What considerations should one be mindful of when constructing a GLSurfaceView-centric UI?
This is for a game and the bulk of the UI will be an intro screen (start, options, about, exit) and a level selector screen. I’ve put a lot of time into the rendering/animation for the game using OpenGL, and I’m no graphic artist, so taking the OGL UI route seems to make sense to me. But I’m an Android novice and need some outside input. Thanks for reading.
What considerations should one be mindful of when constructing a GLSurfaceView-centric UI? This is
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Due to the ease from which one activity can start another, I would say it is worthwhile to abstract your options and level selection from the game itself. If you’re unfamiliar with starting activities and/or passing information between activities, there are plently of good tutorials and examples to help. You could try the ubiquitous Notepad tutorial if you haven’t already ( http://developer.android.com/resources/tutorials/notepad/index.html ).
The advantages of this method would be to leave your OpenGL/game Activity less cluttered, and that you would be able to use tried-and-true Android UI elements instead of building your own from scratch.