I created a game, where I rotate through multiple activitys. Each activity stays just for a few seconds. Now I should add ads to the game. Since it doesn't make sense if the ad refreshes after just a few seconds I have to create a view which stays al开发者_JAVA技巧ive the whole time even if I start a new activity.
Since a view is bind to an activity (?) it might not be possible. So I wonder wether there is another solution to keep the adView alive while the content views are rotating.
Thanks in advance.
Edit: Here is a simple Activity which is part of the activity cycle: public class Punish extends ActivityWithSound implements OnClickListener {
@SuppressWarnings("unused")
private final String TAG = "Punish";
private RelativeLayout buttonContainer;
private ImageView bgImg;
private TextView nameTxt;
private TextView questTxt;
private Button mainMenuBtn;
private Button okBtn;
private Bundle bundle;
@Override
protected void onCreate(Bundle savedInstanceState) {
bundle = getIntent().getExtras();
if(bundle == null)
bundle = StbApp.getTempBundle();
setContentView(R.layout.quest);
setupView();
super.onCreate(savedInstanceState);
}
@Override
protected void onResume() {
soundtrack.startFX(R.raw.fx_execution);
super.onResume();
}
@Override
protected void onPause() {
StbApp.getTempBundle().putInt(Victim.VICTIM, bundle.getInt(Victim.VICTIM));
soundtrack.stopAllFX();
super.onPause();
}
@Override
public void onClick(View view) {
if (view == mainMenuBtn){
//TODO Continue Function
Intent intent = new Intent(this, TitleScreen.class);
intent.setFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP);
StbApp.setContinueBtn(true);
StbApp.getLastActivity().setClass(this, Punish.class);
startActivity(intent);
}
if (view == okBtn){
if (StbApp.getPenalty() == PenaltyType.LEAVE){
StbApp.getPlayer().remove(bundle.getInt(Victim.VICTIM));
StbApp.setNumberOfPlayer(StbApp.getNumberOfPlayer()-1);
}
if (StbApp.getNumberOfPlayer() == 2 && StbApp.getPenalty() == PenaltyType.LEAVE)
startActivity(new Intent(this, GameOver.class));
else {
startActivity(new Intent(this, Round.class));
}
}
}
@Override
public void onBackPressed() {
return;
}
private void setupView() {
float textSize = (float) getResources().getDimension(R.dimen.standard_text_size)/getResources().getDisplayMetrics().scaledDensity;
buttonContainer = (RelativeLayout) findViewById(R.id.container_button);
RelativeLayout.LayoutParams params = (RelativeLayout.LayoutParams) findViewById(R.id.container_button).getLayoutParams();
params.setMargins(0, 0, 0, (int) (StbApp.AdHeight*1.3));
buttonContainer.setLayoutParams(params);
bgImg = (ImageView) findViewById(R.id.imgv_girl);
Log.d(TAG, "PlayerSize " + StbApp.getPlayer().size());
nameTxt = (TextView) findViewById(R.id.text_victim_name);
Log.d(TAG, "PlayerSize " + StbApp.getPlayer().size());
Log.d(TAG, "PlayerIndex bundle.getInt(Victim.VICTIM) " + bundle.getInt(Victim.VICTIM));
nameTxt.setText(StbApp.getPlayer().get(bundle.getInt(Victim.VICTIM)).getName());
nameTxt.setTextSize(textSize);
questTxt = (TextView) findViewById(R.id.text_quest);
switch (StbApp.getPenalty()) {
case LEAVE:
questTxt.setText(getResources().getString(R.string.punish_leave));
break;
case DRNK:
questTxt.setText(getResources().getString(R.string.punish_drink));
break;
case UNDRESS:
questTxt.setText(getResources().getString(R.string.punish_undress));
break;
}
questTxt.setTextSize(textSize);
mainMenuBtn = (Button) findViewById(R.id.button_mainmenu);
mainMenuBtn.setOnClickListener(this);
okBtn = (Button) findViewById(R.id.button_ok);
okBtn.setOnClickListener(this);
}
@Override
protected void onDestroy() {
if (bgImg.getDrawable() != null){
bgImg.getDrawable().setCallback(null);
bgImg.setImageDrawable(null);
}
super.onDestroy();
}
What I need would be an alternative for onDestroy
, onPause
and onResume
.
A solution could be using a ViewFlipper/ViewSwitcher instead of jumping activities and then placing the adsView over or under the ViewFlipper/ViewSwitcher - It will however probably require quite a large re-write of your app.
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