I've never programmed in Java before, or used the Android SDK until a
couple of weeks ago. I am rewriting a C# .Net graphics application,
spooky how similar the environmets are.

Anyway, my app draws lines and shapes in layers on different bitmaps,
and combines them to do 2D animation. I handle all the scaling in the
app.

I used the LunaLander demo and just inserted my code, works
brilliantly on the emulator at 600 x 400 res or whatever it is.

I have tried using it on higher res emulator screens (which is what I
am writing it for) but the Canvas provided by the doDraw is smaller
and so I only see a window of my generated screen, when I draw my
Bitmaps to the canvas in the doDraw() they get clipped.

I can't see where I change LunarLander (or any of the others) to allow
it to just use the device's native resolution. All my code uses the
canvas dimensions I get in the canvas in the doDraw. What I thought
would be easy is to just get be given the canvas in the doDraw which
gives me the whole screen at its native resolution and then my app
handles it all. I can't see how or where to do this.

I know this is a bit of an ask, but is there some simple "quick and
dirty" change that I can make to Lunar Lander or the others which
gives me a full screen canvas at native device resolution to handle in
my doDraw?

Thanks in advance


Peter Webb

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