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?

Android :: drawing on WVGA screen?


Android :: Activity Won't Fill WVGA Screen

Mar 24, 2010

I'm developing an Activity with a simple LinearLayout with a button. When I try the activity on my hardware (WVGA 480x800 screen) the activity only fills the standard size (480x320) while the OS itself fills the whole screen.

What could be the issue.

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

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Android :: Eclipse Emulator - Runs WVGA (hdpi) As Mdpi Screen

Jul 22, 2010

The problem I am having is that when I run a FWVGA or WVGA sized emulator it sometimes runs at a MDPI size instead of HDPI. Here is an example with pictures. I create the AVD with the proper hw.lcd.density setting and screen size and it randomly does this. There doesn't seem to be a pattern. I used to be able to just delete the AVD and create it over again and it would fix itself for a while but now it's getting worse.

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HTC Incredible :: WVGA OLED Screen - Not AMOLED?

Apr 17, 2010

I've noticed that all of the official literature regarding the Incredible describes the screen as WVGA OLED -not AMOLED. Can a screen be OLED without AM (active matrix) technology - and if so, what will the difference be between the Incredible's screen and the N1's AMOLED display?

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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 :: 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 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.

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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 :: 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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Motorola Droid :: "Drawing" A Letter On-screen To Jump To Particular Contact

Nov 4, 2009

I was watching a video on Android 2.0 (from the Google Conference, I believe) and the presenter show a feature that allowed you to pull up your contact list and simply start "drawing" the letters of the contact you are looking for and it will jump right to it, rather than having to scroll down. For example you would draw "e" then "r" and it would jump right to Eric.

I haven't seen this discussed anywhere else when testing the phone, so I thought either this feature didn't make it or it needs to be enabled or something.

Anyone else seen or know anything about this?

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Android :: Swype WVGA 2.10.52.13753

Nov 14, 2010

Swype WVGA 2.10.52.13753.apk - English and Deutsch language

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Android :: WVGA Emulator Causes My App To Run In Compatibility Mode

Jun 29, 2010

Sometimes when I run a FWVGA or WVGA emulator it causes my app to run in compatibility mode (small inner rectangle instead of full screen / MDPI instead of HDPI). If I delete the emulator and recreate another one this usually solves the problem. My app can support HDPI, MDPI, and LDPI screens. My Android Manifest Support Screens says Small Screens = true Normal Screens = true Large Screens = false Resize able = true Any Density = true, Usually the front page looks like this: http://4.bp.blogspot.com/_hmNcPpDB070/TCmGaxEdS-I/AAAAAAAAAEQ/g0tlmQu. But when it screws up it looks like this: http://2.bp.blogspot.com/_hmNcPpDB070/TCmGvlOUqtI/AEY/mLUVGxN. Does anyone know what causes this or if there is a solution? It's not a major problem, just annoying.

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Android :: Layout Resource - FWVGA Vs. WVGA

Feb 20, 2010

This seems like a simple problem to me, but I can't figure it out. I have a fullscreen layout that displays differently if the screen is taller (854 instead of 800 pixels). I've tried putting the xml into layout-notlong-hdpiand layout-long-dpi respectively, but both my WVGA and FWVGA emulators go for the "long" version (as described in the doc).

Is there any way to distinguish between the two besides using the deprecated -800x480/-854x480 qualifiers?

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Android :: WVGA Mode The Widget Seem To Be Not Working?

Oct 7, 2009

I have been able to scale-up my application in WVGA skins pretty easily for my app.But in WVGA mode the widget seem to be not working as desired.Sometimes the widget just gives the message "No more room in the Home Screen" even though there is space.Some times it takes up the whole screen without considering the size mentioned in the configuration files.And even strangely sometimes it hust gives me the desired behaviour.Are there are any know issues for the WVGA mode as far as widgets are concerned.

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Android :: Donut WVGA Supporting Apps

Sep 15, 2009

Are there any apps in the DONUT sdk that has support for the WVGA (looking just not for resized or compatibility mode, but having the proper assets to support 240dpi WVGA) Just looking around, dialer look awkward, so does few others ..

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Android :: Want To Use 2 Wvga Screens / While Viewing Html Page

Oct 15, 2009

We have ported Android on our Development Board and are able to do the Web Browsing . We have 2 WVGA screens on our Development Board . We wanted to know if it possible for us to use the second screen when using the web browser to display large web pages . (Usually we scroll down , but we want to display it on the 2nd screen as much as possible. Any hints or suggestion in this regard would be really appreciated.

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Android :: Application Widget Sizes For WVGA And FWVGA

Oct 31, 2009

What are the 4x1 app widget sizes for WVGA and FWVGA in both portrait and landscape?

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Android : Layout Doesn't Fit On WVGA Emulator Skin

Oct 29, 2009

I been working on default skin before, if i change my skin to WVGA , my layout displays only in a portion of the skin and the rest of screen is black.

although, i can see android's home screen in full view. do i need to change my skin settings or my layout itself?

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Android :: Emulator With WVGA Loading Image From Drawable Mdpi?

Jun 2, 2010

I read about in the google documents that the 3 folders corresponds to different screen types and that android would select the image from different folders automatically according to the screen type. I read that WVGA will load from drawable-hdpi and HVGA will load from drawable-mdpi. When I tested with 2 emulators both running 2.1, each with HVGA and WVGA. It turns out that they are both reading the image in mdpi. If I deleted the image in mdpi then they read from hdpi. Can someone answer why emulator with WVGA is reading from drawable- mdpi?

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Android :: Force WVGA Droid Browser To Stop Scaling Images?

May 9, 2010

I'm designing an HTML page for display in Android browsers. Consider this simple example page:

<html>
<head><title>Simple!</title>
</head>
<body>
<p><img src="http://sstatic.net/so/img/logo.png"></p>
</body>
</html>

It looks just fine on the standard HVGA phones (320x480), but on HDPI WVGA sizes (480x800 or 480x854) the built-in browser automatically scales the image up; it looks ugly.

I've read that I should be able to use this tag to force the browser to stop scaling my page:

<meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; minimum-scale=1.0; user-scalable=0;" />

... but all that does is disable user scaling (the zoom buttons disappear); it doesn't actually prevent the browser from scaling my image. Adjusting the scale factors (setting them all to 2.0 or 0.5) has no effect at all.

How can I force the WVGA browser to stop scaling my images?

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HTC Incredible :: WVGA Quality Video

Apr 30, 2010

I took a WVGA quality video and uploaded it to youtube. The video looks great on the phone but looks crappy on youtube. What am I doing wrong?

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HTC Desire :: Applications Blurry - No WVGA Resolution?

Jun 1, 2010

On my htc desire, all of the apps are blurry, they are not WVGA resolution as you would expect from a $390 phone!

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General :: Restore Apps From WVGA To QHD Device?

Jun 25, 2012

I had previously used a wvga device and backed everything up on titanium backup. No I have anew qhd device, can I restore the alls and they will function normally? or will there be graphical errors?

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General :: How To Resize Lockscreen Mod To WVGA From 720p / 1080p

Feb 16, 2013

i want to resize this lockscreen mod to wvga from 720p /1080p,

[URL]

How do i do it?

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Android : Best Drawing App?

Jul 21, 2010

What is your best drawing app?

I've tried Draw!, Draw(er), and MagicMarker, but I dunno, they each have their pros and cons and can't find one that suits me well. I'm not looking for Photoshop on my phone, but something better than a colored line. So what is your best drawing app?

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Android :: Drawing And Animating?

Nov 5, 2010

This is more of a question about animating than a specific problem coding. i need to fill in the broad strokes left by the research i've been doing.

What i'm trying to do:

The activity should load with only the a togglebutton visible. when the button is touched, a png will be animated to a certain position relative to the togglebutton. also, another button will slide in from off screen and slide off if/when the togglebutton is pressed again.

What i can't figure out:

I can draw an image, but only via xml. creating an imageview and setting the background programmatically does nothing.

When i draw from xml, i can't move the image when the togglebutton is pressed like i want to. when i call getPositionOnScreen() i get a null pointer, even though the complier can see i'm referring to the imageview described in both xml and in code.

I'm calling getPositionOnScreen because via xml, i have the image positioned behind the togglebutton so that it's not visible until the button has been pressed and the image starts moving. the idea is that with different screen sizes i won't know exactly where the view is until runtime. getPostionOnScreen allows me to get the coordinates of the imageview so i know where it has been positioned. when i have a start position, can tell it to "move up" on the screen from behind the togglebutton by simply adding to x or y until it's where i want.

This is the code to draw the image (inserted in the onCreate method).

CODE:.......

This is the code i'm using to animate. when the button is clicked, it calls this method on the view from the listener.

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

I'm well aware that this is horribly wrong and won't work. what i need to understand is why.

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