sumsumeyrak / beginning-android-games

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TouchEvents are not scaled properly in all cases (on devices with a soft "bottom bar") #69

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
On my (non-HD) Kindle Fire, in this line of AndroidGame.java:

float scaleY = (float) frameBufferHeight
        / getWindowManager().getDefaultDisplay().getHeight();

getHeight() returns 1024 (for portrait let's say).

So, it computes scaleY from that number.

However, in AndroidFastRenderView.java, this line:

canvas.getClipBounds(dstRect);

returns a rect with top = 0 and bottom = 1004 (not 1024).

The missing 20 pixels are eaten up by the kindle's "bottom bar".

So, as a result, the 320!480 framebuffer is drawn onto a smaller surface than 
the scaling math thought it would be.

So, if you plot a touch event onto the framebuffer, as you move towards the 
bottom of the display, you will start to see that it is a small amount off due 
to this discrepancy (whereas at the top, it is exactly dead-on).

So, I honestly do not know how (in a device independent manner) to detect 
whether a "bottom bar" will be present.  If you could, and you could ask how 
many pixels it takes up, then you could account for that in the scaling math.

Alternatively, perhaps the initial scaling math can be used to start but then 
you could expose a mechanism to update the scale factor (on the fly) by 
recomputing it in the run() loop (in AndroidFastRenderView.java) from the 
dstRect.height().

Thanks for an awesome book!

Original issue reported on code.google.com by samb...@gmail.com on 1 Jan 2013 at 2:36