Thanks for the response, but maybe I should mention that I'm trying to make a game here, so one of the big things is that I'm going to have a lot of bitmaps interacting with each other and their positions a lot. Given that extra knowledge, doesn't it make sense to use a Canvas?
On Jan 24, 4:59 pm, Romain Guy <[email protected]> wrote: > Hi, > > Views can be added to a ViewGroup. All layouts (LinearLayout, > FrameLayout, etc.) are ViewGroups and offer the addView() method. From > your message, I feel like you are taking a complicated approach. It's > actually pretty simple: > > Create a layout (let's say a FrameLayout) > Create an ImageView > Set your AnimationDrawable as the ImageView's image > Put the image view inside the FrameLayout > Set the FrameLayout as the content view > > There is no need to use a Canvas or to call a system service. Several > example in ApiDemos show how to use addView() btw. > > > > On Sat, Jan 24, 2009 at 4:53 PM, Brendan <[email protected]> wrote: > > > Ok, all I'm trying to do is figure out how to create a working > > AnimationDrawable in the code without XML. Can it really be that hard? > > I continue to run into issues with examples that are not complete > > enough (the samples provided in the SDK don't even have comments other > > than the copyright notice most of the time) and documentation that is > > out of date. > > > So the first thing I tried was just to make an AnimationDrawable, add > > frames to it, draw it to the canvas once a loop, and start it. But > > wait, turns out there's a bug with starting it within the same context > > as when the Activity starts. So I wait until the window gets > > focus...still only the first frame appears. I begin investigating and > > see that maybe I have to add the AnimationDrawable to an ImageView, so > > I do that and draw the ImageView to the canvas...and it's no better. > > Now I'm thinking that the ImageView I added it to has to be added as a > > child view to the actual view so I'm trying to figure out how to do > > that. My first guess was just to do a view.addView(ImageView) but that > > method doesn't exist (although I've seen it referenced a bunch of > > places). This leads me to find out about the ViewManager, which > > actually has an addView method. The official documentation page for it > > () even says: "To get an instance of this class, call > > Context.getSystemService(http://code.google.com/android/reference/ > > android/view/ViewManager.html)." But guess what? > > Context.getSystemService() needs a string for an argument, and > > although there are string constants for all sorts of managers to grab > > (http://code.google.com/android/reference/android/content/ > > Context.html#getSystemService(java.lang.String) guess which one isn't > > included in the list? That's right, the ViewManager. > > > AAAAAAAHHHHHHHHHHHHHHHHH! > > > I've run out of ideas. Seriously, is this documentation incredibly out > > of date? Is AnimationDrawable just broken? I've tried everything I can > > think of. > > > If anybody can just provide a simple example of how to get frame-by- > > frame animation up and running it would be greatly appreciated. > > > Full disclosure: I posted previously about this same thing with some > > code (http://groups.google.com/group/android-developers/browse_thread/ > > thread/46f0b91c8af70e4a) but no one has responded. > > -- > Romain Guy > Android framework engineer > [email protected] > > Note: please don't send private questions to me, as I don't have time > to provide private support. All such questions should be posted on > public forums, where I and others can see and answer them --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

