I am looking to implement a xml layout below my canvas, my canvas is a square block which baries in size depending on the width of the phone (detects width and matches height).
My app is always displayed in portrait mode and therefore this leaves a gap underneath my canvas. Due to all the various screen sizes this space under the canvas is constantly changing. Within this section I would like to add a layout, allowing me to add textviews and a couple of image buttons. I am currently doing this all within onDraw however this is very messy code and means I have 3 variations of the code due to the vast size differences between screens.
I currently have a Game class, which in turn calls the GameView which consists of all the onDraw code, the question is how can I add a layout to fill whatever space is left under the canvas? Please see below for a basic breakdown of the Game/ GameView classes:
GAME CLASS
public class Game extends Activity
{
@Override
public void onCreate(Bundle bundle)
{
super.onCreate(bundle);
setContentView(R.layout.test);
Intent intent = getIntent();
Bundle extras = intent.getExtras();
this.maze = (Maze)getLastNonConfigurationInstance();
if(this.maze == null)
{
this.maze = (Maze)extras.get("maze");
}
// This is where I am setting the view, this leads to my onDraw code which progromatically creates as maze.
// This is a square box taking the width of the screen as the dimensions for the square.
GameView view = (GameView)findViewById(R.id.gameview);
view.setMaze(this.maze);
setContentView(view);
}
}
GAMEVIEW CLASS - With a small snippet of the manually created text content under the canvas
public class GameView extends View
{
// This is the second canvas within the maze, which sites below the main game maze which is the square i mentioned previously.
// This is where i need to add a layout which dynamically fills any remaining space.
protected void onDraw(Canvas canvas)
{
// Setting the canvas size for previous calcuated values.
canvas.drawRect(0, 0, width, height, background);
if((PhoneWidth < PhoneHeight) && (PhoneWidth < 600))
{
canvas.drawBitmap(arrows, QTRWidth * 2, height + 50, null);
if(CharacterCount >= 3)
{
canvas.drawText(Characters.get(2).Name(), 10, height + 135, GrayTextMedium);
// HIT POINTS
if((float)Characters.get(2).HitPoints() / (float)Characters.get(2).HitPointsMax() < 0.11)
canvas.drawText("HP: " + Characters.get(2).HitPoints(), 10, height + 160, RedTextMedium);
else
canvas.drawText("HP: " + Characters.get(2).HitPoints(), 10, height + 160, GrayTextMedium);
// MAGIC POINTS
if((float)Characters.get(0).MagicPoints() / (float)Characters.get(0).MagicPointsMax() < 0.11)
canvas.drawText("MP: " + Characters.get(2).MagicPoints(), QTRWidth, height + 160, RedTextMedium);
else
canvas.drawText("MP: " + Characters.get(2).MagicPoints(), QTRWidth, height + 160, GrayTextMedium);
}
if(CharacterCount == 1) { canvas.drawText("MONEY: " + Characters.get(0).Money(), 10, height + 80, GrayTextMedium); }
if(CharacterCount == 2) { canvas.drawText("MONEY: " + Characters.get(0).Money(), 10, height + 135, GrayTextMedium); }
if(CharacterCount == 3) { canvas.drawText("MONEY: " + Characters.get(0).Money(), 10, height + 190, GrayTextMedium); }
}
}
}
Could someone please help me clean up this code, or point me to a detailed tutorial elsewhere. I have been looking into this and trying various things to no avail, therefore any help would be much appreciated. Thanks.