Any Tree (Swing/JTree-like) widget for Android?

by Mark Murphy » Tue, 22 Jun 2010 04:49:53 GMT

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There is ExpandableListView, which offers a two-level tree-ish UI.
Otherwise, there are no tree widgets built into Android.

No, sorry.

Mark Murphy (a Commons Guy)  |  | 

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Other Threads

1. OpenGL on T-Mobile G1: How to turn OpenGL on and off with SurfaceHolder ?

Hi All,
When designing a 3D game running on Android, we need to enter into 3D
(OpenGL) rendering and quit back to 2D rendering from time to time,
like this control flow: game title page (2D) -> game main menu (2D) ->
game window (3D / OpenGL) -> game main menu (2D).
We have made this working well on the emulator by following the design
pattern required by SurfaceView:

1) For 2D rendering:
Canvas c = _surfaceHolder.lockCanvas();
//Do 2D rendering with canvas

2) After entering 3D (OpenGL) rendering:
egl.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
//Do OpenGL rendering
egl.eglSwapBuffers(eglDisplay, eglSurface);

This works well on the emulator. However on T-Mobile G1 phone,
entering 3D (OpenGL) from 2D does not have any problem, but when exit
3D back to 2D, the G1's screen content remained with the last OpenGL
rendering and no any 2D rendering can be added on the Surface.
I think the reason is because we set the Surface type as
"SurfaceHolder.SURFACE_TYPE_GPU" when we create the surface. When I
quit from OpenGL, I tried to change the surface type back to
"SurfaceHolder.SURFACE_TYPE_NORMAL" but it general IllegalArgument
Exception. I guess it is because Android Surface does not allow to
change its type dynamically.

So my question is: how can we properly exit from OpenGL and make the
Surface work again with all 2D rendering? Is there a way to re-create
the surface of the View object?

By the way, my OpenGl clean-up code is exactly same as the
GLSurfaceView sample code, it should have any problem.

Many thanks for any suggestions!


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