for a while I have been creating a game engine that works on Android using Java. Unfortunately I have this problem where the onResume() method does't appear to be called. I am using a Thread to run everything, and when I minimise the app and then go back on the app, it just gives me a blank, black screen. But it DOES work when I turn the screen off and on again.
The code that I am using for the activity:
package org.simplecorporation.myengine.core.android;
import org.simplecorporation.myengine.core.Settings;
import org.simplecorporation.myengine.core.android.input.AndroidInput;
import org.simplecorporation.myengine.core.game.BaseGame;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.Window;
import android.view.WindowManager;
public abstract class AndroidActivity extends Activity {
/* The abstract methods*/
public abstract void activityCreated();
public abstract void activityPaused();
public abstract void activityResumed();
public abstract void activityStopped();
public abstract void activityRestarted();
public abstract void activityDestroy();
/* The android display */
public AndroidDisplay androidDisplay;
/* The onCreate method */
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Set the title
this.setTitle(Settings.Window.Title);
//Check the orientation and set it
if (AndroidSettings.ScreenOrientation == AndroidSettings.SCREEN_ORIENTATION_PORTRAIT)
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
else if (AndroidSettings.ScreenOrientation == AndroidSettings.SCREEN_ORIENTATION_LANDSCAPE)
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
//Check if the activity should be fullscreen
if (Settings.Window.Fullscreen) {
//Get rid of the title bar
this.getWindow().requestFeature(Window.FEATURE_NO_TITLE);
//Make the activity fullscreen
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN , WindowManager.LayoutParams.FLAG_FULLSCREEN);
}
}
/* The onCreate method */
protected void onCreate(BaseGame androidGame , Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//Set the title
this.setTitle(Settings.Window.Title);
//Check the orientation and set it
if (AndroidSettings.ScreenOrientation == AndroidSettings.SCREEN_ORIENTATION_PORTRAIT)
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
else if (AndroidSettings.ScreenOrientation == AndroidSettings.SCREEN_ORIENTATION_LANDSCAPE)
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
//Check if the activity should be fullscreen
if (Settings.Window.Fullscreen) {
//Get rid of the title bar
this.getWindow().requestFeature(Window.FEATURE_NO_TITLE);
//Make the activity fullscreen
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN , WindowManager.LayoutParams.FLAG_FULLSCREEN);
}
//Create the display
androidDisplay = new AndroidDisplay(this , androidGame);
//Set the content view
this.setContentView(androidDisplay);
//Call the activity create method
this.activityCreated();
}
/* Called when the activity is paused */
public void onPause() {
super.onPause();
//Pause the thread
this.androidDisplay.androidGameThread.paused = true;
//Call the method
this.activityPaused();
}
/* Called when the activity is resumed */
public void onResume() {
super.onResume();
//Resume the thread
this.androidDisplay.androidGameThread.paused = false;
//Call the method
this.activityResumed();
}
/* Called when the activity is stopped */
public void onStop() {
super.onStop();
//Call the method
this.activityStopped();
}
/* Called when the activity is restarted */
public void onRestart() {
super.onRestart();
//Call the method
this.activityRestarted();
}
/* Called when the activity is destroyed */
public void onDestroy() {
super.onDestroy();
//Call the method
this.activityDestroy();
//Destroy
this.finish();
}
}
The code that I am using for the thread:
package org.simplecorporation.myengine.core.android;
import org.simplecorporation.myengine.core.game.BaseGame;
import org.simplecorporation.myengine.core.input.InputManager;
import android.util.Log;
import android.view.SurfaceHolder;
public class AndroidGameThread extends Thread {
/* Is the thread running */
public boolean running;
/* Is the thread paused */
public boolean paused;
/* The surface holder */
public SurfaceHolder surfaceHolder;
/* The android game */
public BaseGame androidGame;
/* The constructor */
public AndroidGameThread(SurfaceHolder surfaceHolder , BaseGame androidGame) {
//Set running to false
this.running = false;
//Set paused to false
this.paused = false;
//Assign the surface holder
this.surfaceHolder = surfaceHolder;
//Assign the android game
this.androidGame = androidGame;
}
/* The method to set the running variable */
public void setRunning(boolean running) {
this.running = running;
}
/* Returns whether the thread is running */
public boolean isRunning() {
return this.running;
}
/* The run method */
public void run() {
//Start the game
this.androidGame.create();
//Run while the variable running is true
while (running) {
//Check if the thread is paused
if (! this.paused) {
//Check the input
InputManager.checkInput();
//Set the game canvas to null
AndroidStore.gameCanvas = null;
//Try statement
try {
//Set the game canvas
AndroidStore.gameCanvas = this.surfaceHolder.lockCanvas();
synchronized (this.surfaceHolder) {
//Update/Render the game
this.androidGame.tick();
}
} finally {
//Check that the canvas isn't null
if (AndroidStore.gameCanvas != null) {
this.surfaceHolder.unlockCanvasAndPost(AndroidStore.gameCanvas);
}
}
}
}
}
}
Also, to start the thread I use
import org.simplecorporation.myengine.core.Settings;
import org.simplecorporation.myengine.core.game.BaseGame;
import org.simplecorporation.myengine.core.input.InputManager;
import org.simplecorporation.myengine.utils.ScreenUtils;
import android.app.Activity;
import android.graphics.Paint;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class AndroidDisplay extends SurfaceView implements SurfaceHolder.Callback {
/* The android game */
public BaseGame androidGame;
/* The android game thread */
public AndroidGameThread androidGameThread;
/* The constructor */
public AndroidDisplay(Activity gameActivity , BaseGame androidGame) {
//Call the super constructor
super(gameActivity);
//Add the callback
this.getHolder().addCallback(this);
//Set the game activity in the AndroidStore
AndroidStore.gameActivity = gameActivity;
//Set the android game
this.androidGame = androidGame;
//Create the android game thread
this.androidGameThread = new AndroidGameThread(this.getHolder(), this.androidGame);
//Set the surface view focusable
this.setFocusable(true);
}
/* Called when the surface is created */
public void surfaceCreated(SurfaceHolder surfaceHolder) {
//Create the input
InputManager.create();
//Set the size of the screen in the settings if full screen
if (Settings.Window.Fullscreen) {
Settings.Window.Size.Width = ScreenUtils.getScreenWidth();
Settings.Window.Size.Height = ScreenUtils.getScreenHeight();
} else {
//Set the size of the screen in the settings
Settings.Window.Size.Width = this.getWidth();
Settings.Window.Size.Height = this.getHeight();
}
//Set the game resources
AndroidStore.gameResources = this.getResources();
//Create the game
this.androidGame.gameCreated();
//Create the paint object
AndroidStore.gamePaint = new Paint();
//Start the android game thread
this.androidGameThread.setRunning(true);
this.androidGameThread.start();
}
/* Called when the surface is changed */
public void surfaceChanged(SurfaceHolder surfaceHolder , int format , int width , int height) {
//Set the size of the screen in the settings
Settings.Window.Size.Width = ScreenUtils.getScreenWidth();
Settings.Window.Size.Height = ScreenUtils.getScreenHeight();
}
/* Called when the surface is destroyed */
public void surfaceDestroyed(SurfaceHolder surfaceHolder) {
//Should the loop continue
boolean retry = true;
while(retry) {
//Try and catch statement
try {
//Stop the game
this.androidGame.gameStopped();
//Close the game
this.androidGame.gameClosing();
//Join the thread
this.androidGameThread.join();
//Stop the while loop
retry = false;
} catch (InterruptedException e) {
}
}
}
}
To run all of this I have a class that 'extends' AndroidActvity and uses the following method:
protected void onCreate(Bundle savedInstanceState) {
Settings.Window.Title = "MyEngine Android Tests";
Settings.Android = true;
Settings.Video.OpenGL = false;
Settings.Audio.SoundEffectVolume = 10;
AndroidSettings.ScreenOrientation = 1;
Settings.Window.Fullscreen = true;
this.onCreate(new FileTest() , savedInstanceState);
}
The testing class:
import org.simplecorporation.myengine.core.Settings;
import org.simplecorporation.myengine.core.android.AndroidActivity;
import org.simplecorporation.myengine.core.android.AndroidSettings;
import android.os.Bundle;
import android.util.Log;
public class MainActivity extends AndroidActivity {
protected void onCreate(Bundle savedInstanceState) {
Settings.Window.Title = "MyEngine Android Tests";
Settings.Android = true;
Settings.Video.OpenGL = false;
Settings.Audio.SoundEffectVolume = 10;
AndroidSettings.ScreenOrientation = 1;
Settings.Window.Fullscreen = true;
this.onCreate(new FileTest() , savedInstanceState);
}
@Override
public void activityCreated() {
// TODO Auto-generated method stub
}
@Override
public void activityPaused() {
// TODO Auto-generated method stub
Log.d("HELLO", "I HAVE BEEN PAUSED");
}
@Override
public void activityResumed() {
// TODO Auto-generated method stub
Log.d("HELLO", "I HAVE BEEN RESUMED");
}
@Override
public void activityStopped() {
// TODO Auto-generated method stub
Log.d("HELLO", "I HAVE BEEN STOPPED");
}
@Override
public void activityRestarted() {
// TODO Auto-generated method stub
Log.d("HELLO", "I HAVE BEEN RESTARTED");
}
@Override
public void activityDestroy() {
// TODO Auto-generated method stub
Log.d("HELLO", "I HAVE BEEN DESTROYED");
}
}
FileTest:
package com.simplecorporation.myengine.android.tests;
import java.util.List;
import org.simplecorporation.myengine.core.Settings;
import org.simplecorporation.myengine.core.audio.clip.AndroidAudio;
import org.simplecorporation.myengine.core.game.BaseGame;
import org.simplecorporation.myengine.core.game2d.entity.ImageEntity2D;
import org.simplecorporation.myengine.core.gui.GUIButton;
import org.simplecorporation.myengine.core.gui.GUICheckBox;
import org.simplecorporation.myengine.core.gui.GUIRenderer;
import org.simplecorporation.myengine.core.gui.GUIScrollBar;
import org.simplecorporation.myengine.core.gui.GUISlider;
import org.simplecorporation.myengine.core.gui.GUITextDisplayArea;
import org.simplecorporation.myengine.core.gui.font.GUIFont;
import org.simplecorporation.myengine.core.gui.font.bitmap.BitmapFont;
import org.simplecorporation.myengine.core.image.Image;
import org.simplecorporation.myengine.core.input.event.TouchEvent;
import org.simplecorporation.myengine.core.render.basic.BasicRenderer;
import org.simplecorporation.myengine.core.render.colour.Colour;
import org.simplecorporation.myengine.utils.AndroidFileUtils;
import org.simplecorporation.myengine.utils.ArrayUtils;
import org.simplecorporation.myengine.utils.FileUtils;
import org.simplecorporation.myengine.utils.font.FontUtils;
import android.os.Environment;
import android.util.Log;
public class FileTest extends BaseGame {
public ImageEntity2D image;
public Colour colour;
public GUIButton button;
public GUICheckBox checkBox;
public AndroidAudio audio;
public GUIFont bitmapFont;
public GUIScrollBar scrollBar;
public GUIScrollBar verticalslider;
public GUIScrollBar horizontalslider;
public GUITextDisplayArea textDisplayArea;
public FileTest() {
createGame();
}
@Override
public void gameCreated() {
// TODO Auto-generated method stub
image = new ImageEntity2D(new Image(R.drawable.menubutton));
image.position.x = 200;
image.position.y = 200;
image.width = 200;
image.height = 60;
image.rotationVelocity = 1;
colour = new Colour(0d, 0d, 0d, 1d);
button = new GUIButton("AndroidGUIButton" , "Click Me" , new GUIRenderer(new Colour[] {
Colour.LIGHT_BLUE , Colour.ORANGE , Colour.BLUE
} , FontUtils.buildGUIFont("Arial" , Colour.WHITE , 46f)));
button.position.x = 300;
button.position.y = 200;
button.width = 300;
button.height = 60;
button.visible = true;
checkBox = new GUICheckBox("AndroidCheckBox" , new GUIRenderer(new Colour[] { Colour.WHITE , Colour.BLUE }));
checkBox.position.x = 500;
checkBox.position.y = 300;
checkBox.width = 100;
checkBox.height = 100;
checkBox.visible = true;
bitmapFont = new GUIFont(new BitmapFont(new Image(R.drawable.test) , 40, 16));
GUIButton verticalsliderButton = new GUIButton("Button2" , "" , new GUIRenderer(new Colour[] {
Colour.ORANGE ,
Colour.LIGHT_BLUE ,
Colour.BLUE
} , FontUtils.buildGUIFont("Segoe UI" , Colour.WHITE , 20f)));
verticalsliderButton.width = 100;
verticalsliderButton.height = 20;
verticalsliderButton.visible = true;
verticalslider = new GUIScrollBar("Slider1" , verticalsliderButton , GUISlider.DIRECTION_VERTICAL , 1, new GUIRenderer(new Colour[] { Colour.RED }));
verticalslider.visible = true;
verticalslider.position.x = 200;
verticalslider.position.y = 200;
verticalslider.width = 30;
verticalslider.height = 100;
GUIButton horizontalsliderButton = new GUIButton("Button2" , "" , new GUIRenderer(new Colour[] {
Colour.ORANGE ,
Colour.LIGHT_BLUE ,
Colour.BLUE
} , FontUtils.buildGUIFont("Segoe UI" , Colour.WHITE , 20f)));
horizontalsliderButton.width = 20;
horizontalsliderButton.height = 100;
horizontalsliderButton.visible = true;
horizontalslider = new GUIScrollBar("Slider2" , horizontalsliderButton , GUISlider.DIRECTION_HORIZONTAL , 1, new GUIRenderer(new Colour[] { Colour.RED }));
horizontalslider.visible = true;
horizontalslider.position.x = 300;
horizontalslider.position.y = 300;
horizontalslider.width = 100;
horizontalslider.height = 30;
audio = new AndroidAudio(R.raw.encode , false , false);
List<String> text = ArrayUtils.toStringList(new String[] {
"Hello, this test application was made using MyEngine " + Settings.EngineVersion,
"with the build " + Settings.EngineBuild + ". Below this message you should find",
"a bitmap font:"
});
this.textDisplayArea = new GUITextDisplayArea("TextArea", text, FontUtils.buildGUIFont("Arial" , Colour.WHITE , 40f), Settings.Window.Size.Width);
this.textDisplayArea.position.x = 0;
this.textDisplayArea.position.y = 500;
this.textDisplayArea.visible = true;
AndroidFileUtils.writeToInternalStorage("hello.txt", ArrayUtils.toStringList(new String[] {
"Hello World, From hello.txt"
}));
this.textDisplayArea.setText(AndroidFileUtils.readFromInternalStorage("hello.txt"));
AndroidFileUtils.writeToExternalStorage("hello.txt", ArrayUtils.toStringList(new String[] {
"Hello World, From hello.txt in an External Storage file :)"
}));
this.textDisplayArea.setText(FileUtils.read("eclipse.txt", false));
Log.d("HELLO", "" + AndroidFileUtils.isExternalStorageWritable() + " " + Environment.getExternalStorageDirectory());
}
public void gameRender() {
BasicRenderer.setColour(colour);
BasicRenderer.renderFilledRectangle(0 , 0 , Settings.Window.Size.Width , Settings.Window.Size.Height);
BasicRenderer.setColour(Colour.BLUE);
BasicRenderer.renderFilledRectangle(100 , 100 , 100 , 100);
BasicRenderer.setColour(Colour.WHITE);
verticalslider.render();
horizontalslider.render();
image.render();
button.render();
checkBox.render();
textDisplayArea.render();
BasicRenderer.setColour(Colour.WHITE);
bitmapFont.render("This is a bitmap font :)" , 10 , 700);
}
public void gameUpdate() {
button.update();
checkBox.update();
image.update();
verticalslider.update();
horizontalslider.update();
if (button.clicked) {
colour = new Colour(0d , 0d , 0d , 1d);
audio.play();
}
textDisplayArea.update();
}
public void onTouch(TouchEvent e) {
this.colour = new Colour(this.colour.getR() + 0.01, this.colour.getG() + 0.01, this.colour.getB() + 0.01);
}
}
Many thanks in advance.
Thank you everyone :) I have spent the whole day trying to fix this issue and I have just fixed the problem.
I found this Android onResume not called, and then I added some calls to Log.d() to try and figure out what was happening. By adding them to each method in AndroidDisplay and AndroidActvity, I noticed that when I turned the screen off and on, I had the output: 'ACTIVITY PAUSED', 'ACTIVITY STOPPED', 'ACTIVITY RESTARTED', and 'ACTIVITY RESUMED' which was what I had expected, then when clicking on the menu button, there was an extra output, 'SURFACE DESTROYED' and so I changed AndroidDisplay, to stop the thread from stopping when the surface was destroyed so I moved that code into a method called stopThread() and then I found that I had a problem with the fact that I was re-creating the same thread twice because of the surfaceCreated() method in AndroidDisplay, so then I made an if statement before calling androidGameThread.start() which used androidGameThread.isAlive() therefore fixing this issue.
New AndroidDisplay code:
package org.simplecorporation.myengine.core.android;
import org.simplecorporation.myengine.core.Settings;
import org.simplecorporation.myengine.core.game.BaseGame;
import org.simplecorporation.myengine.core.input.InputManager;
import org.simplecorporation.myengine.utils.ScreenUtils;
import android.app.Activity;
import android.graphics.Paint;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class AndroidDisplay extends SurfaceView implements SurfaceHolder.Callback {
/* The android game */
public BaseGame androidGame;
/* The android game thread */
public AndroidGameThread androidGameThread;
/* The boolean that states whether this has been created */
public boolean created;
/* The constructor */
public AndroidDisplay(Activity gameActivity , BaseGame androidGame) {
//Call the super constructor
super(gameActivity);
//Add the callback
this.getHolder().addCallback(this);
//Set the game activity in the AndroidStore
AndroidStore.gameActivity = gameActivity;
//Set the android game
this.androidGame = androidGame;
//Create the android game thread
this.androidGameThread = new AndroidGameThread(this.getHolder(), this.androidGame, this);
//Set created to false
this.created = false;
//Set the surface view focusable
this.setFocusable(true);
}
/* Called when the surface is created */
public void surfaceCreated(SurfaceHolder surfaceHolder) {
//Set created to true
this.created = true;
//Create the input
InputManager.create();
//Set the size of the screen in the settings if full screen
if (Settings.Window.Fullscreen) {
Settings.Window.Size.Width = ScreenUtils.getScreenWidth();
Settings.Window.Size.Height = ScreenUtils.getScreenHeight();
} else {
//Set the size of the screen in the settings
Settings.Window.Size.Width = this.getWidth();
Settings.Window.Size.Height = this.getHeight();
}
//Set the game resources
AndroidStore.gameResources = this.getResources();
//Create the game
this.androidGame.gameCreated();
//Create the paint object
AndroidStore.gamePaint = new Paint();
//Start the android game thread if it has not already started
this.androidGameThread.setRunning(true);
if (! this.androidGameThread.isAlive())
this.androidGameThread.start();
}
/* Called when the surface is changed */
public void surfaceChanged(SurfaceHolder surfaceHolder , int format , int width , int height) {
//Set the size of the screen in the settings
Settings.Window.Size.Width = ScreenUtils.getScreenWidth();
Settings.Window.Size.Height = ScreenUtils.getScreenHeight();
//Reassign the surface holder
this.androidGameThread.surfaceHolder = surfaceHolder;
}
/* Called when the surface is destroyed */
public void surfaceDestroyed(SurfaceHolder surfaceHolder) {
//Set created to false
this.created = false;
}
/* The method used to stop the thread */
public void stopThread() {
//Should the loop continue
boolean retry = true;
while(retry) {
//Try and catch statement
try {
//Stop the game
this.androidGame.gameStopped();
//Close the game
this.androidGame.gameClosing();
//Join the thread
this.androidGameThread.join();
//Stop the while loop
retry = false;
} catch (InterruptedException e) {
}
}
}
}
In Manifest, use this in launcher activity
android:noHistory="false"
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