package com.example.helloandroid; import android.app.Activity; import android.os.Bundle; import android.util.Log; import android.view.Menu; import android.view.MenuItem; import android.view.Window; import android.widget.TextView; import com.example.helloandroid.LunarView.LunarThread; /** * This is a simple LunarLander activity that houses a single LunarView. It * demonstrates... * */ public class LunarLander extends Activity { private static final int MENU_EASY = 1; private static final int MENU_HARD = 2; private static final int MENU_MEDIUM = 3; private static final int MENU_PAUSE = 4; private static final int MENU_RESUME = 5; private static final int MENU_START = 6; private static final int MENU_STOP = 7; /** A handle to the thread that's actually running the animation. */ private LunarThread mLunarThread; /** A handle to the View in which the game is running. */ private LunarView mLunarView; /** * Invoked during init to give the Activity a chance to set up its Menu. * * @param menu the Menu to which entries may be added * @return true */ @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); menu.add(0, MENU_START, 0, R.string.menu_start); menu.add(0, MENU_STOP, 0, R.string.menu_stop); menu.add(0, MENU_PAUSE, 0, R.string.menu_pause); menu.add(0, MENU_RESUME, 0, R.string.menu_resume); menu.add(0, MENU_EASY, 0, R.string.menu_easy); menu.add(0, MENU_MEDIUM, 0, R.string.menu_medium); menu.add(0, MENU_HARD, 0, R.string.menu_hard); return true; } /** * Invoked when the user selects an item from the Menu. * * @param item the Menu entry which was selected * @return true if the Menu item was legit (and we consumed it), false * otherwise */ @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case MENU_START: mLunarThread.doStart(); return true; case MENU_STOP: mLunarThread.setState(LunarThread.STATE_LOSE, getText(R.string.message_stopped)); return true; case MENU_PAUSE: mLunarThread.pause(); return true; case MENU_RESUME: mLunarThread.unpause(); return true; case MENU_EASY: mLunarThread.setDifficulty(LunarThread.DIFFICULTY_EASY); return true; case MENU_MEDIUM: mLunarThread.setDifficulty(LunarThread.DIFFICULTY_MEDIUM); return true; case MENU_HARD: mLunarThread.setDifficulty(LunarThread.DIFFICULTY_HARD); return true; } return false; } /** * Invoked when the Activity is created. * * @param savedInstanceState a Bundle containing state saved from a previous * execution, or null if this is a new execution */ @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // turn off the window's title bar requestWindowFeature(Window.FEATURE_NO_TITLE); // tell system to use the layout defined in our XML file setContentView(R.layout.lunar_layout); // get handles to the LunarView from XML, and its LunarThread mLunarView = (LunarView) findViewById(R.id.lunar); mLunarThread = mLunarView.getThread(); // give the LunarView a handle to the TextView used for messages mLunarView.setTextView((TextView) findViewById(R.id.text)); if (savedInstanceState == null) { // we were just launched: set up a new game mLunarThread.setState(LunarThread.STATE_READY); Log.w(this.getClass().getName(), "SIS is null"); } else { // we are being restored: resume a previous game mLunarThread.restoreState(savedInstanceState); Log.w(this.getClass().getName(), "SIS is nonnull"); } } /** * Invoked when the Activity loses user focus. */ @Override protected void onPause() { super.onPause(); mLunarView.getThread().pause(); // pause game when Activity pauses } /** * Notification that something is about to happen, to give the Activity a * chance to save state. * * @param outState a Bundle into which this Activity should save its state */ @Override protected void onSaveInstanceState(Bundle outState) { // just have the View's thread save its state into our Bundle super.onSaveInstanceState(outState); mLunarThread.saveState(outState); Log.w(this.getClass().getName(), "SIS called"); } }