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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

