I have a SWT Treeviewer with custom labelprovider. But it flickers while scrolling even if it is not very large. I think it is because of the paint method. How can I improve performance of the it.
Thank you in advance.
Here is my paint method :
public class TreeLabelProvider extends OwnerDrawLabelProvider {
public ImageData[] getImage(Object element) {
//This function just have if else to return corrent imageData
}
public String getText(Object element) {
//This function also just have if else to return matching text to display
}
#Override
protected void measure(Event event, Object element) {
TreeItem item = (TreeItem) event.item;
Tree tree = item.getParent();
ImageData[] images = getImage(element);
int imgWidht = 0;
int imgHeight = 0;
if (images != null) {
for (int i = 0; i < images.length; i++) {
imgWidht += images[i].width;
int imgHeightTemp = images[i].height;
if (imgHeightTemp > imgHeight) {
imgHeight = imgHeightTemp;
}
}
}
if (!event.gc.isDisposed()) {
Point point = event.gc.textExtent(getText(element));
int rectangleWidth = 0;
rectangleWidth = imgWidht + point.x + 10;
event.setBounds(new Rectangle(event.x, event.y, rectangleWidth, imgHeight));
event.height = imgHeight + 3;
}
}
#Override
protected void paint(Event event, Object element) {
Rectangle bounds = event.getBounds();
int imgWidth = 0;
int x = bounds.width > 0 ? bounds.x + bounds.width : bounds.x;
ImageData[] img = getImage(element);
if (img != null) {
for (int imgIndex = 0; imgIndex < img.length; imgIndex++) {
event.gc.setAntialias(SWT.ON);
// make the image transparent
ImageData ideaData = img[imgIndex];
int whitePixel = ideaData.palette.getPixel(new RGB(255, 255, 255));
ideaData.transparentPixel = whitePixel;
Image transparentIdeaImage = new Image(Display.getDefault(), ideaData);
if (imgIndex > 0) {
event.gc.drawImage(transparentIdeaImage,
x + transparentIdeaImage.getBounds().width - 4, bounds.y + 2);
} else {
event.gc.drawImage(transparentIdeaImage, x - 5, bounds.y + 2);
}
imgWidth += transparentIdeaImage.getBounds().width;
// dispose Image
transparentIdeaImage.dispose();
}
}
event.gc.drawText(getText(element), x + imgWidth + 1, bounds.y + 3, true);
}
#Override
protected void erase(Event event, Object element) {}
}
Related
so, I've spent a fair few hours on my Mario-like game but recently I've been stuck on the collisions after I changed to an object based collision system that seems like it should work but there is a bug somewhere that i cant find.
currently the box that represents the player just falls straight through the platform rather than sitting on the platform
You wont be able to run this snippet because I'm new to stack overflow and couldn't find anything closer to processing.
Here is the box class that has all my collision detection
//Box class -- THIS IS WHERE I NEED HELP -- everything else is just for context
//Box class
class Box {
private float xpos, ypos, sizeX, sizeY;
private float bottom = ypos + sizeY;
private float top = ypos;
private float left = xpos;
private float right = xpos + sizeX;
Box(float startX, float startY, float xSize, float ySize) {
boxes++;
xpos = startX;
ypos = startY;
sizeX = xSize;
sizeY = ySize;
}
void update() {
rect(xpos, ypos, sizeX, sizeY);
}
void collision() {
//If on box level
if (player.playerY + player.playerHeight >= top && player.playerY <= bottom) {
//Left Side
if ((player.playerX + player.playerWidth) <= left && (player.playerX + player.playerWidth) + speed >= left) {
player.playerX = left - player.playerWidth;
player.canMoveRight = false;
}
//Right Side
if (player.playerX >= right && player.playerX + speed <= right) {
player.playerX = right;
player.canMoveLeft = false;
}
}
//If in box Y coord
if (player.playerX + player.playerWidth >= left && player.playerX <= right) {
//top
if (player.playerY + player.playerHeight <= top && player.playerY + player.yVelocity + gravity >= top) {
player.Gravity = false;
player.playerY = top - player.playerHeight;
player.yVelocity = 0;
player.canMoveDown = false;
}
//bottom
if (player.playerY + player.yVelocity >= bottom && player.playerY + player.yVelocity + gravity <= bottom) {
player.canMoveUp = false;
player.yVelocity = 0;
player.playerY = bottom;
}
}
//onGround
if (player.playerY == ypos - player.playerHeight) {
player.onGround = true;
}
}
}
Control structure for multiple keypresses
//Control structure to enable multiple keypresses
//Control
float speed = 4;
float gravity = 1;
float jump = 10;
boolean isUp, isLeft, isDown, isRight;
void control() {
//Controls
if (isUp) {
if (player.canMoveUp) {
if (player.onGround) {
player.Gravity = true;
player.yVelocity = 0 + jump;
player.onGround = false;
}
}
}
if (isDown) {
if (player.canMoveDown) {
}
}
if (isRight) {
if (player.canMoveRight) {
player.playerX += speed;
}
}
if (isLeft) {
if (player.canMoveLeft) {
player.playerX -= speed;
}
}
if (player.onGround) {
player.Gravity = false;
player.yVelocity = 0;
}
}
void keyPressed() {
setMove(keyCode, true);
}
void keyReleased() {
setMove(keyCode, false);
}
boolean setMove(int k, boolean b) {
switch (k) {
case UP:
return isUp = b;
case DOWN:
return isDown = b;
case LEFT:
return isLeft = b;
case RIGHT:
return isRight = b;
default:
return b;
}
}
Main tab, box/entity updates and player class
//Main tab
float boxes = 0;
//Calls classes
Box b = new Box(0, 700, 800, 100);
Box b1 = new Box(300, 675, 25, 25);
Player player = new Player(50, 400, 20, 20);
void setup() {
size(800, 800);
frameRate(60);
}
void draw() {
background(255, 255, 255);
boxesUpdate();
boxesCollision();
entityUpdate();
control();
println(player.playerX + ", " + player.playerY);
println(player.yVelocity + ", " + player.Gravity + ", " + player.onGround + ", " + player.canMoveDown);
}
//Box collision update method for when i add more boxes
void boxesCollision() {
player.Gravity = true;
player.canMoveUp = true;
player.canMoveDown = true;
player.canMoveLeft = true;
player.canMoveRight = true;
player.onGround = false;
b.collision();
b1.collision();
if (player.Gravity) {
player.playerY += player.yVelocity;
player.yVelocity += gravity;
}
}
//Along with another update method for the other parts of the boxes
void boxesUpdate() {
b.update();
b1.update();
}
//Entity update method to update players and for when i add NPCs and enemies
void entityUpdate() {
player.update();
}
//Player class
class Player {
private float playerX, playerY, playerWidth, playerHeight;
private float yVelocity = 0;
private float xVelocity = 0;
private boolean canMoveRight, canMoveLeft, canMoveUp, canMoveDown;
private boolean onGround, Gravity;
Player(float X, float Y, float xSize, float ySize) {
playerWidth = xSize;
playerHeight = ySize;
playerX = X;
playerY = Y;
}
void update() {
rect(playerX, playerY, playerWidth, playerHeight);
}
}
I am making a game in Eclipse Mars using the Processing library. I had made the game elsewhere and it ran fine. There were no errors after I copied and pasted the files from my flash drive to the folder in Eclipse. When I tried to run it, it said "The selection cannot be launched, and there are no recent launches." There were no recent launches because I had just gotten Eclipse. My code is as follows:
Main Class:
//package dogeball;
import processing.core.PApplet;
import processing.core.PImage;
import java.awt.Color;
import processing.core.PFont;
public class Dogeball extends PApplet {
Ball ball;
Furniture butterChair;
Furniture[] bricks;
PFont dogefont;
float py;
float score;
boolean game;
int checker;
boolean mode;
PImage img = loadImage("doge.jpg");
PImage img2 = loadImage("doge2.png");
public void setup() {
checker = 0;
size(300,250);
game = false;
mode = true;
ball = new Ball(this, 100, 225, 0, 0, 10, Color.DARK_GRAY );
butterChair = new Furniture(this, 130, 238, 40, 10, Color.YELLOW);
py = butterChair.w /2;
bricks = new Furniture[56];
dogefont = loadFont("ComicSansMS-48.vlw");
for(int rowNum = 0; rowNum<8; rowNum+= 1) {
for(int colNum = 0; colNum<7; colNum += 1){
bricks[7*rowNum + colNum] = new Furniture(this, 10+40*colNum, 10+15*rowNum, 40, 15, Color.red);
score = 0;
}
}
}
public void draw() {
if(game == false) {
background(img);
fill(0,255,255);
textSize(30);
textFont(dogefont);
text("DogeBall",33, 170);
fill(255,255,0);
textSize(20);
text("Press Space", 120,190);
fill(255,0,0);
text("Such BrickBreaker", 20, 20);
fill(0,0,255);
text("Much Atari", 190, 80);
fill(0,255,0);
text("How Breakout", 150, 230);
}
if(keyPressed == true) {
if (key == ' ') {
game = true;
}
}
if(game == true) {
if(keyPressed == true) {
if (key == 'm') {
mode = !mode;
}
}
//checker = 0;
background(img);
ball.appear();
ball.hover();
butterChair.appear();
if(mode == true) {
butterChair.x = mouseX-butterChair.w/2;
}
if(mode == false) {
if(keyPressed == true) {
if (key == CODED) {
if (keyCode == LEFT){
butterChair.x -= 3;
}
}
}
if(keyPressed == true) {
if (key == CODED) {
if (keyCode == RIGHT){
butterChair.x += 3;
}
}
}
}
if(butterChair.x <= 0) {
butterChair.x = 0;
}
if(butterChair.x >= width - butterChair.w) {
butterChair.x = width - butterChair.w;
}
textFont(dogefont);
fill(255,0,255);
text("Much Doge", 12, 160);
fill(255,0,0);
textSize(20);
text("M to toggle mouse mode.", 20,200);
fill(0);
textSize(10);
text("You might have to press twice", 10,220);
fill(0,0,255);
textSize(20);
text("Press S to Start", 150, 230);
if (keyPressed == true) {
if (key == 's' || key == 'S'){
ball.vy = 2;
ball.vx = 1;
}
}
/*if(mousePressed == true) {
ball.vx = 0;
ball.vy = 0;
}*/
for(int i = 0; i<56; i+= 1) {
bricks[i].appear();
}
}
detectCollision();
if(ball.y >= height) {
checker = 0;
if(checker ==0){
background(img);
ball.vx = 0;
ball.vy = 0;
textSize(30);
fill(255,0,0);
game = false;
text("Such Sorry", 130, 160);
fill(0,255,255);
text("Much Game Over", 20, 215);
fill(255,255,0);
text("So Losing", 10, 30);
textSize(20);
text("Press P to Play Again", 20, 245);
}
if(keyPressed == true) {
if(key == 'p') {
game = true;
ball.x = 100;
ball.y = 225;
checker = 1;
for(int rowNum = 0; rowNum<8; rowNum+= 1) {
for(int colNum = 0; colNum<7; colNum += 1){
bricks[7*rowNum + colNum] = new Furniture(this, 10+40*colNum, 10+15*rowNum, 40, 15, Color.red);
score = 0;
}
}
}
}
}
}
void detectCollision() {
if(keyPressed == true) {
if(key == '-')
{
for(int cCode = 0; cCode < 56; cCode += 1) {
Furniture b = bricks[cCode];
b.x = width * 2;
b.y = height * 2;
score = 56;
}
}}
if(ball.x >= butterChair.x &&
ball.x <= butterChair.x + butterChair.w &&
ball.y + ball.s /2 > butterChair.y) {
ball.vy *= -1;
}
for(int i = 0; i<bricks.length; i+= 1) {
Furniture b = bricks[i];
if(ball.x >= b.x && ball.x <= b.x+b.w && ball.y-ball.s/2 <= b.y) {
b.y = height * 2;
b.x = width * 2;
ball.vy *= -1;
score += 1;
}
if(score == 56){
background(img);
ball.vx = 0;
ball.vy = 0;
fill(255,0,0);
textSize(20);
text("Such Winning!", 20, 20);
textSize(40);
fill(0,255,0);
text("Much Congrats!",12 ,160);
textSize(20);
fill(255,0,255);
text("Press P to Play Again", 20, 245);
if(keyPressed == true) {
if(key == 'p') {
game = true;
ball.x = 100;
ball.y = 225;
checker = 1;
for(int rowNum = 0; rowNum<8; rowNum+= 1) {
for(int colNum = 0; colNum<7; colNum += 1){
bricks[7*rowNum + colNum] = new Furniture(this, 10+40*colNum, 10+15*rowNum, 40, 15, Color.red);
score = 0;
}
}
}
}
}
}
}
static public void main(String args[]) {
PApplet.main("Dogeball");
}
}
Ball Class:
//package dogeball;
import java.awt.Color;
import processing.core.PApplet;
public class Ball extends PApplet {
float x;
float y;
float vx;
float vy;
float s;
Color c;
PApplet p;
Ball(PApplet pApp, float xLocation, float yLocation, float xSpeed, float ySpeed, float size, Color shade){
x = xLocation;
y = yLocation;
vx = xSpeed;
vy = ySpeed;
s = size;
c = shade;
p = pApp;
}
void hover() {
x += vx;
y += vy;
if(x< 0 || x> p.width) {
vx *= -1;
}
if(y< 0) {
vy *= -1;
}
}
void appear() {
p.fill(c.getRGB() );
p.ellipse(x,y,s,s);
}
}
Paddle Class:
//package dogeball;
import java.awt.Color;
import processing.core.PApplet;
public class Furniture extends PApplet {
float x;
float y;
float w;
float h;
Color c;
PApplet p;
Furniture(PApplet PApp, float locationX, float locationY, float fWidth, float fHeight, Color shade) {
x = locationX;
y = locationY;
w = fWidth;
h = fHeight;
c = shade;
p = PApp;
}
void appear() {
p.fill(c.getRGB());
p.rect(x,y,w,h);
}
}
You have probably the wrong project selected on the projects tree or the run configurations are set to another project, since you haven't run it yet.
Either way, you have to right click your projects folder on the projects tree, then find Run As > Java Applet.
Another way to do it would be adding a main function, as you already did, and run is as a Java Application. Instead of using the current main function, you can try to use the code below to see it in present mode and see if it works:
public static void main(String args[]) {
PApplet.main(new String[] { "--present", "Dogeball" });
}
I have added logic to show the Sprite animating but it's simply not showing on the screen. What am I doing wrong?
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
namespace MyXNAGame.Game_Classes
{
public class Player : Sprite
{
private int _frameCount = 6;
private int _frameIndex;
private Rectangle[] _frames;
public float _jumpVelocity = 12f;
public PlayerState _playerState;
public Rectangle BoundingBox
{
get { return new Rectangle {X = (int) Position.X, Y = (int) Position.Y, Height = Texture.Height, Width = Texture.Width}; }
}
public void Initialize()
{
_frames = new Rectangle[_frameCount];
int width = Texture.Width / _frameCount;
for (int i = 0; i < _frameCount; i++)
{
_frames[i] = new Rectangle(i*width, 0, width, Texture.Height);
}
}
public void Load(ContentManager contentManager, string assetName)
{
Texture = contentManager.Load<Texture2D>(assetName);
}
public void Update(GameTime gameTime)
{
while (TouchPanel.IsGestureAvailable)
{
GestureSample gestureSample = TouchPanel.ReadGesture();
if (gestureSample.GestureType == GestureType.Tap)
{
if (_playerState == PlayerState.Running)
{
_playerState = PlayerState.NormalJump;
}
}
if (gestureSample.GestureType == GestureType.Hold)
{
if (_playerState == PlayerState.Running)
{
_playerState = PlayerState.LongJump;
}
}
}
// NormalJump Logic
switch (_playerState)
{
case PlayerState.NormalJump:
Position.Y -= _jumpVelocity;
_jumpVelocity -= 0.5f;
if (_jumpVelocity == 0)
{
_playerState = PlayerState.Falling;
}
break;
case PlayerState.LongJump:
Position.Y -= _jumpVelocity;
_jumpVelocity -= 0.5f;
if (_jumpVelocity == 0)
{
_playerState = PlayerState.Falling;
}
break;
case PlayerState.Falling:
Position.Y += _jumpVelocity;
_jumpVelocity += 0.5f;
break;
case PlayerState.Running:
_frameIndex++;
if (_frameIndex > 5)
{
_frameIndex = 0;
}
break;
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Texture, Position, _frames[_frameIndex], Color.White, 0, new Vector2(0, 0), new Vector2(0, 0), SpriteEffects.None, 0);
}
}
}`
Can anyone see the obvious mistake? I am using WP7
I changed the 'Scale' parameter in the Draw() method from new Vector(0,0) to new Vector(1,1) as obviously, having a Scale of 0 will not show anything at all.
I have a background bitmap in my Blackberry application screen. Screen has scrolling enabled as i must to have a scroll. The problem which i'm facing is, when i scroll down the page, background bitmap doesn't fit for the scrolled page, rather it shows just plain white background. Do we need to draw the background bitmap for every scrolling page?
My bitmap size is: 360 * 480
Updated code is:
class BGVerticalFieldManager extends VerticalFieldManager {
Bitmap mBgBitmap = null;
int mBgWidth = -1;
int mBgHeight = -1;
int mBgX = -1;
int mBgY = -1;
public BGVerticalFieldManager(Bitmap background) {
super(USE_ALL_WIDTH | USE_ALL_HEIGHT | VERTICAL_SCROLL
| VERTICAL_SCROLLBAR);
mBgBitmap = background;
mBgWidth = mBgBitmap.getWidth();
mBgHeight = mBgBitmap.getHeight();
mBgX = (Display.getWidth() - mBgWidth) >> 1;
mBgY = (Display.getHeight() - mBgHeight) >> 1;
}
protected void paintBackground(Graphics graphics) {
paintBackgroundBitmap(graphics);
invalidate();
}
/*private void paintBackgroundBitmap(Graphics graphics) {
if (null != mBgBitmap) {
int x = mBgX + ((MainScreen)getScreen())
.getMainManager().getHorizontalScroll();
int y = mBgY + ((MainScreen)getScreen())
.getMainManager().getVerticalScroll();
graphics.drawBitmap(x, y, mBgWidth,
mBgHeight, mBgBitmap, 0, 0);
}
} */
private void paintBackgroundBitmap(Graphics graphics) {
if (null != mBgBitmap) {
int x = mBgX
+ getHorizontalScroll();
int y = mBgY
+ getVerticalScroll();
graphics.drawBitmap(x, y, mBgWidth, mBgHeight, mBgBitmap, 0, 0);
}
}
}
CALLING THE ABOVE BACKGROUND BITMAP CODE FROM THE ANOTHER FILE AS BELOW :
public MyFirstScreen ( String label, int screenState, int selectedObj, boolean bUI )
{
super(VERTICAL_SCROLL | VERTICAL_SCROLLBAR); // I must need it ...
appTitle = label;
setTitle(appTitle);
background = Bitmap.getBitmapResource ("HomeBack.png");
add(_container = new BGVerticalFieldManager(background));
..............................
..............................
..............................
}
To get actual scroll position you can use getVerticalScroll():
class BGVerticalFieldManager extends VerticalFieldManager {
Bitmap mBgBitmap = null;
int mBgWidth = -1;
int mBgHeight = -1;
int mBgX = -1;
int mBgY = -1;
public BGVerticalFieldManager(Bitmap background) {
super(USE_ALL_WIDTH | USE_ALL_HEIGHT | VERTICAL_SCROLL
| VERTICAL_SCROLLBAR);
mBgBitmap = background;
mBgWidth = mBgBitmap.getWidth();
mBgHeight = mBgBitmap.getHeight();
mBgX = (Display.getWidth() - mBgWidth) >> 1;
mBgY = (Display.getHeight() - mBgHeight) >> 1;
}
protected void paintBackground(Graphics graphics) {
paintBackgroundBitmap(graphics);
invalidate();
}
private void paintBackgroundBitmap(Graphics graphics) {
if (null != mBgBitmap) {
int x = mBgX
+ getHorizontalScroll();
int y = mBgY
+ getVerticalScroll();
graphics.drawBitmap(x, y, mBgWidth, mBgHeight, mBgBitmap, 0, 0);
}
}
}
alt text http://img693.imageshack.us/img693/6245/9000.jpg
Sample of use:
class Scr extends MainScreen {
private BGVerticalFieldManager mContainer;
public Scr() {
super(NO_VERTICAL_SCROLL);
setTitle("Screen Title");
Bitmap bitmap = Bitmap.getBitmapResource("BoldOEM.jpg");
add(mContainer = new BGVerticalFieldManager(bitmap));
for (int i = 0; i < 100; i++) {
mContainer.add(new LabelField("List item #" + String.valueOf(i)));
mContainer.add(new NullField(FOCUSABLE));
}
}
}
Max Gontar's response is a battery killer;
protected void paintBackground(Graphics graphics) {
paintBackgroundBitmap(graphics);
invalidate();
}
As invalidate() will result in a call to paintBackground(Graphics).
It's easy to show some animation within one field - BitmapField or Screen:
[Blackberry - background image/animation RIM OS 4.5.0][1]
But what if you need to move fields, not just images?
May be used:
game workflow functionality, like chess, puzzle etc
application user-defined layout, like in Google gadgets
enhanced GUI animation effects
So, I'd like to exchange my expirience in this task, on the other hand, I'd like to know about any others possibilities and suggestions.
This effect may be easily achived with custom layout:
class AnimatedManager extends Manager {
int ANIMATION_NONE = 0;
int ANIMATION_CROSS_FLY = 1;
boolean mAnimationStart = false;
Bitmap mBmpBNormal = Bitmap.getBitmapResource("blue_normal.png");
Bitmap mBmpBFocused = Bitmap.getBitmapResource("blue_focused.png");
Bitmap mBmpRNormal = Bitmap.getBitmapResource("red_normal.png");
Bitmap mBmpRFocused = Bitmap.getBitmapResource("red_focused.png");
Bitmap mBmpYNormal = Bitmap.getBitmapResource("yellow_normal.png");
Bitmap mBmpYFocused = Bitmap.getBitmapResource("yellow_focused.png");
Bitmap mBmpGNormal = Bitmap.getBitmapResource("green_normal.png");
Bitmap mBmpGFocused = Bitmap.getBitmapResource("green_focused.png");
int[] width = null;
int[] height = null;
int[] xPos = null;
int[] yPos = null;
BitmapButtonField mBButton = new BitmapButtonField(mBmpBNormal,
mBmpBFocused);
BitmapButtonField mRButton = new BitmapButtonField(mBmpRNormal,
mBmpRFocused);
BitmapButtonField mYButton = new BitmapButtonField(mBmpYNormal,
mBmpYFocused);
BitmapButtonField mGButton = new BitmapButtonField(mBmpGNormal,
mBmpGFocused);
public AnimatedManager() {
super(USE_ALL_HEIGHT | USE_ALL_WIDTH);
add(mBButton);
add(mRButton);
add(mYButton);
add(mGButton);
width = new int[] { mBButton.getPreferredWidth(),
mRButton.getPreferredWidth(),
mYButton.getPreferredWidth(),
mGButton.getPreferredWidth() };
height = new int[] { mBButton.getPreferredHeight(),
mRButton.getPreferredHeight(),
mYButton.getPreferredHeight(),
mGButton.getPreferredHeight() };
xPos = new int[] { 0, getPreferredWidth() - width[1], 0,
getPreferredWidth() - width[3] };
yPos = new int[] { 0, 0, getPreferredHeight() - height[2],
getPreferredHeight() - height[3] };
Timer timer = new Timer();
timer.schedule(mAnimationTask, 0, 100);
}
TimerTask mAnimationTask = new TimerTask() {
public void run() {
UiApplication.getUiApplication().invokeLater(new Runnable() {
public void run() {
updateLayout();
};
});
};
};
MenuItem mAnimationMenuItem = new MenuItem("Start", 0, 0) {
public void run() {
mAnimationStart = true;
};
};
protected void makeMenu(Menu menu, int instance) {
super.makeMenu(menu, instance);
menu.add(mAnimationMenuItem);
}
public int getPreferredHeight() {
return Display.getHeight();
}
public int getPreferredWidth() {
return Display.getWidth();
}
protected void sublayout(int width, int height) {
width = getPreferredWidth();
height = getPreferredHeight();
if (getFieldCount() > 3) {
Field first = getField(0);
Field second = getField(1);
Field third = getField(2);
Field fourth = getField(3);
layoutChild(first, this.width[0], this.height[0]);
layoutChild(second, this.width[1], this.height[1]);
layoutChild(third, this.width[2], this.height[2]);
layoutChild(fourth, this.width[3], this.height[3]);
if (mAnimationStart) {
boolean anim1 = performLayoutAnimation(0,
width - this.width[0],
height - this.height[0]);
boolean anim2 = performLayoutAnimation(1, 0,
height - this.height[1]);
boolean anim3 = performLayoutAnimation(2,
width - this.width[2], 0);
boolean anim4 = performLayoutAnimation(3, 0, 0);
mAnimationStart = anim1 || anim2 || anim3 || anim4;
}
setPositionChild(first, xPos[0], yPos[0]);
setPositionChild(second, xPos[1], yPos[1]);
setPositionChild(third, xPos[2], yPos[2]);
setPositionChild(fourth, xPos[3], yPos[3]);
}
setExtent(width, height);
}
boolean performLayoutAnimation(int fieldIndex, int x, int y) {
boolean result = false;
if (xPos[fieldIndex] > x) {
xPos[fieldIndex] -= 2;
result = true;
} else if (xPos[fieldIndex] < x) {
xPos[fieldIndex] += 2;
result = true;
}
if (yPos[fieldIndex] > y) {
yPos[fieldIndex] -= 1;
result = true;
} else if (yPos[fieldIndex] < y) {
yPos[fieldIndex] += 1;
result = true;
}
return result;
}
}
BitmapButtonField class I've used:
class BitmapButtonField extends ButtonField {
Bitmap mNormal;
Bitmap mFocused;
int mWidth;
int mHeight;
public BitmapButtonField(Bitmap normal, Bitmap focused) {
super(CONSUME_CLICK);
mNormal = normal;
mFocused = focused;
mWidth = mNormal.getWidth();
mHeight = mNormal.getHeight();
setMargin(0, 0, 0, 0);
setPadding(0, 0, 0, 0);
setBorder(BorderFactory.createSimpleBorder(new XYEdges(0, 0, 0, 0)));
setBorder(VISUAL_STATE_ACTIVE, BorderFactory
.createSimpleBorder(new XYEdges(0, 0, 0, 0)));
}
protected void paint(Graphics graphics) {
Bitmap bitmap = null;
switch (getVisualState()) {
case VISUAL_STATE_NORMAL:
bitmap = mNormal;
break;
case VISUAL_STATE_FOCUS:
bitmap = mFocused;
break;
case VISUAL_STATE_ACTIVE:
bitmap = mFocused;
break;
default:
bitmap = mNormal;
}
graphics.drawBitmap(0, 0, bitmap.getWidth(), bitmap.getHeight(),
bitmap, 0, 0);
}
public int getPreferredWidth() {
return mWidth;
}
public int getPreferredHeight() {
return mHeight;
}
protected void layout(int width, int height) {
setExtent(mWidth, mHeight);
}
protected void applyTheme(Graphics arg0, boolean arg1) {
}
}