hi everyone, I'm trying to create a scene with some simple text boxes and image. This scene should fill the white screen estate when displayed. The problem is, while the scene adjusts itself to different screen sizes, the text elements won't.
I tried to specify text size with screen resolution variable, but it didn't seem to work/scale correctly.
Is there a way to achieve this?
thanks
Related
Hi,
I'm trying to put a background image of a car on my today screen.
When i put it on its far to close (pic to big). With my old M3100 you could chose how much and where abouts of the jpeg you wanted as background is there anyway to do this on the kaiser?
I've tried changing the resoultion then it works in wide screen but tiles it in normal mode which looks naff.
Any help would be appricaited.
Thanks
Jason
Go to Start | Programs | Pictures & Videos - then find your image you want to use as the background; select Menu | Set as Today Background and you'll get a window showing what part of the image will be used on the today screen - use your stylus to drag the rectangle left or right to suit and then just OK your way back out.....
HTH,
Mark.
Thanks, but even if i do that it still tiles or i can only see a small amount of the car.
I have tried numorous resoultions on the jpeg then put it on my phone but still no joy.
rangeing from 200x200 to 1024x768
Any one had this issue before and solved it?
Strange....it seems to work for me as long as the image is not stupid-sized (like 1600x1200 off my digital camera ).....
The screen resolution is 240x320 so that should be fine as an image; you may want a 320x320 image so that it works for landscape too, although I think you have to keep the part of the image you want to the left of the 320 pixel width....
Of course, you could always use something like ThemGenCE to make yourself a theme with the picture(s) you want - that should work....your call
HTH,
Mark.
I've noticed poor quality of some images used for wallpapers and think I may understand why. Our phone's resolution is 320x480 but when you use a launcher with "x" number of screens, you seemingly need to multiply 320 by "x", since the image is stretched across screens.
Is that correct ?
From my understanding, you use the 320 x 480 for lock screen images and 640 x 480 for the Wallpapers. If it is any bigger than that, it won't do a lot of good because the Wallpaper selector only lets you use that much. Otherwise, let's say you have a 1024 x 768 picture or whatever, once you select that to use, it will give you a box that you have to expand to cover the picture. It will not expand large enough to encompass this, but rather will just do as much as it can and create more of a zoom in effect for your selection. This would also probably result in less than desireable picture quality.
the wall paper is not stretched to fit a specific number of screens......... the wall paper remains at 640......... the number of screens simply changes the distance of travel across the wallpaper....... this is why the wallpaper overlaps from screen to screen........ you do not see an entirely new portion of the wallpaper on each screen...... the amount of overlap changes with the number of screens
640 wide on a 3 screen layout..... main sees 160-480... left sees 0-320.... right sees 320-640
640 wide on 5 screen layout...... main sees 160-480... far left sees 0-320... near left sees 80-400.... near right sees 240-560..... far right sees 320-640
hope that clarifies it a little bit
copestag said:
the wall paper is not stretched to fit a specific number of screens......... the wall paper remains at 640......... the number of screens simply changes the distance of travel across the wallpaper....... this is why the wallpaper overlaps from screen to screen........ you do not see an entirely new portion of the wallpaper on each screen...... the amount of overlap changes with the number of screens
hope that clarifies it a little bit
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Ahhh, that does make sense and I do recall seeing "overlap", like you suggest.
Reasons I asked was that I had used a black-carbon-fiber wallpaper that appeared to be zoomed on the phone. It was pixellated and poor quality. When I look at it in the Gallery or on my PC though, it's nice looking. Also, I had downloaded a few wallpapers that were in fact 640x480, so silly me re-sized them to 320x480, then was disappointed in how they looked.
I do still wish it had the ability to down-size pics as needed. It could still use the selection rectangle to select what part of the image to use.
Hi, I'm running into the issue that the screen is being rendered larger than the physical size of the screen so status boxes sometimes partially off screen and app icons get half hidden in the corners.
I plaid around with build.prop, but it didn't really help any. Is there a way to modify the home screen without changing the resolution? Also, if anyone knows of a way to change icon sizes short of installing a different launcher, that would be a huge plus.
TIA!
I've read that there are limitations in place for the preview image that kind of create this problem. If I understand the problem correctly it may be a case of changing pixel density but the preview image doesn't let you go beyond a certain density so even then the problem still exists. It's probably just something we have to deal with until Honeycomb becomes publically available for development.
This makes sense. The only reason I care about this is that when I use Aldiko, I can't see the top line of text because it pushes the words above the actual screen.
Does anyone have a recommendation for an E-Reader that they use successfully on HC???
xdadidida said:
Hi, I'm running into the issue that the screen is being rendered larger than the physical size of the screen so status boxes sometimes partially off screen and app icons get half hidden in the corners.
I plaid around with build.prop, but it didn't really help any. Is there a way to modify the home screen without changing the resolution? Also, if anyone knows of a way to change icon sizes short of installing a different launcher, that would be a huge plus.
TIA!
Click to expand...
Click to collapse
You changed the LCD density in build.prop and the screen didn't change???
What is your lcd _density set at?
Sent from my NookColor using XDA App
I haven't really looked into this but I do know there are ports of honeycomb for various phones such a the evo, maybe try pulling the build.prop from one of those and see howe they altered screen density.
Sent from my PC36100 using XDA App
i've tried changing the number but havent had much success through the buid.prop. Any ideas on a good number and which number to change? Looks like there are 3 density numbers
For Honeycomb, I found that 120 is the best lcd density, it shows all the options when you expand the settings from the clock, it also displays the correct number of running apps in the quick change button (or whatever you call it) Also, Lcddensity is a good app for trying out diffrent settings. For Aldiko, I recommend increasing the margin size to see the top line of text, not a perfect solution, but it works.
The text size of s10 keeps changing and becoming too large to read whole text in apps like instagram and pineterest. I have tried changing the font size to smaller multiple times. But after some time the text in instagram captions becomes too large to the extent that complete sentences are not visible. While the font size spec in settings remains the same. The same problem keeps happening again and again. Is this a bug or is there a solution for this.
Is it possible to call a Javascript function that exists within a WebView from Tasker? I tried calling a URL on the WebView of "javascript:FUNCTION_NAME()", but that did not seem to work.
This is a completely random example. Lets say, from Tasker, that I want to be able to change the background color of the body of the WebView.
In the webview, I have the code
JavaScript:
function ChangeBGColor(NewColor)
{
document.body.style.backgroundColor=NewColor;
}
I want to be able to call ChangeBGColor() from Tasker with a color.
I remember having this same question a while back and was unable to find a solution that didn't involve sending HTTP requests, so I came up with a really weird hacky solution. I'm not sure its going to work for your situation, but maybe it can give you some ideas.
On the web side- have a transparent div element that occupies a single pixel. Put it in a corner or somewhere you won't accidently touch it. Now, add an event listener to it like this:
element.addEventListener('touchend', (e)=> {
let x = e.changedTouches[0].clientX;
let y = e.changedTouches[0].clientY;
renderColor(x, y);
});
On the Tasker side- If you don't already have it, download AutoInput, which is plugin that was created by Joao Diaz before he took over development of Tasker, and its incredibly cheap for what it does. You can use it to simulate a swipe gesture that starts at that exact spot on the screen, and ends at the coordinates you specify. You now have a way to send two values from tasker to you Javascript with a possible range of your screen resolution.
This might be challenging if you want the full spectrum of colors, because ideally you would want 3 parameters with 256 possibe values (0 for 00 and 256 for FF), so you'll have to figure out a way to encode and decode your color. You could either dumb down the resolution of colors and then use some math involving the modulus operator, but a better way would be to send the data via two swipe gestures, which would give you 4 parameters to work with- so to send white with full opacity (FFFFFFFF), simulate a swipe starting at 0,0 and ending at 256, 256 (FF or 256 for your alpha value, and the same for red), have your Javascript function store that in a variable. Then, send the second swipe which in this case will be the same as the first, and you now have 4 values to give you your color. Keep in mind you'll want to offset everything by 1 or you wouldn't be able to send black, since swiping from 0,0 to 0,0 won't trigger anything.