Delaying after onDraw()/onCreate()
Where in this code would I put a thread delay, that will happen after the completion of onCreate(), which means also after the completion/showing of onDraw()? Afterwards I will be calling grid.clearPattern() which clears the pattern drawn on the canvas when grid.displayPattern() was called. So afterwards I will still need to be able to modify the canvas.
package com.patterns;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.os.Bundle;
import android.os.Handler;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
public class PlayGame extends Activity implements View.OnTouchListener {
int size;
Grid grid;
PatternView patternview;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
size = getIntent().getExtras().getInt("size");
patternview = new PatternView(this);
setContentView(patternview);
Handler pauser = new Handler();
pauser.postDelayed(new Runnable() {
public void run() {
patternview.clearDraw();
}
}, 2000);
patternview.setOnTouchListener(this);
}
public class PatternView extends View {
Paint paint = new Paint();
public PatternView(Context context){
super(context);
}
protected void clearDraw() {
Log.d("debug", "clearDraw called");
grid.clearPattern();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
grid = new Grid(size, size, getWidth(), getWidth(), canvas, paint);
grid.createPattern();
grid.displayPattern开发者_开发百科();
Log.d("debug", "lines drawn");
grid.setBoard();
Log.d("debug", "board set");
}
}
@Override
public boolean onTouch(View arg0, MotionEvent arg1) {
//Log.d("debug", "screen touched");
grid.screenTouch(arg1);
grid.fillActiveRectangles();
return false;
}
}
Maybe stick the call to grid.clearPattern()
into an android.os.Handler? Had a similar app-pausing problem and this did the trick for me. So stick something like this at the end of onCreate() -- the 3500 is a pause in milliseconds, choose the value that you want.
Handler pauser = new Handler();
pauser.postDelayed (new Runnable() {
public void run() {
grid.clearPattern();
}
}, 3500);
Could it be like this?
grid.createPattern();
grid.displayPattern(canvas, paint);
Thread.sleep(2000);
But it will be a pain...
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