If you only need to draw in response to user input, then you just get
the canvas and draw after the user inputs.

Otherwise you need a thread that runs a main loop.

Either way, when you do your draw, you do this.

Canvas c = surfaceHolder.lockCanvas();
doDraw(c);
surfaceHolder.unlockCanvasAndPost(c);

SurfaceViews don't call a draw method like a regular view, you have to
push the draw on your own terms.

On Jun 2, 8:53 pm, Mike <[email protected]> wrote:
> surfaceview doesn't use onDraw.  check the lunar lander sample app in
> the sdk.  it uses surfaceview.
>
> On Jun 2, 6:31 pm, klirr <[email protected]> wrote:
>
> > Problems with using SurfaceView, I don't understand how to draw to it.
> > It has to be done manually? How?
>
> > package com.android.WWS;
>
> > import android.app.Activity;
> > import android.content.Context;
> > import android.graphics.*;
> > import android.os.Bundle;
> > import android.view.SurfaceView;
> > import android.view.KeyEvent;
> > import android.view.View;
> > import android.view.View.OnKeyListener;
>
> > public class WWS extends Activity {
>
> >     @Override
> >     protected void onCreate(Bundle savedInstanceState) {
> >         super.onCreate(savedInstanceState);
> >         setContentView(new GameView(this));
> >     }
>
> >     private static class GameView extends SurfaceView implements
> > OnKeyListener {
> >         private Paint mPaint = new Paint();
> >         private int x;
> >         private int y;
>
> >         public GameView(Context context) {
> >             super(context);
> >             x = 135;
> >             y = 303;
> >             setFocusable(true);
> >             requestFocus();
> >         }
>
> >         @Override
> >         public void onDraw(Canvas canvas) {
> >             Paint paint = mPaint;
> >             canvas.translate(10, 10);
> >             canvas.drawColor(Color.rgb(184,134,11));
> >             paint.setColor(Color.rgb(107,142,35));
> >             paint.setStrokeWidth(1);
> >             canvas.drawRect(x, y, x+30, y+7, paint);
> >             canvas.drawRect(x+10, y+7, x+20, y+27, paint);
> >             canvas.drawRect(x+5, y+27, x+25, y+32, paint);
> >         }
>
> >         public boolean onKey(View v, int keyCode, KeyEvent event) {
> >                 if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
> >                         y -= 3;
> >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
> >                         x -= 3;
> >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
> >                         y += 3;
> >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
> >                         x += 3;
> >                 }
> >                 return true;
> >         }
>
> >     }
>
> > }
>
>
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