screen-resolution

Android Official Icons for XXHDPI and XXXHDPI

那年仲夏 提交于 2019-12-22 04:11:55
问题 With screen resolutions increasing in pixels Google is promoting the use of XXHDPI and XXXHDPI, icons in the official documents. http://developer.android.com/design/style/iconography.html But in their official Android download packs they only go up to XHDPI. http://developer.android.com/design/downloads/index.html Do they expect us to create these icons when can't be bothered too? What are other developers doing especially for the Holo icons, are they creating it from SVG. Update If you

Android Official Icons for XXHDPI and XXXHDPI

元气小坏坏 提交于 2019-12-22 04:11:18
问题 With screen resolutions increasing in pixels Google is promoting the use of XXHDPI and XXXHDPI, icons in the official documents. http://developer.android.com/design/style/iconography.html But in their official Android download packs they only go up to XHDPI. http://developer.android.com/design/downloads/index.html Do they expect us to create these icons when can't be bothered too? What are other developers doing especially for the Holo icons, are they creating it from SVG. Update If you

SDL - Get native Screen Resolution

浪子不回头ぞ 提交于 2019-12-21 19:27:43
问题 My code: window.cpp Window::Window(int w, int h, const char *title, const char *icon) { height = h; width = w; if(SDL_Init( SDL_INIT_EVERYTHING ) == 0) { SDL_WM_SetCaption(title, NULL); SDL_WM_SetIcon(SDL_LoadBMP(icon),NULL); screen = SDL_SetVideoMode(width, height, 32, SDL_SWSURFACE | SDL_RESIZABLE | SDL_DOUBLEBUF); if(screen == NULL) { running = false; return; } fullscreen = false; } else running = false; return; } Window::Window() { const SDL_VideoInfo* info = SDL_GetVideoInfo();

My Windows Forms application size is changing on different notebooks

与世无争的帅哥 提交于 2019-12-21 17:55:56
问题 Coding my project was going well. But today I noticed a problem. My main notebook has full hd (1920x1080) resolution and I am coding my projects here. When I changed my main notebook's resolution to 1280x1024, 1280x800, or 1024x768 there is no problem. My application's resolution is 1024x768 and it is not collapsing. This is the printscreen. But my other notebook has 1366x768 resolution. And I am running my application on this notebook. Oh! There is a disappointment. My application screen

multi resolution support for all android devices

走远了吗. 提交于 2019-12-21 05:18:07
问题 I am porting my cocos2d iPhone game to android using cocos2d-x. I am now facing a problem with screen resolution: I want to use one high resolution image in my game which should be supportable by all screens lower then a given resolution. I read this nice tutorial of multiple resolution on forum . It's really helpful, but I am not achieving my solution. There is explanation of scale-factor of resource of Design Resolution & Resource Resolution. But, in my case, it scales either height wise or

How to programmatically get the resolution of a window and that of the system in Linux?

孤人 提交于 2019-12-20 12:32:07
问题 I'm trying to get the resolution of the screen as well as the resolution of a specific window (in which a program is running) on Linux system. I don't need to modify the resolution, I only need the current values. As far as I know, we can call some system functions to do so on Windows, how can we do that on Linux, preferably using C/C++ language? Thanks in advance. update: Actually, I don't need to do a GUI, although I know Qt and GTK+ can do it, I'm reluctant to include an external library

Android supporting all tablets - categorize drawables and layouts

ⅰ亾dé卋堺 提交于 2019-12-20 08:50:04
问题 I have seen many thread discussing this problem in stackoverflow (like this, this and this), and I have read the documentation about supporting multiple screens, and designs. But I am still not clear about the folder structure for drawables and layout for different screens I am working on an app that support android phone and tablets. And my project showing some images, which need to be shown in good quality in all possible android devices. And I need to tell my designer to design for all

Change font size depending on resolution

一个人想着一个人 提交于 2019-12-20 08:43:53
问题 I'm developing a Web page that uses different sizes for its different paragraphs, h... and so on. I'm using em sizes: font-size: 2em; , as an example. But when I change my screen resolution to a lower one, I want that size to a smaller one. For that purpose, I tried this code: <script> if ( screen.width > 1600) { document.write('<style>#centered h1 { font-size: 2em; } </style>'); } else if (screen.width <= 1600 && screen.width >= 1360) { document.write('<style>#centered h1 { font-size: 1.7em;

How can I code my game to work on every resolution of Android devices? (with Unity)

六月ゝ 毕业季﹏ 提交于 2019-12-20 08:34:58
问题 I have a game what I made in 480x320 resolution (I have set it in the build settings) in Unity. But I would like to publish my game for every Android device with every resolution. How can I do it, to tell Unity to scale my game up to the device's resolution? Is it possible to do? Thanks in advance! 回答1: The answer to your question largely depends on how you've implemented the game. If you've created it using GUI textures, then it largely depends on how you've placed/sized your objects versus

getting screen width into javascript variable and sending it through ajax to a php page to avoid page load

☆樱花仙子☆ 提交于 2019-12-19 12:28:13
问题 This is the JS to detect the screen resolution on my page naming index.html and sending it to php, so that the values can be retrived using $_GET :- <script type="text/javascript"> width = screen.availwidth; height = screen.availheight; if (width > 0 && height >0) { window.location.href = "http://localhost/main.php?width=" + width + "&height=" + height; } else exit(); </script> This is the content of my PHP file naming process.php :- <?php $screen_width = $_GET['width']; $screen_height = $