The easiest way is really to refactor your activity so that it reacts to user inputs instead of loops and polls for input. Your activity should have the necessary variables to know the current state. Each callback from button click, drag and drop, etc., then changes the state of the game and redraws and controls as necessary.
I know it's often nice to use a pure procedural approach, and in some languages it's possible, such as via co-routines. Several people have also run into this problem and complained that in .NET, some of this can be done with the blocking MessageBox function. BTW a good programmer can be quite adept at refactoring problems like this. -- 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

