How To Scale Game To Screen Size
Apr 25, 2014
i am developing application on android but i have a problem, how can i fit my app to every screen size and also tablets?
I mean if i have images in the game and background so lets say it looks fine on galaxy s3 but on tablet it will look very small , how can i make the app scale itself to the screen without hurting the image and background looks.
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Nov 24, 2010
I have an activity which uses android:theme="@android:style/Theme.Dialog". The activity contains an ImageView which can show images of different dimensions. The ImageView should scale the Image so that it entirely fits into the window, at least on axes fits entirely and maintains the original aspect ratio. The size of the dialog should only be as large as the ImageView (plus its border width).
I tried the following but the dialog window always uses the whole available space:
code:............................
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Jun 30, 2012
the cpu scaling of Android.. First, do the system use the lowest frequency when not in use? Aka screem off..After i unlock the phone do it always scale to max frequency or scale it based on the cpu needed? For example write a text makes the phone use thr same freq as playing a game?
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Feb 25, 2013
Is there a way to scale down or zoom out in an app so the screen is smaller so I can achieve a better resolution?
I specifically want to use it for MyBoy since the app blows up the size on my Note 2 and it doesnt have as good clarity if I could make the screen smaller.
SAMSUNG-SGH-I317
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Aug 5, 2010
I have a class that extends LinearLayout and handles drawing to the screen. (it is in the early stages) How would I go about determining the dimensions of a screen and resizing the images, etc., that this class is drawing to the screen on the fly before actually drawing them to the screen?
What I'm trying to accomplish is support for devices that have varying screen dimensions and resolutions from the same code base, with each device being scaled properly.
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Jan 12, 2010
I have an image put on an ImageButton, which looks good on a mdpi (medium-dpi) screen. However, when the device has a hdpi (high-dpi) screen, the image is still pixel-by-pixel accurate, which look small on the device screen.How do I make such that the image (and therefore the ImageButton) scaled based on the density-independent pixels (dp or dip) instead of pixels?
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Dec 19, 2012
I am programming an app using an absolute layout (@ eclipse). How to fit the button size with the screen size? (I have four buttons per row).
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Mar 31, 2010
I am designing a home screen widget. I ran this widget on a HTC Hero device, which has a screen of 320 pixels * 480 pixels with mdpi. It ran perfect on HTC Hero. The widget takes 3 cells * 2 cells space, i.e. 240 pixels * 200 pixels.Then I ran this widget on a Nexus One device, which has a screen of 480 pixels * 800 pixels, mdpi. Since Nexus One also is mdpi, so I though 240dip is equivalent to 240 pixels on Nexus One and 200dip is equivalent to 200 pixels on Nexus One, so the widget will not take 3 cells * 2 cells space on Nexus One device. To my surprise, when running on Nexus One device, the widget take exact 3 cells * 2 cells, about 360 pixels * 300 pixels, on Nexus One device.I am confused. The layout xml above specifies 240dip in width and 200dip in height for the widget, but why did it take 360 pixels * 300 pixels on Nexus One Device? What am I missing?
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Oct 16, 2010
I got Samsung Galaxy 5.
I got some gameloft games (HD versions) installed but as I Run them only Top left (approx 1/4)view of game screen appers.
As whole game can not to fitted on one screen..
|--------------------|
| |
| |
| |
|Gamel |
| |
|--------------------
It looks like half of screen is cut like on "oft" of Gameloft is invisible
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Mar 30, 2010
From Android widget screen guidelines,we know that, home screen has 4*4 cells, and in portrait orientation, each cell is 80 pixels wide by 100 pixels tall. I think these are for baseline HVGA screen. How about for large screens and hdpi screens, do they still have 4*4 cells for widget and each cell in portrait orientation is still 80 pixels * 100 pixels?
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Feb 25, 2010
It would end up looking something like the PSP. You would think that this would be an incredible feature for gamers and any platform that was serious about gaming. Then we wouldn't have to use touchscreen controls, barely passable d-pads, or optical trackballs?
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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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Jun 15, 2010
What's the best way of intercepting screen touches and coords during a game loop? At this point, I don't have a View from my main.xml file, so the normal OnTouchEvent doesn't apply, as far as I can tell. What's the usual procedure for this?
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Feb 13, 2009
Android screen size (240 x 320 etc) I am developing interactive wallpapers called Badgez.
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Jan 17, 2014
I got to know that the devices with screen resolution 1280x720 or 720x1280 are extra large screen devices.
But when I run my application on Samsung Galaxy S3 SGH-T999 (resolution 720x1280) throught eclipse, the following code prints "Normal screen" i.e. it is a normal screen device but according to my knowledge it should print "Extra Large screen". If its a normal screen size device actually then why its picking the layout (XML) file from res/layout-xlarge-port folder instead of res/layout? Need to understand this screen size concept so that I can make my application for multiple screen sizes.
// get and check the screen size of the device
int screenSize = getResources().getConfiguration().screenLayout &
Configuration.SCREENLAYOUT_SIZE_MASK;
switch(screenSize) {
case Configuration.SCREENLAYOUT_SIZE_XLARGE:
Toast.makeText(this, "Extra Large screen",Toast.LENGTH_LONG).show();
break;
[code]...
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Dec 17, 2009
In my game because it is a board game, I do not want the screen to timeout which the user is playing my game. Any idea on how to do this?
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Mar 26, 2014
I want to make a splash screen for my game. I need the image to fit the screen's width but I want the height to be larger than the screen's. Than, I will have an animation moving the image vertically, hiding the top part and showing the bottom one.
I have searched a lot and I am more puzzled now on how I should do this.
Firstly the only solution I found for the fitting part was a combination of java and xml. But the problem here is that the java class doesn't produce a bigger than the screen image, but a cropped image. So, I can't make the animation later on.
Should I do it only in java and don't use xml at all? Or is it possible to do this through xml only (which would be better I think)?
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Jan 18, 2012
I am working on a game for android at the moment, and was wondering how i would change the screen depending on orientation.
So if the user turned the phone horizontally then the app would be viewed horizontally if you know what i mean
Also how would i make a timer, so if a button were pressed, how would i say stop for 2 seconds and then go to link?
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Aug 11, 2013
so I got this phone, mediatek MT6589 1,2ghz with 1080x1920 resolution display, GPU powerVR SGX544 (those are what it says on the spec)
when playing 2D games, there are no lags, stutterings, i got smooth animations and responsive controls.
but when trying to play 3D based games, i only got like 5-10 fps, even for low end games like asphalt 6, riptide 1, minion rush, etc.
some 3D games have the option to lower textures, effects, shaders, but some don't.What I'm trying to ask is :
- Can we tweak, modify build.prop to trick those games (that do not have quality settings in options) to load low quality graphics? If we can, which line?
- I tried to install "resolution changer lite" from the playstore, looks like when I change resolution to 1024x600, every games run smooth without lag. But this resolution changing really messed up my homescreen, icons, menus, even hardware buttons don't work.
FYI: for reference this device's antutu score is 12000+, 2d score= 600, 3d score = 2100
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Oct 13, 2010
I'm considering getting a Wildfire over the Desire/Legend to save some cash. but i've heard that the wildfire doesn't get some apps due to it's lower screen resolution Would just like to know if there are a large number of apps that can't be used on the wildfire because of this? because if that's the case i'd rather spend the money and get a desire
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Nov 17, 2010
how can I get the width and the height of the screen?
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Nov 10, 2009
I have an app that I would like to keep 1.5 compatibility but support the additional display resolutions of more recent devices like the Droid. I've read the suggestions in the dev guide, specially the legacy applications section, since that's exactly what I want to do.I'm not running in compatbility mode, so anyDensity is set to true and all screen sizes are allowed in the manifest. I've recreated all my graphical elements so they don't get upscaled on a 480px-width screen (called "hires-bitmaps" in the following).If I put the hires-bitmaps into drawable-hdpi and leave the others in drawable, the emulator2.0 (WVGA854, density @ 240) displays them perfectly. On the other hand, the emulator1.5 (320x480, density @ 160) - and my HTC Hero - ALSO use the hires graphics in drawable-hdpi. That's a problem because the hires graphics scale slightly differently and I don't want the app to resize too much.As mentioned in the dev guide I can prevent this by adding the API version number to the resource folder. Not very convenient since I'd have to keep the hires bitmaps twice (drawable-hdpi-v4 and drawable-hdpi-v5), but I nevertheless tried it. Result: emulator2.0 uses low-res graphics from "drawable" (which is bad), emulator1.5 as well (which is good). And what's weird: emulator1.6 (WVGA854, density @ 240), uses hires-graphics. Now that seems odd.
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Oct 15, 2009
is there any solution how recognize screen size?
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Nov 26, 2009
What are the different screen size of android mobile?I need mobile screen size & model number of those mobiles.
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Aug 12, 2010
What do you think is the perfect screen size? Just curious after I saw the release of the new Dell Streak android phone that is a massive 5 inches!
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Apr 28, 2010
I have EditText whose sizes have to be proportional(say 30% of screen size) to the device screen size.I'm new to XML can you please tell me how to retrieve it.
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Apr 6, 2010
Here are two screencast of the same screen but in different position.The VerticalScrollBar has not the same size. Do you know what is the problem?
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Dec 17, 2009
I want to make my app compatible to different screen sizes. I am right now developing on the Droid and need to know how can I import the screen image on eclipse emulator? I don't have a droid phone but want to make sure my app layout doesn't change on the Droid.
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Aug 4, 2010
I am trying to determine the physical size of a screen in inches.
Normally, I could do something like this:
CODE:.............
Then use metrics.widthPixels and metrics.heightPixels. Now that I know the width and height in pixels, I should be able to calculate size in inches if I know the density. Easy enough, metrics.xdpi and metrics.ydpi.
Then screen dimension in inches should be:
CODE:.................
Seems simple enough except that it doesn't work.
On a Motorola Droid, the system reports back: xdpi and ydpi as 96 (which cannot be true).
And the screen resolution as: 480 x 854. Which results in a width of 5" x 8.9" -- which as I'm holding this in my hand right now, I must say - cannot be correct. how to accurately calculate this?
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Sep 9, 2009
How can i get the screen size of my emulator? i used
CODE:...............
But it gives me different values each time. How to find the exact value?
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