Screen orientation made bottom buttons disappear - android

I have a very odd problem with the bottom navigation buttons. Our device has for a reason unknown to us set ro.sf.hwrotation=270 in device properties list. With this settings everything works in portrait mode as intended (the boot logo/animation, system activities, our app, ...). What does not work is Miracast display which is, as you might have guessed it, incorrectly rotated.
So I have decided to look at it more closely and as the first step changed the property to ro.sf.hwrotation=0. Luckily this has fixed the Miracast issue, all system activities are still in portrait, our app ditto except this weird issue:
The buttons are gone. When rotated to landscape, again, everything is as it should except the buttons (now even stuck to the right side):
Can somebody give me a hint where to look? I can't see anything suspicious in the logs, no crash or exception.
Most likely the buttons are somehow weirdly rotated too but then again, why only the buttons? Is there something specific to them? If I revert the setting, everything is back to normal.

Although this is hardly a generic solution, it may help someone in the future: our device had tweaked not only the rotation setting but also ro.sf.lcd_density (changed from 160 to 188).
While experimenting I noticed that Overview (recent apps) button still somehow works, it's just hardly reachable (and not visible). So the button was there.
After yet another round of experiments and I noticed an innocent change of the density setting - and guess what, after reverting the value to 160 it worked again! For some reason we had decreased the LCD's width/height this way.
Of course, it comes with a price - now that we have increased LCD resolution, the device shows one button more and even in different order.
Accidentally, when I was about to start to live with different DPI/button arrangement I found this post: https://community.nxp.com/thread/384348#comment-831065. The author handles only one side of the display so this is a version to handle all four of them:
--- a/android4.2/frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/NavigationBarView.java
+++ b/android4.2/frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/phone/NavigationBarView.java
## -415,7 +415,20 ## public class NavigationBarView extends LinearLayout {
for (int i=0; i<4; i++) {
mRotatedViews[i].setVisibility(View.GONE);
}
- mCurrentView = mRotatedViews[rot];
+ //mCurrentView = mRotatedViews[rot];
+
+ if (rot == Surface.ROTATION_0 && mVertical) {
+ mCurrentView = mRotatedViews[Surface.ROTATION_90];
+ } else if (rot == Surface.ROTATION_90 && !mVertical) {
+ mCurrentView = mRotatedViews[Surface.ROTATION_180];
+ } else if (rot == Surface.ROTATION_180 && mVertical) {
+ mCurrentView = mRotatedViews[Surface.ROTATION_270];
+ } else if (rot == Surface.ROTATION_270 && !mVertical) {
+ mCurrentView = mRotatedViews[Surface.ROTATION_0];
+ } else {
+ mCurrentView = mRotatedViews[rot];
+ }
+
mCurrentView.setVisibility(View.VISIBLE);
mDeadZone = (DeadZone) mCurrentView.findViewById(R.id.deadzone);
After applying this patch I finally have a good solution - DPI is unchanged (i.e. 188), buttons are visible, HDMI is fixed and everything works as before.

Related

AS3 AIR: Smooth scrolling for mobile

So, I'm building fairly simple application for portrait mode only, and it will have vertical scrolling for content.
Content is basicly a MovieClip containing image as background and other minor elements (couple small MovieClips as buttons etc).
The problem is that I don't seem to find a smooth way to scroll my content. I would love it to be smooth and accurate, and I've tried numerous different ways for it.
For testing purposes the background I'm using (inside my content MovieClip) is 533x1250 jpg from library.
This is how I add my content mc and backround into it:
scaleXFactor = stage.stageWidth / 640; //my stage is 640x960
...
addChild(content); //which is new MovieClip()
var bg:bg1 = new bg1();
bg.x = p1bg.y = 0;
bg.width = 640 * scaleXFactor;
bg.scaleY = bg.scaleX;
content.width = bg.width;
content.height = bg.height;
content.addChild(bg);
For scrolling I assumed I'd be safe by just simply using MOUSE_DOWN & MOUSE_UP event listeners and basic ENTER_FRAME function like this:
mouseLastPos = stage.mouseY;
if(MouseUpVar == 1){
mousePosDiff = (mouseOriPosY-mouseLastPos);
}
content.y -= mousePosDiff*1.2;
mouseOriPosY = stage.mouseY;
if(MouseUpVar == 0){ //Smoothening which is allowed by MOUSE_UP
if(mousePosDiff > 0){
mousePosDiff -= 0.001;
}else if(mousePosDiff < 0){
mousePosDiff += 0.001;
}
}
if(content.y < (content.height - stage.stageHeight)*-1){
content.y = (content.height - stage.stageHeight)*-1;
}else if(content.y > 0){
content.y = 0;
}
In debug player it's as smooth as you can ever imagine, but in real device (Samsung Note4) it's very laggy and clumsy.
I've also tried freshplanet's script, which is not as laggy, but still a little clumsy, and messes up my scaleY for some reason.
And IScrollerComponent seems to have some issues on AIR, and I didn't get any visual elements on my screen with it.
Rendering settings or cacheAsBitmap didn't seem to have any effect on this.
How should this be done right? Is it normal that this 'small' image (533x1250) causes bad lag?
I really need to use AS3 and AIR for this, so I'm hoping to find a good and "simple" solution (yeah, that doesn't happen too often).
Thanks,
kaarto
Try using cacheAsBitmap=true on your content and scrollRect instead of moving your content.

as3 air and screen size dection issue on devices

I have worked so hard on an app that displays perfectly on my Galaxy Note 3. However, it does not display right on iPhone and also one other Droid I tested on. My issue is with addChild() and then resizing it to fit the screen. For some reason when I add the Background (addBG(); The screen size works but if I load addChild to the BG, this works great on my Note 3 but not on the iPhone or another android device.
My issue is with the screenX, screenY var I created. They seem to be different for devices. Or it is a "rendering order issue" I am not sure. Would be so greatful for the help to fix this issue so it looks great on each phone. I have read some tuts on this subject but they are confusing. I think my code is close, I hope, and maybe it just needs a tweak. !
Here is a shot of the about screen on an IPhone. See the white does not fit the whole screen.
and Here is a shot from my Droid Note 3.
Declared Vars in a package:
This is not my full code, of course but only that which I believe is relevant.
public var screenX:int;
public var screenY:int;
public function Main()
{
if (stage)
{
setStage();
addBG();
}
}
public function setStage()
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
if (flash.system.Capabilities.screenResolutionX > stage.stageWidth)
{
screenX = stage.stageWidth;
screenY = stage.stageHeight;
}
else
{
screenX = flash.system.Capabilities.screenResolutionX;
screenY = flash.system.Capabilities.screenResolutionY;
}
}
This works: addBG();
public function addBG()
{
theBG = new BG();
addChild(theBG);
theBG.width = screenX;
theBG.height = screenY;
}
This does not: addAbout();
public function addAbout()
{
About = new viewAbout();
About.width = screenX;
About.height = screenY;
theBG.addChild(About);
TweenMax.fromTo(About,1, {alpha:0}, {alpha:1, ease:Expo.easeOut} );
}
UPDATE: And yet another more complex load is also called from a button and having the same issue. I hope you see the logic of what I am trying to do. First set the BG to the device then load and resize content to fit proportionally into the BG I loaded. The reason being, the BG will be distorted to different proportions and that's ok, but the content can not. So here is the example that loads content into the BG and then content into that container.
public function addRosaryApp()
{
Rosary = new viewRosaryApp();
Rosary.width = screenX;
Rosary.height = screenY;
theBG.addChild(Rosary);
TweenMax.fromTo(Rosary,1, {alpha:0}, {alpha:1, ease:Expo.easeOut} );
contentRosary = new contentRosaryApp();
theBG.addChild(contentRosary);
contentRosary.width = screenX;
contentRosary.scaleY = contentRosary.scaleX;
contentRosary.x = screenX/2 - contentRosary.width/2;
contentRosary.y = menuBanner.height;
}
Have you tried adding the child to stage first, and then setting the size? That's the only difference I can see between addBG and addAbout
About = new viewAbout();
theBG.addChild(About); // do this first
About.width = screenX; // then set width
About.height = screenY; // and height
I think your problem may have to do with either of several things.
My findings so far from my own devices (an Ipad Air, an iphone 4S, an LG G2 and an Acer Iconia A500) is that the only device size that's being reported correctly at all times is the stage.fullScreenWidth and the stage.fullScreenHeight
1st, Android reports Capabilities.screenResolutionX as the LONG side of your Android device.
IOS devices however report the SHORT side of your device to Capabilities.screenResolutionX.
2nd, stage.stageWidth and stage.stageHeight seem to report the wrong size on both Android and IOS.
And in fact if you check these before and after setting stage.scaleMode and stage.align then the values will differ completly (although Android will show it almost correctly).
My suggestion is that you set a base size (width and height) for your app and then compare it with the actual stage.fullScreenWidth and stage.fullScreenHeight reported by the device. That way you can get some nice scaleratios to use to scale your displayobjects. That's what I'm currently on my apps and it scales just fine :-)

Android - Samsung issue - ListView fast scrolling with double drag

Today I noticed that when you do a quick double drag in a ListView, the list will go to the end or the beginning of the list. It appears that this only happens in Samsung phones.
This has become an issue because I am adding JazzyListView animation effects to the elements on the list and they crash whenever this quick movement happens. (NullPointerException whenever the ListView.layoutChildren method is invoked)
Maybe I will need to modify the library, or is it any way to disable this ListView behavior?
Well this effect is called "DOUBLE FLING", it appears in logcat whenever I do it, unfortunately in AbsListView the only thing you can do about flinging is setting friction and velocity scale. If someone knows how to disable the effect it would be great (However that may not be the best solution for this problem, as the users may be familiar with that behavior)
What I did (my quick + dirty solution) was to modify the JazzyListView library, specifically JazzyHelper class, only validating that the item is not null before applying animation:
while (firstVisibleItem + indexAfterFirst < mFirstVisibleItem) {
View item = view.getChildAt(indexAfterFirst);
if(item != null) {
doJazziness(item, firstVisibleItem + indexAfterFirst, -1);
}
indexAfterFirst++;
}
int indexBeforeLast = 0;
while (lastVisibleItem - indexBeforeLast > mLastVisibleItem) {
View item = view.getChildAt(lastVisibleItem - firstVisibleItem - indexBeforeLast);
if(item != null) {
doJazziness(item, lastVisibleItem - indexBeforeLast, 1);
}
indexBeforeLast++;
}
I believe that I should modify something about instance property mFirstVisibleItem, else the fastscrolling removes the animation on displaying items. However, my solution works for anyone who wants to quickly solve this issue.

Sample SoftKeyboard appearing shrunk on qHD screen of Motorola Atrix Android Gingerbread

I've been working on the Android Sample SoftKeyboard. It makes a fair bit of sense, but I've run into a problem. The Keyboard will only fill approximately 88% of the screen (480px of a 540px screen).
I'm developing on an Atrix 4G, which apparently has a problem with 2.3.4, from what I can tell, the original devices with qHD screens don't show most keyboards correctly (this was a problem with CM7 for a while as well). Every keyboard I can find is fixed, but I don't know how they achieved this.
The keyboard shows exactly how I would expect on the Emulator (screen width 480px), it's just on the device itself where it gets weird.
The code in the sample which appears to control the width of the IME is shown below, but even setting it to the explicit width of the screen resolution doesn't fix the problem.
/**
* This is the point where you can do all of your UI initialization. It
* is called after creation and any configuration change.
*/
#Override public void onInitializeInterface() {
if (mQwertyKeyboard != null) {
// Configuration changes can happen after the keyboard gets recreated,
// so we need to be able to re-build the keyboards if the available
// space has changed.
int displayWidth = getMaxWidth();
if (displayWidth == mLastDisplayWidth) return;
mLastDisplayWidth = displayWidth;
}
mQwertyKeyboard = new LatinKeyboard(this, R.xml.qwerty);
mSymbolsKeyboard = new LatinKeyboard(this, R.xml.symbols);
mSymbolsShiftedKeyboard = new LatinKeyboard(this, R.xml.symbols_shift);
}
EDIT: Found at least a temporary workaround, disabling compatibility mode renders the app properly... Not sure why this is necessary though, since the App is deployed using the correct API version (Gingerbread/10).
You need to set the sdk version in the Manifest file:
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="8" />

Android ACTION_MOVE Threshold

I'm writing an app that involves writing on the screen using one's finger, or eventually a stylus. I have that part working. On ACTION_DOWN, starts drawing; on ACTION_MOVE, adds line segments; on ACTION_UP, finishes line.
The problem is that after ACTION_DOWN, apparently the pointer needs to move more than 10 pixels away from where it started (basically a 20x20 box around the starting point) in order to begin sending ACTION_MOVE events. After leaving the box, the move events are all quite accurate. (I figured out the 10 pixel thing by testing it.) Since this is meant to be used for writing or drawing, 10 pixels is a fairly significant loss: depending on how small you're trying to write, you can lose the first letter or two. I haven't been able to find anything about it - only a couple posts on a forum or two, like http://android.modaco.com/topic/339694-touch-input-problem-not-detecting-very-small-movements/page_pid_1701028#entry1701028. It seems to be present on some devices or systems and not others. No ideas as to how to get rid of it when you have it, though.
I'm using a Galaxy Tab 10.1, with Android 3.1. I've tried several different things to try to get rid of it: I've tried setting the event's coords to something else to see if I could trick it into thinking the cursor was in a different place; I tried re-dispatching the event with the coords changed (my handler reacted to the new points, but still didn't respond to movements in the 10-pixel radius.) I've searched through source code for any references to the effect, and found none (though I think it's from a different version of Android - code for 3.1 isn't released yet, is it?) I've searched for methods of querying the current state of the pointers, so I could just have a timer catch the changes until the pointer crossed the threshold. Couldn't find any way of getting pointer coords without a corresponding movement event. Nothing worked. Does anybody know anything about this, or have any ideas or work-arounds? Thank you.
-- Update: Drag and drop events show the same threshold.
I agree in part with the post by #passsy but come to a different conclusion. Firstly as mentioned, the mTouchSlop is the value that we are interested in and is exposed via ViewConfiguration.get(context).getScaledTouchSlop();
If you check the Android source for the ViewConfiguraton, the default value for TOUCH_SLOP is 8dip, but the comments mention that this value is a fallback only, and the actual value is defined when the Android OS for that specific device is built. (it may be more or less than this value. It appears to hold true for the Galaxy Tab devices)
More specific to the code sample, the mTouchSlop value is read from the ViewConfiguration when the View is initialised, but the value is only accessed in the onTouchEvent method. If you extend View and override this method (without calling super) then the behaviour of mTouchSlop in the View class is no longer relevant.
More telling (to us) was that when changing the Android settings to overlay touch events on the screen, a touch with a small drag does not register as a motion event, highlighted by the fact that the crosshairs from the Android OS do not move. From this our conclusion is that the minimal drag distance is being enforced at the OS level and your application will never be aware of drag events smaller than the TOUCH_SLOP value. You should also be aware that TOUCH_SLOP should not be used directly and the API deprecates the getTouchSlop method and recommends getScaledTouchSlop which takes the device screen size and pixel density into account. A side effect of this is that the actual minimum stroke length as perceived on different devices may vary. eg on a Galaxy Tab 2.0 7.0" it feels like we are able to draw shorter minimum strokes using the same code base than when running on a Galaxy Tab 2.0 10.1"
You should also be aware that (if you find a way to alter this value), this value determines how Android systems distinguish between taps and strokes. That is if you tap the screen but your finger moves slightly while performing the tap, it will be interpreted as a tap if it moved less than TOUCH_SLOP, but as a stroke if it moved more than TOUCH_SLOP. Therefore setting TOUCH_SLOP to a smaller value will increase the chance that a tap will be interpreted as a stroke.
Our own conclusion is that this minimum distance is not something that can be changed in practice and is something we need to live with.
The problem is on Line 6549 in class View https://github.com/android/platform_frameworks_base/blob/master/core/java/android/view/View.java
if (!pointInView(x, y, mTouchSlop)) {...}
/**
* Utility method to determine whether the given point, in local coordinates,
* is inside the view, where the area of the view is expanded by the slop factor.
* This method is called while processing touch-move events to determine if the event
* is still within the view.
*/
private boolean pointInView(float localX, float localY, float slop) {
return localX >= -slop && localY >= -slop && localX < ((mRight - mLeft) + slop) &&
localY < ((mBottom - mTop) + slop);
}
mTouchSlop is set in the constructor
mTouchSlop = ViewConfiguration.get(context).getScaledTouchSlop();
You can extend View and set mTouchSlop to zero. I don't see an other way to set mTouchSlop. There is no function like getApplicationContext.setScaledTouchSlop(int n).
Extend View Class.
Override pointInView method without "#Override" annotaion and set touchSlop = 0:
public boolean pointInView(float localX, float localY, float slop) {
slop = 0;
return localX >= -slop && localY >= -slop && localX < (getWidth() + slop) &&
localY < (getBottom() + slop);
}

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