I mean just develop the graphics using primative methods to produce the
output you want. Like sprites (jpg, png), but procedural based.
eg..
void drawWholeNote(canvas, centerx,centery, scale)
{
canvas.drawCircle(etc.....);
}
void drawHalfNote(canvas, centerx,centery, scale)
{
canvas.drawCircle(etc.....)
canvas.drawLine(etc....)
}
On Tuesday, May 8, 2012 8:43:52 AM UTC-7, Simon Giddings wrote:
> Thank you for taking the time to reply.
> Can you point me in the direction for what this "procedure based
> rendering" is about ?
>
> On Tuesday, 8 May 2012 17:38:30 UTC+2, JackN wrote:
>>
>> you might want to consider procedure based rendering. Should scale well
>> (and easy).
>>
>> I wish you luck and I would get you app when it is done.
>>
>>
>> On Tuesday, May 8, 2012 6:43:08 AM UTC-7, Simon Giddings wrote:
>>
>>> I am researching the writing of a "simple" music notation program which
>>> will permit simple actions such as
>>>
>>> - Display
>>> - Transposition
>>> - Annotation
>>> - etc
>>>
>>> My first hurdle is how to display the music.
>>>
>>> The majority of desktop apps use music fonts, which makes zooming and
>>> resizing quite "simple". However, it would appear that I would need to be
>>> able to access the individual glyphs to do this - which is not possible in
>>> android as far as I understand.
>>>
>>> Should I stick with a music font and try to find a way to get the
>>> information needed ?
>>>
>>> Should I abandon this and be looking at using svg files or transparent
>>> PNGs ?
>>>
>>> Can anyone advise here, please ?
>>>
>>
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