Reputation: 818
I'm playing around in Android and what I'm trying to achieve is a 10x10tile boardgame. I want to read size and width of screen and then I want a square in the middle with a textViews above and below.
This is what I've done so far:
public void init(){
Point size = new Point();
WindowManager w = getWindowManager();
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
w.getDefaultDisplay().getSize(size);
screenWidth = size.x;
screenHeight = size.y;
}else{
Display d = w.getDefaultDisplay();
screenWidth = d.getWidth();
screenHeight = d.getHeight();
}
LinearLayout linearLayout = (LinearLayout) findViewById(R.id.LinearLayout);
linearLayout.setOrientation(LinearLayout.VERTICAL);
TextView TVtop = new TextView(this.getApplicationContext());
TVtop.setHeight((screenHeight-screenWidth)/2);
TVtop.setWidth(screenWidth);
TVtop.setText("TOP");
TextView TVbot = new TextView(this.getApplicationContext());
TVbot.setHeight((screenHeight-screenWidth)/2);
TVbot.setWidth(screenWidth);
TVbot.setText("BOT");
TableLayout tableLayout = new TableLayout(this.getApplicationContext());
//Make a cube
LayoutParams tableParams = new LayoutParams(screenWidth, screenWidth);
tableLayout.setLayoutParams(tableParams);
//Populate tableLayout
for(int i = 0; i < nrOfTiles; i++){
TableRow tableRow = new TableRow(this.getApplicationContext());
for(int j = 0; j < nrOfTiles; j++){
ImageView imgView = new ImageView(this.getApplicationContext());
imgView.setImageResource(R.drawable.cell);
tableRow.addView(imgView);
}
tableLayout.addView(tableRow);
}
linearLayout.addView(TVtop);
linearLayout.addView(tableLayout);
linearLayout.addView(TVbot);
}
}
I've tried diffrent layoutparams but nothing seems to get the work done. :S
BR
Upvotes: 0
Views: 94
Reputation: 9130
Personally, I would use a RelativeLayout
and setMargins
for the items.
While not a direct answer to your question, the following code will display 15 icons in three rows. This should be enough to explain and get you started.
The main activity.
public class MainActivity extends Activity {
private int mWidth;
private int mTile;
private int mColMax = 5;
private Context mContext;
@SuppressWarnings("deprecation")
@SuppressLint("NewApi")
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mContext = this;
// the screen width is need to work out the tile size
WindowManager w = getWindowManager();
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
Point size = new Point();
w.getDefaultDisplay().getSize(size);
mWidth = size.x;
}else{
mWidth = w.getDefaultDisplay().getWidth();
}
// how wide (and high) each icon will be to fit the screen.
mTile = (mWidth / mColMax);
setContentView(R.layout.activity_main);
// layout the icons
initUI();
}
/**
* Layout 15 icon images in three rows dynamically.
*/
private void initUI() {
// this is the layout from the XML
ViewGroup layout = (ViewGroup) findViewById(R.id.main_layout);
ImageView iv;
RelativeLayout.LayoutParams params;
int i = 0;
int row = 0;
int col = 0;
do {
params = new RelativeLayout.LayoutParams(mTile,mTile);
params.setMargins((col * mTile), (row * mTile), 0, 0);
iv = new ImageView(mContext);
iv.setAdjustViewBounds(true);
iv.setScaleType(ScaleType.FIT_CENTER);
iv.setImageResource(R.drawable.ic_launcher);
iv.setLayoutParams(params);
layout.addView(iv);
if (col == mColMax) {
row++;
col = 0;
} else {
col++;
}
} while (++i <= 16);
}
}
And the layout XML.
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/main_layout"
android:layout_width="match_parent"
android:layout_height="match_parent">
</RelativeLayout>
Upvotes: 1