Android :: Drawing Image In Full Screen On Different Device

Sep 3, 2009

My application required to draw image on full screen. now the phone screen size will be different. So will i have to make different image for each phone or i can use just one image and it can display on full screen in any device.

Android :: Drawing image in full screen on different device


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Android :: 480*320 Image Doesn't Fit On Landscape Full Screen / Do I Need To Change Resolution?

May 21, 2009

I am trying to display 480*320 image in fill_parent width and height but it doesn't fit on full screen. image seems a bit smaller in width.

do i need to change resolution or something else..

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Bringing Image To Full Screen Set On Imageview?

Aug 30, 2013

how to get an imade through database and set in image view and enlarging it by clicking on it.

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Android :: Drawing An Image Using OpenGL

Aug 10, 2010

Using OpenGL ES, how do I draw an image from the resources file onto the screen? The image is in png format, if that matters.

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Android :: Drawing A Nine Patch Image

Nov 29, 2009

I'm trying to create on of these images, but Eclipse won't accept it once I've used the draw9patch tool. I've found other people having the same problem, and saw this comment: I discovered later that the problem I was having was caused by the image not being exactly true to the nine-patch spec as defined in the documentation. Once I fixed the image to have a clean (i.e., no gradients etc) one pixel border it was fine. "'m not much good when it comes to image design. What does this mean, how do I create my original png file to meet the specification for Nine Patch?

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Android :: Drawing An EditText On Top Of An Image

Aug 14, 2010

I am creating a custom view which has an image. The image can be of any type. What i want to achieve is that i want to draw an EditText control on top of the image so that the user can add some values to it. I am not sure how to achieve this. The onDraw control will not allow me to draw any view right? I am new to android so any help would be appreaciated.

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Android :: Drawing Lines On Top Of A Image View

Jul 13, 2010

I am trying to put a background image and draw on top of that screen. I assumed activity will have a on draw method, but it does not have. it seems i need to use surfaceview. Can I put a surfaceview on top of the image view and make it transparent ? any example/tutorial i can refer to ?

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Android : Achieve Perspective Drawing Of An Image

Jul 15, 2009

Is there any way to achieve perspective drawing of an image.. are there any APIs.. or is OpenGL the only solution..

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Android :: Video Producer - Capturing Full Motion Screen Casts On Android Device

Sep 18, 2010

I'm not a software developer, but I have done enough reading online to get the Android SDK, Eclipse, and the necessary downloads to get it all working.

I am able to capture device screenshots using the DDMS, but I need to capture full motion video of the system OS and apps for an Android TV commercial.

So far I've called the manufacturer and several software guys, but haven't had any luck. I've even tried the HDMI out, but it's not pixel accurate, which is very important.

There has to be a way to do this, since the apps are featured in other commercials and videos, and I don't believe that the only way to do it is to film the device's screen.

No matter how complex the answer and solution to this might be, I'd love to find out. Even if it means bringing on someone to execute it.

It needs to be at least a 20-30 fps capture.

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HTC Desire : When Drawing Unlock Screen - Big Lag Till Home Screen Comes Up

Nov 5, 2010

Ii haven't made any big changes to my Desire and all was working well. suddenly a couple of days ago i noticed that things slowed down significantly.
exmples: when drawing the unlock screen, there is a big lag till the home screen comes up huge lag in opening programmes or menus

so, the only app i recently installed was the BA (british airways) android app. could this have affected the whole phone?

what steps can i take to check what might be wrong?looking at the SPARE PARTS app, i can see that CPU usage shows a huge bar for "init".i don't know if this is a normal process? anyone got info on this? might have nothing to do with my phone lagging of course.

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Android :: Drawing On WVGA Screen?

Jan 7, 2010

I wrote a reading software. I implemented the page turning effect when user tap the screen to turn to next/pre page. The display is ok on G1 (320X200 size) but it can not works well on Droid(480*854 size), the font looks a litter fuzzy, not clear as G1. I explain my codes for page turning:

1) create a canvas A

2) create bitmap.

3) set bitmap on canvas A

4) draw the new page content on canvas A

5) the current showing page has been saved in bitmap before since we do from step 1) to setp 4),

6) In order to implement the turning effect of scrolling from left to right, I draw the old bitmap part and draw the new bitmap part until the whole new bitmap has been drawn. all of bitmaps are drawing by canvas.drawBitmap() in onDraw() function.

7) when step 6) is done, it means the new page has been shown on screen, and the bitmap has been saved to use in next page turning.

The above is the whole actions for my page turning. On G1, no problem. But on Droid phone, the font is not clear, I tried if I directly draw text by canvas in OnDraw() not through bitmap, It is ok, but it can not implement the page turning effect that I need. I don't know why, could you please help me to take a look and tell me where is wrong or miss some steps?

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Android :: Game Stutters When Drawing Outside Screen

Apr 25, 2010

I have a game built for 480x320 screen resolution. When playing the game on a phone with a higher screen resolution (480 x 800 or 480 x 856) the game automatically stretches to fit the screen which works great. Because of different screen dimensions there is a piece of the screen on the right side (game is in landscape mode) that is black, not used by the game. I want to fill this up with an image, so the whole screen is filled. I only draw that image on screens bigger than 480x320. This all works fine, the image is displayed exactly the way I want to. The only problem is that the game runs less smooth then it used to run. There are small stutters noticeable. When I just draw a rectangle instead of an image the same problem occurs. Does anyone have an idea why this is happening?

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Android :: Drawing GL Object Proportional To Screen?

Nov 15, 2010

How to draw, say, a rectangle on the screen with it being proportional to the current device?
e.g. a rectangle, centered on the viewport, one pixel smaller than the screen on each border.

I can live with Orthogonal, but would like perspective (basically everything at Z=something should be proportional to the screen, and the upper parts of the elements being distorted by perspective)

I can calculate everything on my own if i know the relation... but i don't have a starting point.

I could experiment and get to a relation myself... i even resorted to that while coding for the Wii, but that's a really bad decision on Android and all the screen ratios/sizes out there...

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Android :: Drawing 2D Stuff On Screen In OpenGL Over 3D Scene

Jun 27, 2010

Can somebody take me step-by-step how to draw 2D stuff over a 3D scene (such as controls, etc.). What I've been doing so far has not been working (it only draws the 3D scene), which is (in every frame): draw the 3D scene as normal, projection matrix mode, load identity, call GLU.gluOrtho2D(gl, 0, myScreenWidthInPixels, 0, myScreenHeightInPixels), switch the array pointers (vertices and texture coords) to the ones for my 2D stuff, then drawElements with an appropriate index list. (then switch the array pointers back so the 3D stuff works again).I get nothing added to the screen (just the 3D stuff).Do I need to be doing something else for it to draw? Can somebody take me step-by-step?

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Android :: Drawing A Camera Preview In A Certain Area Of Screen

Nov 16, 2009

I have been playing with Android for a couple of months, so I'm still kindof newbie on this. I've looking for previous questions like mine, but I was unable to find any proper solution. So here goes my question:

I'm trying to draw a Camera Preview in a certain part of the screen (for instance, square upper-left). So what I suppose I should do is the following:

CODE:.............

And on the Preview Class I have the following lines:

CODE:....................

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Android :: Off Screen Drawing In Droid Like A ImageContext In Objective C?

Sep 17, 2010

Is there off screen drawing possible in android like a imageContext in objective C. if it is kindly tell me the link or some kind of hint.

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Android :: Full Screen Caller Pictures And Full Screen Caller ID

Nov 10, 2010

How to either replace the in call screen or put something on top of it....the only solution I have found thus far is to make my own ROM, which doesn't make sense for such a small portion of an OS. however I found these two apps (Full Screen Caller Pictures and Full Screen Caller ID) that are able to put a contact image and button on top of the standard in call screen.

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Android :: Drawing Bitmaps On Screen In Game Without Slow Performance

Sep 16, 2009

I want to make a tile based game for android. At the moment I am drawing each tile as a separate bitmap. I have a big for loop that reads from a string and draws different tiles depending on what character it finds to draw the level. I have allowed the user to scroll the screen using scrolling gestures. However the game is too slow. It takes a long time to update the screen after the user scrolls. I presume this is because it has to draw each tile's bitmap individually. What would be a faster way to draw the level? I was thinking I could merge all the tiles into one bitmap. But I don't know how to do this.

Anyway here is my code so you can see the problem:
package org.example.tutorial2d;
import android.app.Activity;
import android.os.Bundle;
import android.view.GestureDetector;
import android.view.MotionEvent;
import android.view.GestureDetector.OnGestureListener;
import org.example.tutorial2d.Panel;
public class Tutorial2D extends Activity implements OnGestureListener {
GestureDetector gestureScanner; Panel main;
/** Called when the activity is first created. */
@Override public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gestureScanner = new GestureDetector(this);
//requestWindowFeature(Window.FEATURE_NO_TITLE);
main = new Panel(this); setContentView(main); }
@Override public boolean onTouchEvent(MotionEvent me) {
return gestureScanner.onTouchEvent(me); }
@Override public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
main.handleScroll(distanceX,distanceY); return true; }
@Override public boolean onDown(MotionEvent e) { return true;
} @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { return true;
} @Override public void onLongPress(MotionEvent e){
} @Override public void onShowPress(MotionEvent e) {
} @Override public boolean onSingleTapUp(MotionEvent e) { return true; } }

And the class that does all the work:
package org.example.tutorial2d;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.drawable.Drawable;
import android.util.Log;
import android.view.View;
import org.example.tutorial2d.Point;
public class Panel extends View {
private int scrollX = 0; private int scrollY = 0;
public Panel(Context context) { super(context);
} @Override public void onDraw(Canvas canvas) {
/*Bitmap scratch; //Drawable scratch;
//scratch = getContext().getResources().getDrawable(
// R.drawable.icon); canvas.drawColor(Color.BLACK);
//scratch.draw(canvas); int origin = 0;
scratch = BitmapFactory.decodeResource(getResources(), R.drawable.horizontal5);
canvas.drawBitmap(scratch, origin, origin, null);
int width = scratch.getWidth(); int height = scratch.getHeight();
scratch = BitmapFactory.decodeResource(getResources(), R.drawable.room4entrynesw3x3);
canvas.drawBitmap(scratch, origin + width, origin - 32, null);
[Code]

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Android :: Changing Drawing With OpenGl When User Touches Screen

Nov 10, 2010

I'm developing an Android application. I'm very new on it. I have the following classes:
class CustomGLSurfaceView extends GLSurfaceView
class CustomRenderer implements GLSurfaceView.Renderer
CustomGLSurfaceView uses CustomRenderer to render a cube on onDrawFrame method.

I've added an onTouchEvent(MotionEvent event) on CustomGLSurfaceView to manage touch events:
class CustomGLSurfaceView extends GLSurfaceView {
// For touch inputs - previous touch (x, y)
private float previousX; private float previousY;
private CustomRenderer myRenderer; public CustomGLSurfaceView(Context context) {
super(context); myRenderer = new CustomRenderer(); setRenderer(myRenderer);
} @Override public boolean onTouchEvent(MotionEvent event) {
float currentX = event.getX(); float currentY = event.getY();
switch (event.getAction()) { case MotionEvent.ACTION_MOVE:
myRenderer.handleMovement(currentY, currentY, previousX, previousY);
} // Save current x, y
previousX = currentX; previousY = currentY;
return true; // Event handled } }

May I have to modify onDrawFrame to draw something new or to rotate the cube? I thing I must do it on handleMovement.

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Android :: Full Size Image In ImageView

Mar 29, 2010

I'm trying to draw an image in an ImageView, but i want it to be unscaled, with scrollbars as necessary. How can I accomplish this? Right now I just have a drawable set as the android:src of the ImageView in the XML. This autoscales the image to fit the screen width.

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Android :: Full Size Image With Scroll Ability

Jul 13, 2010

I have an image that I want to be able to display full size but when I place it in my imageview it scales. I would like it to display full size with scroll bars. Is there a way I can make my main view that the image view is in have scroll bars vertical and horizontal or how can I do this. The images are local on the SD card. I would really like to get the same effect that the webview offers if i were to look at these image from a URL.

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Android :: How To Render Full Resolution Image With WebView?

Jun 23, 2010

I want to use a WebView to enable dynamic loading of ads in my app. I'm currently running on a HDPI device, and images width a width of 480px are clipped/scrolled. If I use images with a size of 320px, they are zoomed in and rendered at too low a resolution.The content of the loaded WebView url is a simple web page with just an image tag wrapped in a link, as well a simple head. I've tried playing with the viewport meta-tag, but without any luck.

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Android : Want To Set Full Image In Absolute Layout In Droid?

Jul 28, 2010

I have set image in AbsoluteLayout but it'll not display in full screen on G1 but when i run the same application in Nexus it is working properly.

I have set setContentView(new Test(this)) in my activity class. Test is my AbsoluteLayout class.

My code looks like...

Can anyone tell me that why i am not getting full image on G1 mobile screen?

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Android :: Way To Run Full Phone Device Rom Inside Emulator?

Jul 2, 2010

As the title says, it is possible to run a full android device rom inside the Android emulator?

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General :: GS2 I9100 / CM9 - Full Device Encryption Android

Jul 9, 2013

I'm on gs2 I9100 cyanogenmod 9 and can't find a solution to encrypt internal databases like sms, call logs, contacts... ( so in /data).

No problems with documents in container created by luksmanager. But i wonder is it possible to make a sort of preboot script who mount after correct passphrase a luks container who is symlinked in /data ? Because android ics built in encryption installation stop at beginning.

Is there now new method or app to encrypt full or partial phone? Maybe new encryption function or improvement in JB? Pattern/face unlock fixed?

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Android :: Full Size Image Back From Camera Using MediaStore.IMAGE_CAPTURE?

Jan 8, 2010

I managed to figure out how to get the camara application to give me an image, but it is rather tiny, only 18k. Has anyone figured out a reliable way to get a full-sized image returned if you are using a MediaStore.IMAGE_CAPTURE intent?

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Android :: Imageview Scrolling To Display Full High Quality Image

Feb 17, 2010

I am working on displaying an image and placing an icon on top of it... clicking the icon will show an enlarged version of the image...

though putting the imageview holding the image in a LinearLayout scales the image to the width of the dialog, the problem is that i need to display the image in a dialog but the image is very high resolution and hence is far bigger than the width of the dialog...

I need to show the actual image with scrolling for both ways to see the whole image... But whenever i try putting the imageView in a scrollview the top of my imageview is blank... and again though image scrolls downwards the width is scaled to the width of the dialog...

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Sprint HTC Hero :: Setup Full Image As Backgrounds?

May 25, 2010

I did some searching and couldn't find an answer. I'm trying to get an image set as a background, but it will only allow me to select a small portion of the image. Is there any way that I can set the complete image as the background?

Also, Ive been lurking these forums for a while and thanks to you guys, I figured out how to root my phone and flash a custom ROM. LOVE this site.

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HTC Incredible :: Only Can See .Gif Animation Email's Still Image / View Full On DINC?

Jul 20, 2010

A friend sent me a .GIF animation picture to email but the only thing I can see is a still image of it. I was wondering is there a way to view the animation on the DINC?

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General :: Full Play Store On PC / Device

Feb 21, 2013

I'm from India and we do not have full play store. As soon as I login even when using USA VPN, play store shows me only apps and not the full version. as soon as i logout i can again view full play store.

Till 2 days ago I was able to access full site after login. On same PC when I use my brother's id I can see full play store. Something wrong with my account. It seems like Google has blocked my account for these services. M not able to make any purchases other than from App section.

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