AI 146646: am: CL 146645 am: CL 146643 Clean up and commenting of the JetBoy JET demo code:
Fixed JetPlayer initialization code and pause when the app loses focus.
Removed mute mask hack.
Cleaned up event ID declaration and check (event value is a byte, not a String).
Add extensive comments for the JetPlayer code.
Original author: jmtrivi
Merged from: //branches/cupcake/...
Original author: android-build
Automated import of CL 146646
diff --git a/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java b/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java
index 88693af..21d933c 100755
--- a/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java
+++ b/samples/JetBoy/src/com/example/android/jetboy/JetBoy.java
@@ -14,7 +14,8 @@
* limitations under the License.
*/
-// FIXME: review and cleanup
+// Android JET demonstration code:
+// See the JetBoyView.java file for examples on the use of the JetPlayer class.
package com.example.android.jetboy;
@@ -79,6 +80,7 @@
mJetBoyView.SetTextView(mTextView);
}
+
/**
* Handles component interaction
diff --git a/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java b/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java
index c51f661..3a49a87 100755
--- a/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java
+++ b/samples/JetBoy/src/com/example/android/jetboy/JetBoyView.java
@@ -15,7 +15,8 @@
*
*/
-// FIXME: review and cleanup
+// Android JET demonstration code:
+// All inline comments related to the use of the JetPlayer class are preceded by "JET info:"
package com.example.android.jetboy;
@@ -119,20 +120,19 @@
public byte value;
}
+ // JET info: the JetBoyThread receives all the events from the JET player
+ // JET info: through the OnJetEventListener interface.
class JetBoyThread extends Thread implements OnJetEventListener {
- /*
- * State-tracking constants we don't actually use all of these in
- * JetBoy, borrowed wholesale from lunar lander.
+ /**
+ * State-tracking constants.
*/
public static final int STATE_START = -1;
public static final int STATE_PLAY = 0;
public static final int STATE_LOSE = 1;
public static final int STATE_PAUSE = 2;
- public static final int STATE_READY = 3;
- public static final int STATE_RUNNING = 4;
- public static final int STATE_WIN = 5;
-
+ public static final int STATE_RUNNING = 3;
+
// how many frames per beat? The basic animation can be changed for
// instance to 3/4 by changing this to 3.
// untested is the impact on other parts of game logic for non 4/4 time.
@@ -170,11 +170,11 @@
/** The drawable to use as the close background of the animation canvas */
private Bitmap mBackgroundImageNear;
- // event ID within JET file. 80,81, 82 are tested to use.
- // in this game 80 is used for sending asteroid
- // 82 is used as game time for 1/4 note beat.
- private final String mSendEvent = "80";
- private final String mTimerEvent = "82";
+ // JET info: event IDs within the JET file.
+ // JET info: in this game 80 is used for sending asteroid across the screen
+ // JET info: 82 is used as game time for 1/4 note beat.
+ private final byte NEW_ASTEROID_EVENT = 80;
+ private final byte TIMER_EVENT = 82;
// used to track beat for synch of mute/unmute actions
private int mBeatCount = 1;
@@ -196,8 +196,6 @@
private Bitmap mLaserShot;
// used to save the beat event system time.
- // right now we use System.currentMillis
- // should it use android stuff??
private long mLastBeatTime;
private long mPassedTime;
@@ -209,7 +207,7 @@
// but which land they start in is random.
private Random mRandom = new Random();
- // the star of our show, a reference to the JetPlayer object.
+ // JET info: the star of our show, a reference to the JetPlayer object.
private JetPlayer mJet = null;
private boolean mJetPlaying = false;
@@ -260,7 +258,7 @@
private int mBGFarMoveX = 0;
private int mBGNearMoveX = 0;
- // this is has "high" (close to top) that jet boy can fly
+ // how far up (close to top) jet boy can fly
private int mJetBoyYMin = 40;
private int mJetBoyX = 0;
private int mJetBoyY = 0;
@@ -271,14 +269,11 @@
// how far up asteroid can be painted
private int mAsteroidMinY = 40;
- // Jet does not pick up volume and pan changes?
- private boolean mMuteArrayHack = false;
Resources mRes;
- // eight music beds, added a 9th to fix some kind of bug in JET around
- // pans and volume controls
- // ask Jenn about this
+ // array to store the mute masks that are applied during game play to respond to
+ // the player's hit streaks
private boolean muteMask[][] = new boolean[9][32];
/**
@@ -290,15 +285,13 @@
*/
public JetBoyThread(SurfaceHolder surfaceHolder, Context context, Handler handler) {
- // get handles to some important objects
mSurfaceHolder = surfaceHolder;
mHandler = handler;
mContext = context;
mRes = context.getResources();
- // this are the mute arrays associated with the music beds in the
- // JET file
-
+ // JET info: this are the mute arrays associated with the music beds in the
+ // JET info: JET file
for (int ii = 0; ii < 8; ii++) {
for (int xx = 0; xx < 32; xx++) {
muteMask[ii][xx] = true;
@@ -360,9 +353,7 @@
muteMask[7][17] = false;
muteMask[7][18] = false;
- // set all tracks to play, do it for one beat and then switch to
- // mute array zero
- // hack for jet bug on pan and mutes
+ // set all tracks to play
for (int xx = 0; xx < 32; xx++) {
muteMask[8][xx] = false;
}
@@ -425,29 +416,36 @@
*/
private void initializeJetPlayer() {
- // if (mJet!=null)
- // {
- // mJet.release();
- // mJet = null;
- // }
+ // JET info: this is what we do to undesirable instances: we release them!
+ if (mJet != null)
+ {
+ mJet.release();
+ mJet = null;
+ }
+ // JET info: let's create our JetPlayer instance using the factory
mJet = JetPlayer.getJetPlayer();
mJetPlaying = false;
- // make sure we flush the queue
- // otherwise left over events from previous gameplay
- // can hang around.
+ // JET info: make sure we flush the queue,
+ // JET info: otherwise left over events from previous gameplay can hang around.
+ // JET info: ok, here we don't really need that but if you ever reuse a JetPlayer
+ // JET info: instance, clear the queue before reusing it, this will also clear any
+ // JET info: trigger clips that have been triggered but not played yet.
mJet.clearQueue();
- // mJet.setStatusUpdateListener(this);
+ // JET info: we are going to receive in this example all the JET callbacks
+ // JET info: inthis animation thread object.
mJet.setEventListener(this);
Log.d(TAG, "opening jet file");
- // mJet.loadJetFile(m_PathToJetFile);
-
+ // JET info: load the actual JET content the game will be playing,
+ // JET info: it's stored as a raw resource in our APK, and is labeled "level1"
mJet.loadJetFile(mContext.getResources().openRawResourceFd(R.raw.level1));
+ // JET info: if our JET file was stored on the sdcard for instance, we would have used
+ // JET info: mJet.loadJetFile("/sdcard/level1.jet");
Log.d(TAG, "opening jet file DONE");
@@ -455,26 +453,34 @@
byte sSegmentID = 0;
Log.d(TAG, " start queuing jet file");
+
+ // JET info: now we're all set to prepare queuing the JET audio segments for the game.
+ // JET info: in this example, the game uses segment 0 for the duration of the game play,
+ // JET info: and plays segment 1 several times as the "outro" music, so we're going to
+ // JET info: queue everything upfront, but with more complex JET compositions, we could
+ // JET info: also queue the segments during the game play.
- // this is the main game play music
- // it is located at segment 0
- // it uses lib #0 this allows DLS to play
- // -1 would mean no DLS
- // higher numbers untested
+ // JET info: this is the main game play music
+ // JET info: it is located at segment 0
+ // JET info: it uses the first DLS lib in the .jet resource, which is at index 0
+ // JET info: index -1 means no DLS
mJet.queueJetSegment(0, 0, 0, 0, 0, sSegmentID);
- // end game music, loop 4 times normal pitch
+ // JET info: end game music, loop 4 times normal pitch
mJet.queueJetSegment(1, 0, 4, 0, 0, sSegmentID);
- // end game music loop 4 times up an octave
+ // JET info: end game music loop 4 times up an octave
mJet.queueJetSegment(1, 0, 4, 1, 0, sSegmentID);
- mJet.setMuteArray(muteMask[8], true);
+ // JET info: set the mute mask as designed for the beginning of the game, when the
+ // JET info: the player hasn't scored yet.
+ mJet.setMuteArray(muteMask[0], true);
Log.d(TAG, " start queuing jet file DONE");
}
+
private void doDraw(Canvas canvas) {
if (mState == STATE_RUNNING) {
@@ -482,18 +488,14 @@
} else if (mState == STATE_START) {
doDrawReady(canvas);
} else if (mState == STATE_PLAY || mState == STATE_LOSE) {
-
if (mTitleBG2 == null) {
-
mTitleBG2 = BitmapFactory.decodeResource(mRes, R.drawable.title_bg_hori);
-
}
-
doDrawPlay(canvas);
-
}// end state play block
}
+
/**
* Draws current state of the game Canvas.
*/
@@ -542,8 +544,7 @@
if (mShipIndex == 4)
mShipIndex = 0;
- // draw the space ship.
- // This will have code to match asteroid lane
+ // draw the space ship in the same lane as the next asteroid
canvas.drawBitmap(mShipFlying[mShipIndex], mJetBoyX, mJetBoyY, null);
if (mLaserOn) {
@@ -561,8 +562,6 @@
mJetBoyY = mJetBoyYMin;
- mMuteArrayHack = false;
-
// set up jet stuff
initializeJetPlayer();
@@ -576,7 +575,6 @@
mHitStreak = 0;
mHitTotal = 0;
- // mTimerTotal="1:20";
}
private void doAsteroidAnimation(Canvas canvas) {
@@ -585,20 +583,10 @@
return;
// Compute what percentage through a beat we are and adjust
- // animation and postion
- // based on that. This assumes 140bpm(428ms/beat), we really should
- // compute this
- // based on properties of the music file under ideal circumstances.
- // This is just
- // interbeat interpolation, no game state is updated
+ // animation and position based on that. This assumes 140bpm(428ms/beat).
+ // This is just inter-beat interpolation, no game state is updated
long frameDelta = System.currentTimeMillis() - mLastBeatTime;
- // mPixelMoveX per beat
- // This hid the feeling of the asteroids moving to the beat and
- // caused some issues with
- // explosions not aligned with asteroids last position, so fix that
- // if we use this again.
- // int asteroidDrawOffset = (int)(mPixelMoveX * frameDelta/428L);
- // animation frames per beat
+
int animOffset = (int)(ANIMATION_FRAMES_PER_BEAT * frameDelta / 428);
for (int i = (mDangerWillRobinson.size() - 1); i >= 0; i--) {
@@ -631,10 +619,10 @@
canvas.drawBitmap(mTitleBG2, 0, 0, null);
}
+
/**
* the heart of the worker bee
*/
-
public void run() {
// while running do stuff in this loop...bzzz!
while (mRun) {
@@ -671,13 +659,10 @@
}// end of STATE_RUNNING block
else if (mState == STATE_PLAY && !mInitialized)
-
{
setInitialGameState();
} else if (mState == STATE_LOSE) {
-
mInitialized = false;
-
}
try {
@@ -696,6 +681,7 @@
}// end while mrun block
}
+
/**
* This method handles updating the model of the game state. No
* rendering is done here only processing of inputs and update of state.
@@ -719,7 +705,7 @@
mKeyContext = processKeyEvent((KeyGameEvent)event, mKeyContext);
// Update laser state. Having this here allows the laser to
- // be trigered right when the key is
+ // be triggered right when the key is
// pressed. If we comment this out the laser will only be
// turned on when updateLaser is called
// when processing a timer event below.
@@ -731,7 +717,7 @@
JetGameEvent jetEvent = (JetGameEvent)event;
// Only update state on a timer event
- if (jetEvent.value == 82) {
+ if (jetEvent.value == TIMER_EVENT) {
// Note the time of the last beat
mLastBeatTime = System.currentTimeMillis();
@@ -740,7 +726,7 @@
// on for too long.
updateLaser(mKeyContext);
- // Update explosions before we updated asteroids because
+ // Update explosions before we update asteroids because
// updateAsteroids may add
// new explosions that we do not want updated until next
// frame
@@ -756,13 +742,14 @@
}
}
+
/**
* This method handles the state updates that can be caused by key press
* events. Key events may mean different things depending on what has
* come before, to support this concept this method takes an opaque
* context object as a parameter and returns an updated version. This
* context should be set to null for the first event then should be set
- * to the last value returned for subsiquent events.
+ * to the last value returned for subsequent events.
*/
protected Object processKeyEvent(KeyGameEvent event, Object context) {
// Log.d(TAG, "key code is " + event.keyCode + " " + (event.up ?
@@ -789,6 +776,7 @@
return context;
}
+
/**
* This method updates the laser status based on user input and shot
* duration
@@ -803,17 +791,14 @@
// If the laser has been on too long shut it down
if (mLaserOn && System.currentTimeMillis() - mLaserFireTime > 400) {
-
mLaserOn = false;
-
}
// trying to tune the laser hit timing
else if (System.currentTimeMillis() - mLaserFireTime > 300) {
- // if (mJet!=null)
- // {
+ // JET info: the laser sound is on track 23, we mute it (true) right away (false)
mJet.setMuteFlag(23, true, false);
- // }
+
}
// Now check to see if we should turn the laser on. We do this after
@@ -826,7 +811,7 @@
mLaserOn = true;
mLaserFireTime = keyTime;
- // Log.d(TAG, "*** LASER ON ***");
+ // JET info: unmute the laser track (false) right away (false)
mJet.setMuteFlag(23, false, false);
}
}
@@ -841,14 +826,9 @@
for (int i = (mDangerWillRobinson.size() - 1); i >= 0; i--) {
Asteroid asteroid = mDangerWillRobinson.elementAt(i);
- // If the asteroid is within laser ranged but not already missed
- // check if the
- // key was pressed close enough to the beat to make a hit
-
- // there isnt any real logic here. just played with it until the
- // game "felt right"
+ // If the asteroid is within laser range but not already missed
+ // check if the key was pressed close enough to the beat to make a hit
if (asteroid.mDrawX <= mAsteroidMoveLimitX + 20 && !asteroid.mMissed)
-
{
// If the laser was fired on the beat destroy the asteroid
if (mLaserOn) {
@@ -870,9 +850,8 @@
// This asteroid has been removed process the next one
continue;
} else {
- // Sorry, timing was not good enough, marke the asteroid
- // as missed so
- // on next frame it cannot be hit even if it is still
+ // Sorry, timing was not good enough, mark the asteroid
+ // as missed so on next frame it cannot be hit even if it is still
// within range
asteroid.mMissed = true;
@@ -928,27 +907,17 @@
protected void processJetEvent(JetPlayer player, short segment, byte track, byte channel,
byte controller, byte value) {
- Log.d(TAG, "onJetEvent(): seg=" + segment + " track=" + track + " chan=" + channel
- + " cntrlr=" + controller + " val=" + value);
+ //Log.d(TAG, "onJetEvent(): seg=" + segment + " track=" + track + " chan=" + channel
+ // + " cntrlr=" + controller + " val=" + value);
- String eventID = "" + value;
// Check for an event that triggers a new asteroid
- if (eventID.equalsIgnoreCase(mSendEvent)) {
- // Log.d(TAG, "~~~~ setting create to true");
-
+ if (value == NEW_ASTEROID_EVENT) {
doAsteroidCreation();
}
mBeatCount++;
- if (!mMuteArrayHack) {
- mMuteArrayHack = true;
-
- mJet.setMuteArray(muteMask[0], false);
-
- }
-
if (mBeatCount > 4) {
mBeatCount = 1;
@@ -958,11 +927,10 @@
// it was a game requirement to change the mute array on 1st beat of
// the next measure when needed
- // and so we track beat count, after than we track hitStreak to
- // determine music level
- // if the level has go gone up, call trigger clip otherwise just
- // execute rest of change music bed logic.
- // could probably be a method call here.
+ // and so we track beat count, after that we track hitStreak to
+ // determine the music "intensity"
+ // if the intensity has go gone up, call a corresponding trigger clip, otherwise just
+ // execute the rest of the music bed change logic.
if (mBeatCount == 1) {
// do it back wards so you fall into the correct one
@@ -976,18 +944,21 @@
}
mCurrentBed = 7;
+ // JET info: change the mute mask to update the way the music plays based
+ // JET info: on the player's skills.
mJet.setMuteArray(muteMask[7], false);
}
} else if (mHitStreak > 24) {
if (mCurrentBed != 6) {
if (mCurrentBed < 6) {
+ // JET info: quite a few asteroids hit, trigger the clip with the guy's
+ // JET info: voice that encourages the player.
mJet.triggerClip(6);
}
mCurrentBed = 6;
mJet.setMuteArray(muteMask[6], false);
- // mJet.triggerClip(6);
}
} else if (mHitStreak > 20) {
if (mCurrentBed != 5) {
@@ -997,7 +968,6 @@
mCurrentBed = 5;
mJet.setMuteArray(muteMask[5], false);
- // mJet.triggerClip(5);
}
} else if (mHitStreak > 16) {
if (mCurrentBed != 4) {
@@ -1007,7 +977,6 @@
}
mCurrentBed = 4;
mJet.setMuteArray(muteMask[4], false);
- // mJet.triggerClip(4);
}
} else if (mHitStreak > 12) {
if (mCurrentBed != 3) {
@@ -1016,7 +985,6 @@
}
mCurrentBed = 3;
mJet.setMuteArray(muteMask[3], false);
- // mJet.triggerClip(3);
}
} else if (mHitStreak > 8) {
if (mCurrentBed != 2) {
@@ -1026,7 +994,6 @@
mCurrentBed = 2;
mJet.setMuteArray(muteMask[2], false);
- // mJet.triggerClip(2);
}
} else if (mHitStreak > 4) {
if (mCurrentBed != 1) {
@@ -1036,23 +1003,14 @@
}
mJet.setMuteArray(muteMask[1], false);
- // mJet.triggerClip(1);
mCurrentBed = 1;
}
}
}
-
- /*
- * try { Log.d(TAG,"onJetEvent: segment =" + segment);
- * Log.d(TAG,"onJetEvent(): track =" + track);
- * Log.d(TAG,"onJetEvent(): channel =" + channel);
- * Log.d(TAG,"onJetEvent(): controller =" + controller);
- * Log.d(TAG,"onJetEvent(): value =" + value); } catch(Exception e1) {
- * Log.e(TAG,"on Jet Event caught " + e1.toString()); }
- */
}
+
private void doAsteroidCreation() {
// Log.d(TAG, "asteroid created");
@@ -1070,6 +1028,7 @@
mDangerWillRobinson.add(_as);
}
+
/**
* Used to signal the thread whether it should be running or not.
* Passing true allows the thread to run; passing false will shut it
@@ -1087,6 +1046,7 @@
}
}
+
/**
* returns the current int value of game state as defined by state
* tracking constants
@@ -1099,6 +1059,7 @@
}
}
+
/**
* Sets the game mode. That is, whether we are running, paused, in the
* failure state, in the victory state, etc.
@@ -1112,13 +1073,13 @@
}
}
+
/**
* Sets state based on input, optionally also passing in a text message.
*
* @param state
* @param message
*/
- // TODO - Modeled from lunar lander Determine if best way to do this.
public void setGameState(int state, CharSequence message) {
synchronized (mSurfaceHolder) {
@@ -1149,23 +1110,24 @@
// events in the queue
mEventQueue.clear();
- // And reset the ket state so we dont think a button is pressed that isn't
+ // And reset the key state so we don't think a button is pressed when it isn't
mKeyContext = null;
}
}
}
+
/**
* Add key press input to the GameEvent queue
*/
-
public boolean doKeyDown(int keyCode, KeyEvent msg) {
mEventQueue.add(new KeyGameEvent(keyCode, false, msg));
return true;
}
+
/**
* Add key press input to the GameEvent queue
*/
@@ -1175,6 +1137,7 @@
return true;
}
+
/* Callback invoked when the surface dimensions change. */
public void setSurfaceSize(int width, int height) {
// synchronized to make sure these all change atomically
@@ -1192,10 +1155,10 @@
}
}
+
/**
* Pauses the physics update & animation.
*/
- //TODO should probably add a pause to the menu button
public void pause() {
synchronized (mSurfaceHolder) {
if (mState == STATE_RUNNING)
@@ -1206,11 +1169,11 @@
if (mJet != null) {
mJet.pause();
- mJet.release();
}
}
}
+
/**
* Does the work of updating timer
*
@@ -1276,27 +1239,21 @@
}
- /**
- * required JetPlayer method. Informs listener of when a queue segement
- * event has been generated.
- *
- * @param nbSegments
- */
- public void onJetNumQueuedSegmentUpdate(int nbSegments) {
- Log.i(TAG, "onJetNumQueuedSegmentUpdate(): nbSegments =" + nbSegments);
- }
+ // JET info: JET event listener interface implementation:
/**
- * required JetPlayer method. A more specific handler.
+ * required OnJetEventListener method. Notifications for queue updates
*
* @param player
* @param nbSegments
*/
public void onJetNumQueuedSegmentUpdate(JetPlayer player, int nbSegments) {
- Log.i(TAG, "onJetNumQueuedUpdate(): nbSegs =" + nbSegments);
+ //Log.i(TAG, "onJetNumQueuedUpdate(): nbSegs =" + nbSegments);
}
+
+ // JET info: JET event listener interface implementation:
/**
* The method which receives notification from event listener.
* This is where we queue up events 80 and 82.
@@ -1314,20 +1271,23 @@
public void onJetEvent(JetPlayer player, short segment, byte track, byte channel,
byte controller, byte value) {
- Log.d(TAG, "jet got event " + value);
+ //Log.d(TAG, "jet got event " + value);
//events fire outside the animation thread. This can cause timing issues.
//put in queue for processing by animation thread.
mEventQueue.add(new JetGameEvent(player, segment, track, channel, controller, value));
}
+
+ // JET info: JET event listener interface implementation:
public void onJetPauseUpdate(JetPlayer player, int paused) {
- Log.i(TAG, "onJetPauseUpdate(): paused =" + paused);
+ //Log.i(TAG, "onJetPauseUpdate(): paused =" + paused);
}
+ // JET info: JET event listener interface implementation:
public void onJetUserIdUpdate(JetPlayer player, int userId, int repeatCount) {
- Log.i(TAG, "onJetUserIdUpdate(): userId =" + userId + " repeatCount=" + repeatCount);
+ //Log.i(TAG, "onJetUserIdUpdate(): userId =" + userId + " repeatCount=" + repeatCount);
}
@@ -1367,9 +1327,6 @@
mTimerView.setText(m.getData().getString("text"));
- //ok so maybe it isn't really a "lose"
- //this bit was borrowed from lunar lander and then evolved.
- //too close to deadline to mess with now.
if (m.getData().getString("STATE_LOSE") != null) {
//mButtonRestart.setVisibility(View.VISIBLE);
mButtonRetry.setVisibility(View.VISIBLE);
@@ -1400,6 +1357,7 @@
Log.d(TAG, "@@@ done creating view!");
}
+
/**
* Pass in a reference to the timer view widget so we can update it from here.
*
@@ -1409,15 +1367,13 @@
mTimerView = tv;
}
+
/**
* Standard window-focus override. Notice focus lost so we can pause on
* focus lost. e.g. user switches to take a call.
*/
@Override
public void onWindowFocusChanged(boolean hasWindowFocus) {
-
- Log.d(TAG, "@@@FOCUS CHANGED!");
-
if (!hasWindowFocus) {
if (thread != null)
thread.pause();
@@ -1425,6 +1381,7 @@
}
}
+
/**
* Fetches the animation thread corresponding to this LunarView.
*
@@ -1434,11 +1391,13 @@
return thread;
}
+
/* Callback invoked when the surface dimensions change. */
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
thread.setSurfaceSize(width, height);
}
+
public void surfaceCreated(SurfaceHolder arg0) {
// start the thread here so that we don't busy-wait in run()
// waiting for the surface to be created
@@ -1446,6 +1405,7 @@
thread.start();
}
+
public void surfaceDestroyed(SurfaceHolder arg0) {
boolean retry = true;
thread.setRunning(false);
@@ -1459,6 +1419,7 @@
}
}
+
/**
* A reference to the button to start game over.
*
@@ -1470,6 +1431,7 @@
// mButtonRestart = _buttonRestart;
}
+
//we reuse the help screen from the end game screen.
public void SetTextView(TextView textView) {
mTextView = textView;