Comment setContentView dans un fragment?

Maintenant j'ai ce morceau que je veux utiliser setContentView avec mais jusqu'à présent, je ne peux pas savoir comment faire. Vous pouvez voir mon cas, dans le code ci-dessous, im ne cherche pas à gonfler une mise en page, im essayant de l'utiliser avec la vue SampleView. Alors, comment puis-je le faire?
Merci d'avance

public class largeImageScroller extends SherlockFragment {
//Physical display width and height.
private static int displayWidth = 0;
private static int displayHeight = 0;
/** Called when the activity is first created. */
public View onCreateView(LayoutInflater inflater, ViewGroup group, Bundle saved) {
getActivity();
//displayWidth and displayHeight will change depending on screen
//orientation. To get these dynamically, we should hook onSizeChanged().
//This simple example uses only landscape mode, so it's ok to get them
//once on startup and use those values throughout.
Display display = ((WindowManager)
getActivity().getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
displayWidth = display.getWidth();             
displayHeight = display.getHeight();    
//SampleView constructor must be constructed last as it needs the
//displayWidth and displayHeight we just got.
setContentView(new SampleView(this));
}
private static class SampleView extends View {
private static Bitmap bmLargeImage; //bitmap large enough to be scrolled
private static Rect displayRect = null; //rect we display to
private Rect scrollRect = null; //rect we scroll over our bitmap with
private int scrollRectX = 0; //current left location of scroll rect
private int scrollRectY = 0; //current top location of scroll rect
private float scrollByX = 0; //x amount to scroll by
private float scrollByY = 0; //y amount to scroll by
private float startX = 0; //track x from one ACTION_MOVE to the next
private float startY = 0; //track y from one ACTION_MOVE to the next
public SampleView(Context context) {
super(context);
//Destination rect for our main canvas draw. It never changes.
displayRect = new Rect(0, 0, displayWidth, displayHeight);
//Scroll rect: this will be used to 'scroll around' over the
//bitmap in memory. Initialize as above.
scrollRect = new Rect(0, 0, displayWidth, displayHeight);
//Load a large bitmap into an offscreen area of memory.
bmLargeImage = BitmapFactory.decodeResource(getResources(),
R.drawable.ground_floor_b);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
//Remember our initial down event location.
startX = event.getRawX();
startY = event.getRawY();
break;
case MotionEvent.ACTION_MOVE:
float x = event.getRawX();
float y = event.getRawY();
//Calculate move update. This will happen many times
//during the course of a single movement gesture.
scrollByX = x - startX; //move update x increment
scrollByY = y - startY; //move update y increment
startX = x; //reset initial values to latest
startY = y;
invalidate(); //force a redraw
break;
}
return true; //done with this event so consume it
}
@Override
protected void onDraw(Canvas canvas) {
//Our move updates are calculated in ACTION_MOVE in the opposite direction
//from how we want to move the scroll rect. Think of this as dragging to
//the left being the same as sliding the scroll rect to the right.
int newScrollRectX = scrollRectX - (int)scrollByX;
int newScrollRectY = scrollRectY - (int)scrollByY;
//Don't scroll off the left or right edges of the bitmap.
if (newScrollRectX < 0)
newScrollRectX = 0;
else if (newScrollRectX > (bmLargeImage.getWidth() - displayWidth))
newScrollRectX = (bmLargeImage.getWidth() - displayWidth);
//Don't scroll off the top or bottom edges of the bitmap.
if (newScrollRectY < 0)
newScrollRectY = 0;
else if (newScrollRectY > (bmLargeImage.getHeight() - displayHeight))
newScrollRectY = (bmLargeImage.getHeight() - displayHeight);
//We have our updated scroll rect coordinates, set them and draw.
scrollRect.set(newScrollRectX, newScrollRectY,
newScrollRectX + displayWidth, newScrollRectY + displayHeight);
Paint paint = new Paint();
canvas.drawBitmap(bmLargeImage, scrollRect, displayRect, paint);
//Reset current scroll coordinates to reflect the latest updates,
//so we can repeat this update process.
scrollRectX = newScrollRectX;
scrollRectY = newScrollRectY;
}
}
}
InformationsquelleAutor lamp ard | 2012-08-24