Initial Contribution
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.lunarlander;
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import android.app.Activity;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.Menu;
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import android.view.MenuItem;
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import android.view.Window;
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import android.widget.TextView;
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import com.example.android.lunarlander.LunarView.LunarThread;
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/**
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* This is a simple LunarLander activity that houses a single LunarView. It
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* demonstrates...
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* <ul>
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* <li>animating by calling invalidate() from draw()
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* <li>loading and drawing resources
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* <li>handling onPause() in an animation
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* </ul>
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*/
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public class LunarLander extends Activity {
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private static final int MENU_EASY = 1;
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private static final int MENU_HARD = 2;
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private static final int MENU_MEDIUM = 3;
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private static final int MENU_PAUSE = 4;
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private static final int MENU_RESUME = 5;
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private static final int MENU_START = 6;
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private static final int MENU_STOP = 7;
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/** A handle to the thread that's actually running the animation. */
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private LunarThread mLunarThread;
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/** A handle to the View in which the game is running. */
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private LunarView mLunarView;
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/**
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* Invoked during init to give the Activity a chance to set up its Menu.
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*
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* @param menu the Menu to which entries may be added
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* @return true
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*/
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@Override
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public boolean onCreateOptionsMenu(Menu menu) {
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super.onCreateOptionsMenu(menu);
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menu.add(0, MENU_START, 0, R.string.menu_start);
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menu.add(0, MENU_STOP, 0, R.string.menu_stop);
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menu.add(0, MENU_PAUSE, 0, R.string.menu_pause);
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menu.add(0, MENU_RESUME, 0, R.string.menu_resume);
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menu.add(0, MENU_EASY, 0, R.string.menu_easy);
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menu.add(0, MENU_MEDIUM, 0, R.string.menu_medium);
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menu.add(0, MENU_HARD, 0, R.string.menu_hard);
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return true;
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}
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/**
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* Invoked when the user selects an item from the Menu.
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*
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* @param item the Menu entry which was selected
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* @return true if the Menu item was legit (and we consumed it), false
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* otherwise
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*/
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@Override
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public boolean onOptionsItemSelected(MenuItem item) {
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switch (item.getItemId()) {
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case MENU_START:
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mLunarThread.doStart();
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return true;
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case MENU_STOP:
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mLunarThread.setState(LunarThread.STATE_LOSE,
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getText(R.string.message_stopped));
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return true;
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case MENU_PAUSE:
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mLunarThread.pause();
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return true;
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case MENU_RESUME:
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mLunarThread.unpause();
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return true;
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case MENU_EASY:
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mLunarThread.setDifficulty(LunarThread.DIFFICULTY_EASY);
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return true;
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case MENU_MEDIUM:
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mLunarThread.setDifficulty(LunarThread.DIFFICULTY_MEDIUM);
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return true;
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case MENU_HARD:
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mLunarThread.setDifficulty(LunarThread.DIFFICULTY_HARD);
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return true;
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}
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return false;
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}
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/**
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* Invoked when the Activity is created.
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*
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* @param savedInstanceState a Bundle containing state saved from a previous
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* execution, or null if this is a new execution
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*/
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// turn off the window's title bar
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requestWindowFeature(Window.FEATURE_NO_TITLE);
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// tell system to use the layout defined in our XML file
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setContentView(R.layout.lunar_layout);
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// get handles to the LunarView from XML, and its LunarThread
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mLunarView = (LunarView) findViewById(R.id.lunar);
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mLunarThread = mLunarView.getThread();
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// give the LunarView a handle to the TextView used for messages
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mLunarView.setTextView((TextView) findViewById(R.id.text));
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if (savedInstanceState == null) {
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// we were just launched: set up a new game
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mLunarThread.setState(LunarThread.STATE_READY);
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Log.w(this.getClass().getName(), "SIS is null");
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} else {
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// we are being restored: resume a previous game
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mLunarThread.restoreState(savedInstanceState);
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Log.w(this.getClass().getName(), "SIS is nonnull");
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}
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}
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/**
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* Invoked when the Activity loses user focus.
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*/
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@Override
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protected void onPause() {
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super.onPause();
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mLunarView.getThread().pause(); // pause game when Activity pauses
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}
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/**
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* Notification that something is about to happen, to give the Activity a
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* chance to save state.
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*
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* @param outState a Bundle into which this Activity should save its state
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*/
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@Override
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protected void onSaveInstanceState(Bundle outState) {
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// just have the View's thread save its state into our Bundle
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super.onSaveInstanceState(outState);
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mLunarThread.saveState(outState);
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Log.w(this.getClass().getName(), "SIS called");
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}
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}
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