There is a hack to do what you want -- make your WebView into a width of 336
-- that way you will have extra 8 pixels on each side. Then, put in
somewhere off screen (use absolute layout), and get a drawing cache from it.
That way, you can use the drawing cache bitmap, and draw that onto the real
screen (minus the 8 pixel borders).

You should also override the onDraw() method. This way you know whenever the
webview changes, and reload your drawing cache.

If you want to handle user input, that would require more hacks so that you
can feed the events to the webview.

I have not exactly done this before, but I have been using WebView in
hackish ways and I think this might work.

Good luck!

On Mon, Apr 13, 2009 at 11:37 AM, elDoudou <the.edouard.merc...@gmail.com>wrote:

>
> That was my fear, i.e. that the left and top margin be hard-coded deep
> down on the C inaccessible layer ;( Thank you for taking the time. By
> "accuracy", I mean that I want to control the width of the total
> WebView widget, so that it takes exactly 320 pixels and that the
> loaded HTML inside the WebView contains a 320-wide pixels image that
> should perfectly fit the Android device width of 320 pixels... This
> does not seem to be possible because of this built-on margin, except
> in a margin can be set negative...
> >
>

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