Android :: Put Rotated Text On An Imageview
Nov 24, 2010
I need to put some text over an imageview.
CODE:..........
But this doesnt displays the text only the picture. And also I have to rotated this text. Is this even possible with TextView?
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May 9, 2010
I want to show an arrow that indicates the direction towards a goal, using the orientation sensor and current GPS position. Everything works well, except that I want to rotate the arrow image in my ImageView.
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Sep 5, 2010
When I load an image frome the media gallery into a Bitmap, everything works fine, except that pictures that were shot with the camera while holding the phone vertically, are rotated so that I always get a horizontal picture even though it appears vertical in the gallery. how can I load it correctly?
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Nov 18, 2009
I'm using Android 1.6.
I'm wondering if there's a simple way to put text on top of an ImageView element. Specifically, I'd like to have text overlayed on top of a rectangle filled with a color gradient.
I have the following in my XML layout:
CODE:................
But the text specified in android:text doesn't show up in my view.
Any thoughts on how to overlay text on top of an image?
There might be a simpler way to do this, so I'm open to alternative suggestions but I haven't been able to find anything via the google.
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Feb 23, 2010
I want to display text on image view.
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Aug 4, 2010
I have one ImageView. I want to show this image view for showing some message in fancy way.
So I want to add text to that ImageView.
Can Anybody tell me how can I do this.
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Oct 12, 2010
I want to scale and display images which are dynamically loaded to a certain maximum size. The way I'm doing this is to set the layout_width and layout_height of my ImageView to the maximum dimensions and setting the scaleType to "fitCenter".
But here's the problem. This is inside a RelativeLayout and I want to show text directly under the image. In portrait mode, the text is way at the bottom (because of the height I have set). So I want the ImageView to scale down to the actual visible image size which is what it would seem like adjustViewBounds="true" should do.
Am I wrong in this assumption? Or is there a better way to do what I'm trying to do? Because I've been unsuccessful to this point!
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Jun 15, 2010
I have a listlayout with items in it that looks like this:
There is first an ImageView (the light) and then two textViews. All of this inside a TableLayout. (source here: http://code.google.com/p/switchctrl/source/browse/trunk/android/res/layout/device_switch.xml)
I want to have a rotating animation of a loading indicator Ontop of this light when this particular device (light) performs an action or an action is performed on it.
How do I put an animation ontop of this light imageview?
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Jun 8, 2009
When camera is launched in portrait mode, the viewfinder screen is 90 degrees rotated and stretched out. I read couple of places that this is a known bug with sdk1 but i am still finding this problem with cupcake. Has anyone having any idea is this issue is fixed in cupcake or in donut? any clues how to move ahead. setOrientation and changing the preview size didn't help. Even I read somewhere Surface flinger class needs change: http://groups.google.com/group/android-framework/browse_thread/thread...
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Mar 14, 2010
I am having trouble finding information related to which i should choose, OpenGL ES 1.1 or 2.0 for 2D graphics.
OpenGL ES 1.1 on Android is a bit limited to my knowledge, and based purely on sprite count the only useful renderer is draw_texture() (as far as i know). However, that does not have rotation and rotation is very important to me.
Now with the NDK adding support for OpenGL ES 2.0, i am trying to figure out if there is anything that preforms as well as draw_texture(), but can handle rotation.
Anyone have any information on if 2.0?
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Oct 5, 2010
I would like to display some UI Elements on a android xml layout file. I try to make an application, where two players can sit at each end of the mobile device, and play against each other.
So need to show some Button 180 degrees rotateted.
Is this possible? I tried android:gravity, but this did not work.
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Jun 11, 2009
I am using the code from ApiDemo Camera Preview and it runs fine on my Gphone but the preview is rotated and stretched.
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Jun 15, 2010
I would like to know as to what will happen to the thread which has been created by an activity and the device is rotated. I have observed that the onDestroy method is called when this happens. Will the thread be killed too?If the thread is not killed, how can I reassociate the thread with the activity as a new instance of the activity is created on rotation.
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Jun 26, 2009
I am getting a crash intermittently when my Activity starts up either initially or when the screen gets rotated I get several log messages which I have been unable to get any insight from: timeout expired mFreezeDisplay=1 mFreezeCount=0 App freeze timeout expired Force clearing freeze then lots of: Lock_layer timed out (is the CPU pegged?) Key dispatching timed out then I get ANR annotation: keyDispatchingTimedOut the trace has alot of sending signal 3 to alot of PIDs
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Jan 25, 2010
I am finding that performance degrades after one or more screen rotations, and I presume that this is likely to be because an App's main Activity is destroyed and recreated each time the screen is rotated and that my app must be leaking memory when that happens.I have read that, contrary to what one might expect, not all the objects created by an app's main Activity (or in classes called by that Activity) are destroyed when the activity is destroyed. Specifically, I think I have read (although I can't now find where) that if the View uses a large bitmap member object then the Activity's onDestroy() method should be over-ridden and the bitmap should be explicitly recycled.Are there other objects that need to be destroyed or removed when the Activity is destroyed? What about Listeners? Is there a comprehensive tutorial or guide on this subject?
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Feb 24, 2010
I am using the MapsDemo example for a mapping application where I rotate the map in direction of travel. This works well even without the canvas smoothing in the example.
However, I haven't yet managed to adjust the dispatchTouchEvent code to counter the map rotation effect for the user touches (right now when the map is rotated 90 degrees a user's horizontal sweep will move the map vertically etc). The sample code only offers the teaser:
CODE:..........
And while I am at it - Is it still possible to position the zoom controls separately, so that they do NOT rotate when the map rotates? I read that the getZoomControls() is deprecated.
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Apr 18, 2010
I have tried to freeze orientation: setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
But thought screen stays in portrait orientation, the activity is still recreated.
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Aug 25, 2010
I have a ListView that can have one or more clickable items. When I apply a rotate animation the coordinates that are clicked correspond to the original position of the ListView items. For example a list with one item in portrait mode rotated 180 degrees will have the item upside down on the bottom of the screen, but the item gets the click event when I click the top of the screen. 180 degrees is just an example I want to be able to move an arbitrary angle.
I've looked through all the listView properties but none seem to have any effect on the clickable coordinates. I would assume willChangeTransformationMatrix would do the trick but it doesn't, neither does invalidate or invalidateViews. Is there a property I'm overlooking or how would I go about moving the coordinates to the right place?
sample code- list items highlight correctly when clicked, rotate with dpad_center, after rotated items highlight when original position is clicked. I've tried animating the animation, animationSet, and layoutAnimationController all same result.
CODE:...............
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Sep 30, 2010
This one surely is a simple one but I haven't made sense of is yet. I'm working on an app in opengl es on android. everything goes well except when I load the textures. I manage to open load and create all the textures without any problem, but the image displays itself rotated of 90. it looks as if the application does not consider that its is in landscape when opening the image...I solved the problem by turning all my textures of 90 degrees but I would sure like to figure this one out Because it is the only thing that is not rotated, the top bar is rotated, the touch coordinated are rotated,
the h and w of the surface are good,
Here are some code snippets that I think are relevant:
CODE:...........
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Nov 22, 2010
I have a very simple widget application which consists of a linear layout with a background and an image button. In the AppWidgetProvider on Update method, I register the click of the button to broadcast an intent. When the widget first loads, everything runs fine and the click is captured. The problem occurs when the screen is rotated, and the click is never captured again even if the screen is rotated back. What do I have to do to re-register the click when the screen rotates? below is some segments of code I am using.
AppWidgetProvider
@Override
public void on Receive(Context context, Intent intent)
{super.on Receive(context, intent);
if(intent.getAction().equals("test.CLICK"))
{Closemouthed(context);}}
@Override
public void on Update(Context context, AppWidgetManager appWidgetManager,int[] appWidgetIds)final int N = appWidgetIds.length;
// Perform this loop procedure for each App Widget that belongs to this provider for (int i=0; i<N; i++) {
int appWidgetId = appWidgetIds[i]; RemoteViews views=new RemoteViews(context.getPackageName(), R.layout.widget);
Intent click intent=new Intent("test.CLICK");
Pending Intent pendingIntentClick=Pending Intent.getBroadcast(context, 0, click intent, Pending Intent.FLAG_UPDATE_CURRENT);
views.setOnClickPendingIntent(R.id.change_mode, pendingIntentClick);
SetInitialLayout(context);
appWidgetManager.updateAppWidget(appWidgetId, views);}
super.on Update(context, appWidgetManager, appWidgetIds);}
Manifest
<receiver android:name=".Widget" android:label="@string/widget_name">
<intent-filter>
<action android:name="android.appwidget.action.ACTION_APPWIDGET_CONFIGURE" />
<action android:name="android.appwidget.action.APPWIDGET_UPDATE" />
<action android:name="test.CLICK" />
</intent-filter>
<meta-data android:name="android.appwidget.provider" android:resource="@xml/widget_mode_switcher" />
</receiver
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Mar 7, 2010
I have create a subclass of View and overwritten onDraw() - see some test code below. It draws a line consisting of some points. Before the line is drawn the canvas is rotated and restore after the drawing. The angle by which the canvas is rotated increases by 5 degrees every time onDraw() is called. The view is invalidated about once a second causing the view to be redrawn. Due to the rotated canvas the line drawn looks like a clock hand rotating counter-clockwise. This works - but not always. Sometimes the line is not drawn for one or more seconds, although I know from the log statement that onDraw() was called. Sometimes means: The line may be not shown after 8 seconds, then again after 35 seconds and so on. If the canvas is not rotated the problem does not occur. This also happens when I use a SurfaceView instead of a View. It does not only occur in the simulator but also on my G1 - both using Android 1.6.
CODE:.............
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Sep 16, 2010
I have update our game to be able to handle devices with rotated screens (http://android-developers.blogspot.com/2010/09/one-screen- turn-deserves-another.html#links). I used a Motorola Flipout as a reference device and that one works great. The problem is that when the update with that fix came out I started to get reports that our game had stopped working for Dell Streak.
Do anyone know if there are special problems with screen rotation related to accelerometer output on Dell Streak?
And do anyone know what Dell Streak returns on the android.view.Display.getRotation() function call?
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Apr 16, 2010
I have a widget on my home screen with several ImageButtons which have default background images. Through the configuration activity, I can change the image on any of the ImageButtons. The problem is that when the screen is rotated, the image on the ImageButton disapears and it changes back to the default image.
I don't know why this happens or how to fix it
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May 10, 2010
Not sure if this is a problem or if it has always been like this-I was out on Friday night and had my phone laying flat horizontally-I tried to get it into landscape mode by rotating-it wouldn't work. The only way I could get it to flip into landscape mode was to hold it vertically. Is there something wrong with my phone or am I imagining things?
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Nov 16, 2010
When I upload a landscape-oriented picture to facebook, it shows up fine. However, when I upload a portrait-oriented picture to facebook, it's always sideways. Anyone else have this happening?
I just hate having to log on to the full facebook site when I'm on the go just to rotate a stupid picture. It's annoying.
I've tried rotating the picture prior to uploading, but it doesn't fix the issue. And the pictures show up right-side-up in the gallery, but once they upload it's wrong.
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Jun 3, 2010
Does this bother anyone else with a Moto Droid? Is there an app that has eluded my searches that corrects this?
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Jul 11, 2010
I'm wondering if anyone else has noticed anything about the build quality of the HTC Desire. I've had the phone just over a month, and I've noticed the menu button seems to be rotated slightly to the left. Also the up volume lacks the solid click of the down volume.
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Sep 21, 2010
Just a minor problem that maybe I just have a setting out of wack. I have ADW launcher installed, which may or may not be an issue. But the home screen(s) won't flip to the wide screen look when the phone is rotated sideways. All the other views i.e. settings, browsers, etc do this no problem, but the home screen(s) them selves are stuck in a portrait view.
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Mar 22, 2009
My goal is the draw a bitmap onto another bitmap but rotated 90 degress. whats the most efficient way to do that. My current method is as follows which is horribly bad because it creates a new bitmap every time.
CODE:.....................
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Mar 26, 2012
there are those of us, who due to whatever reason (helmet cams, preference for posture, etc) want to record videos in portrait mode.
What happens (on my sgs2) is that the video records just fine in whatever resolution I pick... but it records it 90 degrees rotated to the right.
The solution that is usually offered is that "you can rotate it after!" yes... but then you have to CROP part of the image and lower the resolution. 1920 x 1080 recordings end up having to be cropped so that half of the view is cut out , or even more if you are maintaining a real aspect ratio.
The questions about "why not just hold it sideways", are just as pointless as the statement by steve jobs telling iphone4 users that they were holding their phones wrong.
is this something that can be remedied ? or has google decided that people should only record videos when their phones are in landscape mode?
i understand that we cant see landscape resolution in portrait mode; but can't we just have a viewport into the camera, but record in properly oriented landscape mode? so that playback on a computer will show the full resolution, even though we will only see part of it on the phone..
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