he wants the other niceties, such as the visible state > > > > changes, etc, at least that way my impression. Those things aren't > > > > trivial to implement. > > > > > Of course, if that's not a requirement, just use a Canvas object. > > > > > On Jun 22, 10:15 pm, niko20 <[email protected]> wrote: > > > > > > 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 -- Hide quoted text - > > > > > > - Show quoted text -- Hide quoted text - > > > > - Show quoted text -- Hide quoted text - > > - Show quoted text - -- You received this message because you are subscribed to the Google Groups "Android Developers" group. 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