Hi, I tried it but it doesn't seem to work :( Here's my code in the
view that triggers the thread code in the activity:
case MotionEvent.ACTION_DOWN:
currentTouchIndex = checkForSquareTouch(X, Y);
if (currentTouchIndex >= 0)
{
((MainActivity) this.getContext())
.playSquareAnimation(currentTouchIndex);
Activity code:
public void playSquareAnimation(int currentTouchIndex)
{
ranim = AnimationUtils.loadAnimation(this, R.anim.rotate);
// view.squares[currentTouchIndex].startAnimation(ranim);
runOnUiThread(new Runnable()
{
public void run()
{
view.clock.startAnimation(AnimationUtils.loadAnimation(
MainActivity.this,
R.anim.rotate));
}
});
}
Any ideas?
Do you think my view's onDraw() method is messing around with the
animation?
On Dec 28, 5:14 am, AlexBonel <[email protected]> wrote:
> On 28 дек, 00:56, Seb <[email protected]> wrote:
>
> > Hmm I kind of understand... are you able to provide any code or psuedo
> > code though to show how it would fit together?
> > On Dec 25, 5:08 pm, AlexBonel <[email protected]> wrote:
>
> For example:
>
> public class MyActivity extends Activity {
>
> private GameView mGameView;
>
> @Override
> protected void onCreate(Bundle savedInstanceState) {
> super.onCreate(savedInstanceState);
> ......
> // Deffinition of your Activity
> ......
> // somewhere (for example in some View.OnXXXListener
> implementation)
> runOnUiThread(
> new Runnable() {
>
> @Override
> public void run() {
>
> mGameView.startAnimation(AnimationUtils.loadAnimation(MyActivity.this,
> R.anim.my_animation));
> }
> }
> );
> }
>
> }
>
> Is it clear?
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