As we know, we can rotate a bitmap through 2 ways. The 1st way is: Matrix mt = new Matrix(); mt. postRotate (degree);Bitmap bitmap = CreateBitmap(src, 0, 0, w, h, mt, true); canvs.drawBitmap(bitmap, 0, 0, paint); In this way, we always need create new bitmap for every rotation, it is not good way for high performance game or app.The 2nd way is: canvas.save(); canvas.rotate(degree); canvas.drawBitmap(bitmap, 0, 0, paint); canvas.restore();In this way, we avoid creating new bitmap frequently, but the rotation bitmap is distortion, the bitmap quality is worse than first way.So, Is there 3rd way to rotate bitmap with high performance and good quality? Your any comments are really appreciated!
I am trying to rotate a canvas with canvas.rotate and move an object on it at the same time. The problem is that with the rotation, the coordinate system of the canvas rotates as well, so I get cases when my object is supposed to be moving along the y axis, but the y axis is rotated on place of the x axis. It is a mess. Is there a way to go around this?
I just bought the Nexus One unlocked for AT&T and really like it. 1 wierd thing is that when I rotate the phone counter clockwise, the screen goes to landscape just fine; but when I rotate it clockwise it does not go to landscape "the other way". And, if I'm holding the phone 'normally' and rotate it 180 degrees ('upside down') it doesn't follow.My youngest daughter delights in telling me that her iPhone does this with no problem. What's up with that?
I am using bitmap image that i have to rotate on fling. its actually a circular image that will act like a spin wheel. so image resolution is like 1000 x 1000 but when i rotate this image and redraw it android give me an exception " java.lang.OutOfMemoryError: bitmap size exceeds VM budget "
I have a HTC Magic (Rogers Canada).And, I see how the Dream (G1) rotates the home screen. can the Magic do that as well? Also, anybody know if it's possible to rotate the screen to the right and not just to the left? Shouldn't the acceleromater detect all the different rotated modes (even upside down?). that'd be cool
My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map. When i start the game, the initial map loads and work fine though, its only when i try to load a new map that i get the exception ..
How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ? here's what i use to create and draw my maps:
So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..
I am extending the normal android.widget.ProgressBar.This rotates it fine, however I am having alot of sizing issues. It seems as though I have to set the width and the height of the control to be the same thing or else I run into alot of clipping issues. Basically, I want to have a progress bar that, once rotated, is 50dip wide and fills the screen vertically. Can anyone think of a way to do this? Also, it doesn't seem to be actually drawing the progress properly, but I will revisit that once I get the clipping sorted out.
I want to rotate my view in specified degree, for example 30 degrees, 45 degrees.There is no rotate method in view class, I was trying to rotate its inside canvas, but the view doesn't rotate accordingly.
I'm fairly new to android development - I'm having trouble finding documentation on how to disable the accelerometer/auto-rotate feature for an app (i.e. when you turn the phone, everything 'corrects' changing the layout). Is it possible to disable in the emulator?
Are there any 3rd party apps out there that rotate the screen 180 degrees? I can't seem to find any.Most times, I find it easier to use my Cliq if it is upside down (such as listening to music and charging.)
It's actually really easy, and you don't need to use animations. I did something like this recently by using a wrapper layout that adjusts the Canvas and any MotionEvents. (You could also use this approach rotate the entire layout to any arbitrary angle.) I think romainguy told me to use Canvas.concat(mForward) instead of setMatrix(), but I haven't updated the code in awhile...................
I rotate image using setImageMatrix() function. I first use getImageMatrix() function to get matrix then i use matrix.postRotate (90). Rotation works fine. But it rotates around top/left corner of image. i want to change that pivot point to center of the image. how can I do that?
I have a layout with an image on it (embedded in an ImageView). I need to rotate the image (let's say) 90 degrees CCW. I've written code to animate the image rotating. The image smoothly rotates 90 degrees, but then snaps back to its original state. This is what the Android documentation says will happen after an animation completes. Presumably, on the notification that the animation has ended, I'm supposed to transform the ImageView (or the underlying drawable), and possibly invalidate it to trigger a redraw. All well and good, except that I can't find a way to do it, and I can't find any examples of anyone else doing it. I tried using getImageMatix/setImageMatrix on mImageView, with no apparent effect. There are subclasses of Drawable that will rotate an image, but there is no setDrawable() method on ImageView, so I don't see how to use one.
I know if you change a android phone from portrait to landscape sometimes the app relays its self out on the screen.. so how do I simulate rotating a phone with the AVD? On the Blackberry emulators there's a button in the menu to turn the phone, but I can't find it or any option on the Android ones?
In my application I want to be able to rotate a view programmatically rather than via XML. I can easily create a <rotate/> drawable that references my Drawable, but I can not figure out how to do the same thing in Java. The problem is that many drawables in my scene can be displayed either vertically or horizontally and I do not want to have to create a separate rotate drawable for every drawable in my scene.
One thought I had was to instantiate a RotateDrawable in Java and then use that as the background for my view, but it does not appear that you can set the rotation of a RotateDrawable instantiated this way (you have to feed it XML to get it to be at all useful from what I can tell).
Another thought I had was to rotate the canvas, but I would like to be able to use the drawables as view backgrounds and I do not see a way to rotate the canvas before the background of a view is drawn and then revert it afterwards.
I also looked into creating some generic rotate drawable and then perhaps changing the drawable that it applies to, but that lead no where.
So, does anyone have any ideas about how I can rotate a drawable in code and then use that rotated drawable as a background?
I have a need to rotate the views in my activities by 180 degrees. Any good suggestions on how to do this? Taking into account touch inputs still working. My activity is made up of several views in a linearlayout and also makes use of toasts.
I have an app that snaps a picture and displays the picture on an Imageview. The problem is, I can only snap a pic in landscape mode in order for the bmp to be displayed right side up - Is there a way I can rotate it to right side up if the pic is taken in portrait mode.