It is most likely that Lunar Lander is compiled for SDK level 3 or
below, and thus only supports HVGA medium-density screens.
Thus when running on a high-resolution device the Android OS puts the
app as a 'postage stamp' in the middle of a larger window.

Take a look at http://developer.android.com/guide/practices/screens_support.html
for more info - you'll need to change the minSdkVersion or
targetSdkVersion in the manifest and compile against at least SDK
level 4.

On Jul 21, 2:55 pm, Peter Webb <[email protected]> wrote:
> 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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