I have to say that Android's screen compatibility worked out really
well for me. My app specifies all positions using DIPs, and it worked
on the DROID without any change (or even recompilation -- the app was
built using SDK 1.1).
Essentially all screen coordinates were scaled by 1.5, and bitmaps
Thanks for the info. OK I figured out instead of using fill_parent in
width and height of my main LinearLayouts, I instead hardcode the HVGA
size of 320 x 480px the aspect ratio is ok.
The game is looking much better in compatible mode.
Except seems like in compatible mode gravity of
On Sun, Nov 22, 2009 at 1:50 AM, rukiman ruksh...@optushome.com.au wrote:
Except seems like in compatible mode gravity of center_vertically is
not working correctly? The container of the textview I am trying to
center vertically is in a LinearLayout with height = 480px however it
is still
Compatibility mode does not hide the fact that the screen is WVGA. The
screen you see is still that tall, so any layout you do will be within that
screen.
But in here http://developer.android.com/reference/android/view/Gravity.html
it says CENTER_VERTICAL = Place object in the vertical center
I thought I'd create my own specialized LinearLayout so that I can
calculate the aspect ratio and center vertically. My game is only
designed to be played in portrait mode. However this code doesn't seem
to work. Spot what I am doing wrong?
import android.content.Context;
import
I just put harcoded fake values for time being, instead of centering.
I was expecting everything embedded with the linearlayout which is my
main layout to be shrunk by the top and bottom margins I specified.
On Nov 22, 1:25 pm, rukiman ruksh...@optushome.com.au wrote:
I thought I'd create my own
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