How to enable and disable buttons in Android?

I am trying to enable and disable 4 UI buttons programmatically. And I am using Unity3D, but I cannot get it to work. What am I missing? My current attempt looks like this:

My LinearLayout

xml file:

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
   android:id="@+id/overlay"
   android:layout_width="match_parent"
   android:layout_height="match_parent"
   android:gravity="right"
   android:orientation="vertical" >

    <com.BoostAR.Generic.TintedImageButton
       android:id="@+id/helpButton"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:layout_margin="@dimen/overlayButtonMargin"
       android:src="@drawable/help"
       android:visibility="visible" />

    <com.BoostAR.Generic.TintedImageButton
       android:id="@+id/refreshButton"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:layout_margin="@dimen/overlayButtonMargin"
       android:src="@drawable/refresh" />

    <com.BoostAR.Generic.TintedImageButton
       android:id="@+id/screenshotButton"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:layout_margin="@dimen/overlayButtonMargin"
       android:src="@drawable/photo" />

    <com.BoostAR.Generic.LockButton
       android:id="@+id/lockButton"
       android:layout_width="wrap_content"
       android:layout_height="wrap_content"
       android:layout_margin="@dimen/overlayButtonMargin"
       android:src="@drawable/unlocked" />     
</LinearLayout>

      

What I did in code:

private static final int[] AUGMENTED_UI_IDS = {
        R.id.refreshButton, R.id.screenshotButton, R.id.lockButton
};


private void updateAugmentedUiVisibility() 
{
    final int visibility =
                (mShouldShowAugmentedUI ? View.VISIBLE : View.INVISIBLE);

    runOnUiThread(new Runnable() {
            @Override
            public void run() {
                for (int id : AUGMENTED_UI_IDS) {
                    final View view = findViewById(id);
                    if (view == null) {
                        Log.e(LOG_TAG, "Failed to find view with ID: " + id);
                    } else {
                        Log.e(LOG_TAG, "Visibility: " + visibility);
                        view.setVisibility(visibility);
                    }
                }
            }
        });
    }
}

      

RESULT:

Statement

Log.e(LOG_TAG, "Failed to find view with ID: " + id);

      

is called. When I cross-reference the ID numbers that seem to be good.

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1 answer


A quick explanation that can add some order to things when you set attributes through code is good to keep this in mind:

view.setVisibility(View.INVISIBLE); // the opposite is obvious

      

will make the view invisible, but will still take up space (you just won't see it)

view.setVisibility(View.GONE);

      

will cause the view to change, making it invisible, and rearrange the views around it in a way that takes up space as if it never existed.



view.setEnabled(false); // the opposite is again obvious

      

will make the view insensitive but visually understandable, for example let's say you are using a switch and after switching it you would like it to become incompatible, then this would be an example:

Switch MySwitch = (Switch) someParentView.findViewById(R.id.my_switch);

    MySwitch.setOnCheckedChangeListener(new CompoundButton.OnCheckedChangeListener()
    {
        @Override
        public void onCheckedChanged(CompoundButton buttonView, boolean isChecked)
        {
            if (isChecked)
            {
             MySwitch.setEnabled(false);
            }
        }
     } 

      

this, by the way, also applies to layouts (to some extent).

Hope it helps.

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