galaxy s7 edge drag and drop - android

I have a user who has uprgraded from Samsung Galaxy S6 Edge to Samsung Galaxy S7 Edge.
My app has the ability to drag and drop playing card images.
The user indicates that this feature is not working on the S7 Edge but it did on the S6 Edge.
The dragging works, which suggests that the onTouch() and onDrag() are working but when an object is dropped it returns to its original position instead of the required position.
protected void measureDisplay() {
// get info about screen size to determine style of images to use
display = getWindowManager().getDefaultDisplay();
size = new Point();
display.getSize(size);
displayMetrics = new DisplayMetrics();
// get the density of the display
display.getMetrics(displayMetrics);
width = size.x;
height = size.y;
}
private void measureBoard(View v) {
// get the current view width and height
float viewWidth = v.getWidth();
float viewHeight = v.getHeight();
// extract the image offsets inside the view
Matrix matrix = ((ImageView) v).getImageMatrix();
float[] values = new float[9];
matrix.getValues(values);
boardLeft = values[2]; // the X offset
boardRight = viewWidth - boardLeft;
boardTop = values[5]; // the Y offset
boardBottom = viewHeight - boardTop;
cardOffsetW = (boardRight - boardLeft) / 10;
cardOffsetH = (boardBottom - boardTop) / 10;
}

At least some of the problems with behind-the-scenes display scaling can be solved by finding out if the user has Samsung's Game Tuner installed. It changes the Resolution Ratio for any "Game" app, and possibly does it without ever being opened.
To resolve, ask users to specify Resolution Ratio for your game in Game Tuner (they can do that on a per-app basis). See more here: DragEventListener not working on Samsung S7 (6.0)
I am working on an update for my game which would pop a message if they have Game Tuner installed.

This app:
https://play.google.com/store/apps/details?id=com.evozi.displayscaling
will resolve the issue on Samsung devices.
In our game we faced with similar problem and solution was this settings change.
I hope that Samsung will provide fix with some next OS update so we do need to inform users about this bug and forcing them to change settings.

Related

How to get correct screen width (px) in Android Studio?

I have a physical device hooked up to my Android Studio - a Samsung Galaxy S20 Ultra 5G - SM-G988U. Everywhere I look online it lists the dimensions as 1440px x 3200px and 511 ppi.
However when I hook this phone up to android studio and I run my app I get the length and width measurements in Logcat (via the code below) and it returns 1080 x 2400.
int screenWidth = 0;
int screenHeight = 0;
if (Build.VERSION.SDK_INT >= 28 && Build.VERSION.SDK_INT < 30) {
screenHeight = getResources().getDisplayMetrics().heightPixels;
screenWidth = getResources().getDisplayMetrics().widthPixels;
} else {
WindowMetrics deviceWindowMetrics = getApplicationContext().getSystemService(WindowManager.class).getMaximumWindowMetrics();
screenWidth = deviceWindowMetrics.getBounds().width();
screenHeight = deviceWindowMetrics.getBounds().height();
}
Log.d(TAG, "The screen width == " + screenWidth);
I can't figure out the reason why it prints 1080 as the width instead of 1440. The phone is a used phone I purchased online - the only reasoning I can come up with is that this phone is not really a Samsung Galaxy S20. All the other phones I'm using to test with return the expected width and height. Am I doing something wrong?
Hi I m not sure about this but try changing the resolution on your phone.
https://www.technobezz.com/how-to-change-screen-resolution-on-samsung-galaxy-s20-ultra/

Set Display resolution limit in unity

So I released a game a few months ago.
I run a lot of test on devices I add at home (galaxy note 2, galaxy tab pro, wiko), and the game runs smoothly on these devices.
But last day, I run my game on an LG G3 device, and there are a lot of FPS drops.
I think it's because the game runs with the native display resolution of the screen (2560 x 1440).
Is it possible to create a script, that when it detects a display resolution upper than FullHD (like for the LG G3), it displays the game in a lower resolution?
I think it would stop the FPS drops.
Adjust same Camera Resolution on every Device.
If your Game is in portrait mode then use 720*1280 resolution and if using landscape mode the use 960*640 , your game will run perfect on every device.
Attach Script to your camera
Change Values targetaspect
using UnityEngine;
using System.Collections;
public class CameraResolution : MonoBehaviour {
void Start () {
// set the desired aspect ratio (the values in this example are
// hard-coded for 16:9, but you could make them into public
// variables instead so you can set them at design time)
float targetaspect = 720.0f / 1280.0f;
// determine the game window's current aspect ratio
float windowaspect = (float)Screen.width / (float)Screen.height;
// current viewport height should be scaled by this amount
float scaleheight = windowaspect / targetaspect;
// obtain camera component so we can modify its viewport
Camera camera = GetComponent<Camera> ();
// if scaled height is less than current height, add letterbox
if (scaleheight < 1.0f) {
Rect rect = camera.rect;
rect.width = 1.0f;
rect.height = scaleheight;
rect.x = 0;
rect.y = (1.0f - scaleheight) / 2.0f;
camera.rect = rect;
} else { // add pillarbox
float scalewidth = 1.0f / scaleheight;
Rect rect = camera.rect;
rect.width = scalewidth;
rect.height = 1.0f;
rect.x = (1.0f - scalewidth) / 2.0f;
rect.y = 0;
camera.rect = rect;
}
}
}
is not that easy (with a good quality result).
Basically, you can use asset bundle system for it and have double of your graphics in SD and HD formats. Unity supports it, it calls variants. Please find more information about Asset Bundles here:
https://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager
Detection of screen resolution is easy. You can use Screen.width and Screen.height for it.
I know Screen class has a method SetResolution and this might do a thing for you without using an Asset Bundle system. I have never use it on my own.
Here is more about Screen class:
https://docs.unity3d.com/ScriptReference/Screen.html
and concrete SetResolution method:
https://docs.unity3d.com/ScriptReference/Screen.SetResolution.html
You can use Camera.aspect to get an aspect ratio of the screen as well:
https://docs.unity3d.com/ScriptReference/Camera-aspect.html

Galaxy Note 5: Density Reduced Automatically

I created an app that relies on some screen metrics to function. It works great on all devices, except for the Galaxy Note 5. On the note 5 it reports the screen size of 1080x1920 while the screen is actually 1440x2560. I also see the following message in logcat:
"ActivityThread﹕ Switching default density from 560 to 420"
I'm finding the screen size by calling getWindowVisibleDisplayFrame in the following code:
Rect usable_rect = new Rect();
Window window = activity.getWindow();
window.getDecorView().getWindowVisibleDisplayFrame(usable_rect);
One other odd observation, if I use a package name other then my released app's package name the correct metrics are returned. Please help!
We finally found the answer to the Note 5 reducing the usable space for our app/game. It turned out Samsung is doing some optimization on the usable screen size for battery performance. The only way we found to use the true screen size of the display is by downloading Samsung's Game Tuner app and setting the mode to "Maximum Quality". It appears that without the Game Tuner app installed the default "Balanced Quality" is used, which results in the 1080p usable area.
https://play.google.com/store/apps/details?id=com.samsung.android.gametuner.thin&hl=en
Try this
Point size = new Point();
WindowManager w = getWindowManager();
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR2) {
w.getDefaultDisplay().getSize(size);
mWindowWidth = size.x;
mWindowHeight = size.y;
} else {
Display d = w.getDefaultDisplay();
mWindowWidth = d.getWidth();
mWindowHeight = d.getHeight();
}

How to make TMXTiledMap responsive?

My game is a 2D car-based one, with a straight infinite map where I've finally been able to add some random obstacles. There are only 3 positions the car can be at, and everything is working fine.
The point is that I've recently noticed that it is not responsive, and tried to make it responsive by adding a line like these one to the AppDelegate.cpp:
glview->setDesignResolutionSize(1024.0, 600.0, kResolutionFixedWidth);
I've tried to use kResolutionFixedWidth, kResolutionFixedHeight and all others 5 variables you can put there, but I only got black lines along the screen and every single screen breakdown you can imagine -.-'
I can figure out I need to resize my TMXTiledMap manually because of the nature of tiles (I did it with Tiled), but I don't know how to face this problem.
Note that I'm currently developing for a 1024x600 Android device but I would want to support at least the most common resolutions for both tablets and smartphones.
There are probably 2 resolution policies you want to use.
If you use No Border then you shouldn't see any black bars, but the engine will crop your design resolution so you won't want to put UI in the corners, or you'll want to use Visible Origin and Visible Size to calculate positions.
If you use Exact Fit you should set the design resolution to the devices exact size, and then you're responsible for positioning and scaling everything correctly to avoid distortion.
You will need to scale your art depending on your policy and design resolution choices if you are seeing black bars.
Have you read through this wiki page?
http://www.cocos2d-x.org/wiki/Multi_resolution_support
Here's what we do for one of our games:
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
float contentScaleFactor = 1.f;
// Set the design resolution
Size frameSize = glview->getFrameSize();
Size designSize = glview->getDesignResolutionSize();
CCLOG("defaults:");
CCLOG("framesize = {%f,%f}", frameSize.width, frameSize.height);
CCLOG("visibleSize = {%f,%f}", glview->getVisibleSize().width, glview->getVisibleSize().height);
CCLOG("designSize = {%f,%f}", designSize.width, designSize.height);
CCLOG("contentscalefactor = %f", director->getContentScaleFactor());
Vec2 origin = director->getVisibleOrigin();
CCLOG("visibleSize = %s", CStrFromSize(director->getVisibleSize()));
CCLOG("origin = {%f,%f}", origin.x, origin.y);
// Retina?
contentScaleFactor = director->getContentScaleFactor();
float designWidth = frameSize.width / contentScaleFactor;
float designHeight = frameSize.height / contentScaleFactor;
CCLOG("contentScale = %f, designWidth/Height = {%f,%f}", contentScaleFactor, designWidth, designHeight);
glview->setDesignResolutionSize(designWidth, designHeight, ResolutionPolicy::EXACT_FIT);
// we designed the game for 480x320 (hence the divisors)
// used to scale full screen backgrounds
float fullWidthScaleFactor = designWidth/480.f;
// used to scale up most UI
float largeScaleFactor = floorf(designHeight/320.f);
// round to closest HALF step (1.0,1.5,2.0,2.5,3.0,etc)
// used for scaling UI where pixel art is affected by .1 scales
float largeScaleFactorExact = floorf(designHeight * 2.f / 320.f) * 0.5f;
// used to scale up UI that must be touchable (larger on high desnsity)
float largeScaleFactorUI = STROUND(designHeight / 320.f);
// this forces minimum of 1x scale (we should just not support these devices)
float scaleFitAll = designWidth > designHeight ? designHeight/320.f : designWidth/480.f;
if(largeScaleFactor < 1.f)
largeScaleFactor = scaleFitAll;
if(largeScaleFactorExact < 1.f)
largeScaleFactorExact = scaleFitAll;
if(largeScaleFactorUI < 1.f)
largeScaleFactorUI = scaleFitAll;

Issues with screen sizes and activity rendering

I'm currently developing my first android app, and my first game. I've been developing on a netbook with a CliqXT (HVGA). Things are going well, it renders perfectly on the smaller screen. I knew I'd have some issues when rendering on larger screens, but the issues I'm having are not what I was expecting and I'm kind of stuck.
So basically the game consists of a main SurfaceView which I'm rendering the tiled game world on to. I followed this tutorial to get started, and my structure is still pretty similar except that it calculates the boundries based on the player location:
http://www.droidnova.com/create-a-scrollable-map-with-cells-part-i,654.html
The game also has various buildings the player can enter. Upon entering it launches another activity for that particular building. The building activities are just normal Views with Android UI stuff defined in XML (Buttons, TextViews, etc).
What I expected to happen:
So I expected the the building UIs to render correctly on the larger screen. I specified all dimensions in "dp" and fonts in "sp" in hopes that they'd scale correctly. I expected the actual game tilemap to render generally correctly, but maybe be really tiny due to the higher resolution / dpi. I'm using a very similar function to the tutorial linked above (calculateLoopBorders(), my version is pasted below) to calculate how many tiles to render based on screen height and width (getHeight() and getWidth()).
What is actually happening:
The whole game is just being rendered as if it's HVGA. The tilemap, and the building UIs are just scaled down to the smaller screen size, leaving black borders around the left, right, and bottom (see images).
If anyone can point me in the right direction it'd be greatly appreciated, thanks a lot!
(Some of you may recognize this public domain DOS classic)
Edit: Thanks Christian for fixing code formatting.
mCellHeight and mCellWidth are the width/height of the cells in pixels
mMapHeight and mMapWidth are the width/height of the total game world in number of tiles
public void calculateLoopBorders() {
mWidth = getWidth();
mHeight = getHeight();
mStartRow = (int) Math.max(0, mPlayer.mRow - ((int) (mHeight / 2) / mCellHeight));
mStartCol = (int) Math.max(0, mPlayer.mCol - ((int) (mWidth / 2) / mCellWidth));
mMaxRow = (int) Math.min(mMapHeight, mStartRow + (mHeight / mCellHeight)) + 1;
mMaxCol = (int) Math.min(mMapWidth, mStartCol + (mWidth / mCellWidth));
if (mMaxCol >= mMapWidth) {
mStartCol = mMaxCol - (mWidth / mCellWidth);
}
if (mMaxRow >= mMapHeight) {
mStartRow = mMaxRow - (mHeight / mCellHeight);
}
int x1 = mStartCol * mCellWidth;
int y1 = mStartRow * mCellHeight;
int x2 = x1 + mWidth;
int y2 = y1 + mHeight;
mBgSrcRect = new Rect(x1, y1, x2, y2);
mBgDestRect = new Rect(0,0, mWidth, mHeight);
}
I figured it out. I was targeting 1.5 in the Project so it was assuming HVGA. Targeting 2.1 fixes the issue and the bitmaps even seem to scale correctly using some kind of android magic.
I still have a question though, when I finish this game I want it to work with 1.5+ devices. Do I need to put separate builds into the market, one for each device class? This seems like a lot of trouble for something that could be handled in a line or 2 of code in the app itself... but I've never released an app so maybe it's easily handled in the process.

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