I have an application which is basically a surfaceview, where height/
width is set to fill_parent. I run it on a htc desire, but when I
check the size of the view (or the canvas I obtain), it says 340x533,
so some kind of scaling seems to be done. Also, I load a bitmap, which
seems to be scaled.
, Dianne Hackborn hack...@android.comwrote:
Or just android:targetSdkVersion=4 or greater.
On Sat, Jul 10, 2010 at 11:36 AM, Mark Murphy
mmur...@commonsware.comwrote:
Add the appropriate supports-screens element to your manifest.
On Sat, Jul 10, 2010 at 2:28 PM, Deren adam.d0...@gmail.com
I've successfully built a small sample app where the user can add a
appwidget, using the AppWidgetPicker, using the action
AppWidgetManager.ACTION_APPWIDGET_PICK. When I do this, the
AppWidgetPicker takes care of binding my appwidget-id to a provider.
However, now I'd like to load some widgets
What I'm trying to achieve is quite simple: I want to draw a
fullscreen image (RGB_565). On top of it, I'd like to draw a
fullscreen image with an alpha channel. My problem is that I get
terrible performance, around 30 fps. Is there any way to speed things
up? I use a HTC Hero, shouldn't the
I have a ViewGroup where I re-layout the children very often (using
child.layout since I need to change the size). Now, of course I'd like
to use drawing-cache to speed things up.
I noted, in the new SDK, that View.getDrawingCache has an autoscale
argument, which will be invoked with
I guess my real question is: Can I keep the drawing cache for my View,
even if I call onLayout on it?
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I need a layout where the children are moving and scaled dynamically
when I move my finger (almost like a Listview, but simply offsetting
the childrens' x/y coordinates won't suffice, they need to be scaled
aswell). Right now I'm calling layout(...) on each child every frame.
I think the
I have a custom ViewGroup. Now I'd like it to have faded edges (like
ListViews when you scroll them and such). How can this be done?
(assuming that the View-class supports this).
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I solved this by using
setFadingEdgeLength and setVerticalFadingEdgeEnabled. I also had to
override getBottomFadingEdgeStrength/getTopFadingEdgeStrength. Is this
the correct way of doing it? My ViewGroup handles scrolling
internally, so I cannot use the fact the Views get faded edges on
regular
Im currently implementing my own ViewGroup. I send a certain size
(with measurespec mode == EXACTLY) to the children, but they seem to
ignore it. The children are TextViews. I try to force them to have a
height of 30px, but they are 34px instead. Is there any way I can
force them to accept the
I've noticed that OpenGLContext is removed from 1.5. Everybody says
that GLSurfaceView should be used instead. Does this mean that there
is no way to render OpenGL graphics into a regular View?
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I'd like to have a regular UI, with regular layouts and views (like
linear layouts and buttons and some custom layouts). Then, when
something happens, I'd like to get the cache bitmap of my application
and use it as a texture. One application would be to create a cube
effect to switch between
Hm, exactly what is your question? :)
An animation doesnt actually move the object permanently, it just
translates the Canvas during the Animation. I assume you want your
View to stay where the animation left it? Why do you put the
v.setLayoutParams from a separate Thread? Is that really needed?
I have a small problems with animations. I have a custom ViewGroup
inside of a FrameLayout. Im animating one of the children of my custom
ViewGroup with a TranslateAnimation. The problem is that the View that
I'm animating leaves traces, so it's like the entire screen isn't
redrawn during the
Im trying to use the drawing cache functionality for Views, but
View.getDrawingCache() returns null! I have a View, which stores a
couple of other Views (note that I am Not using a Viewgroup, I store
the Views in an ArrayList). I make sure that measure(...) and layout
(...) is called on the
Why isn't is possible to manually set the drawing order of views? It
seems like a pretty big restriction. Is there any thought behind this
or is it just not implemented yet? (to set the
FLAG_USE_CHILD_DRAWING_ORDER). Not being able to set the drawing order
is too bad when it comes to animations
I have an animation, from which I'd like to get a transform. Im not
letting the animation play by itself, I just want to get the current
transform. The reason for this is that I want to animate a View as I
move my finger across the screen. So I enabled static transformations
for children and
Yeah but why isn't the View redrawn if I call invalidate() from
computeScroll()?
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When I extend a View, I cannot access the protected member variables
from my code. Eclipse just says that there exists no variable with
that name (for instance mScrollX). Why is that?
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What is the difference between invalidate() and postInvalidate(),
except the obvious (I know that postInvalidate post an invalidate-
request on the UI-thread, while a call to invalidate() invalidates the
View immediately). I've done a ViewGroup with some scrolling-
animations, and to redraw the
I want to have a ViewGroup with another View in it. The user should be
able to move the other View around the ViewGroup, and fling it away.
However, the inner View shouldnt only move, it should also scale and
so on (so we dont restrain ourselves to just movements). I don't
really know the best
I've been looking around in the framework source and I can get my head
around some things. For instance, in the ScrollView, the animated
scrolling is done by using computeScroll(). To make the screen redraw
(and thus call computeScroll() again), postInvalidate() is used. Why
is that one used,
Okay, thanks! But what about the question regarding invalidate()/
postInvalidate()? Because I tried to experiment with scrolling, and
simply calling invalidate() from computeScroll() wasn't sufficient, I
had to call postInvalidate, even though computeScroll() runs on the UI
thread?
Im creating a simple game using a SurfaceView for drawing the
Graphics. It works fine, but now I tried to add a title screen, which
is (for now) only a LinearLayout and a Start-button, specified in XML.
However, when I click this button and try to switch to my SurfaceView
(By doing
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