resolution

Kivy-ios sdl2 run on ios in low resolution

送分小仙女□ 提交于 2019-12-11 09:28:10
问题 Anyone had problem with new kivy-ios toolchain (with 64bit support) and low resolution? On earlier kivy-ios version (build_all.sh) resolution on iPhone was fine. Tested on simulator in xcode also on iPhone 4s device - screen resolution is forced to 320x480. Screenshots: http://www.send-picture.com/img-54febd75a9982.html#.VP69elRGjUY In output got: [INFO ] [Window ] Provider: sdl2 ('MODE', 320, 480) ('DRAWABLE SIZE', 320, 480) I've already tried to add loading screens with required dimensions

Is there a formula for converting a pixel coordinate in 1680x1050 to 1920x1080

风流意气都作罢 提交于 2019-12-11 05:27:06
问题 I'm playing around with converting some macros for a game (a tale in the desert) and found one I'm playing with trying to convert from the res it was written for (1680x1050) to my resolution (1920x1080). The macro does a series of clicks on the screen at certain coordinates. I'd like to try to get it as close as possible if such a formula exists and then tweak from there. Thanks guys. 回答1: 1680 * x = 1920 1050 * y = 1080 Solve for x and y and that's what you'll need to multiply your

Flash builder Mobile AS3 project: Screen DPI, Application DPI, image DPI, center image

有些话、适合烂在心里 提交于 2019-12-11 04:52:02
问题 I wrote a Flash Builder project in AS3. It uses some images to tell the user that it is busy with something. In the first place I wanted to use the SVG file format for these images to keep it crisp as possible. But it doesn't work, errors in shapes or not on the right position. So I decide to use the PNG format. It is working nicely except for one thing: DPI translations done by the compiler. I cannot center the image because the DPI size is recalculated to the size of the screen's DPI and

Change and scale resolution of XNA game

早过忘川 提交于 2019-12-11 03:07:37
问题 I have a game, initialized to run at 1920x1080. All sprites, Vectors etc. are specificly properly placed, to match the 1920x1080 genre. I have an enum , stating what res, the game is told to use. 1920x1080 would be the standard. Is there a way to, let's say, have a resolution of 1280x960, in the way of this: The game window is 1280x960 Game resolution (backbuffer) is still 1920x1080, but is scaled down to fit the window - 1280x960. A bit like, just before the draw event, capture the screen

How to get screen resolution in ruby

时光毁灭记忆、已成空白 提交于 2019-12-11 02:07:29
问题 How to get screen resolution (height, width) in ruby script? 回答1: On Linux: x, y = `xrandr`.scan(/current (\d+) x (\d+)/).flatten On windows, use WIN32OLE and such. 回答2: Ruby has no notion of a GUI. You would need to use somethign like the Ruby Xlib Wrapper for this. 回答3: This is how I solved my problem of getting resolution. As I was using Ruby 2.3.0, I cannot use DL module(as its been depricated). Following is by using Fiddle usr32=Fiddle::dlopen("user32") gsm=Fiddle::Function.new(usr32[

Get screen resolution as a variable in cmd

醉酒当歌 提交于 2019-12-11 01:43:56
问题 I need a script to copy a specific image depending on the screen resolution being used. so far I've found that wmic desktopmonitor get screenheight is giving me the appropriate output but i'm having trouble parsing it to a useable variable the problem is that the output is on three lines and I only need the information from the second one. Can anyone help? 回答1: You can even get more parameters with one single wmic : for /f %%i in ('wmic desktopmonitor get screenheight^,screenwidth /value ^|

Converting UIView to UIImage gives poor quality

那年仲夏 提交于 2019-12-10 17:55:11
问题 I am using the following code to capture a UIView as a UIImage and save it in Docs Dir. - (UIImage *) imageWithView:(UIView *)view { UIGraphicsBeginImageContext(view.bounds.size); [view.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage * img = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return img; } The UIImage is successfully saved. However the resolution is very poor. See the image below for reference. How do I make sure the resolution is retained

Android browser reporting the wrong screen size?

风流意气都作罢 提交于 2019-12-10 14:14:09
问题 I am developing a mobile website, and I've come across an interesting issue. I'm testing on my desktop, as well as on my Motorola Droid (Android 2.2). I have media queries set up to load 3 different stylesheets (320px wide, 480px wide, and 640px wide). I noticed that my Droid is loading the 320px stylesheet despite having a 480x854px screen. I set up a little JS to find out what the screen width is, and it's reporting 320px. Does the Android browser run in MDPI on HDPI screens? It's scaling

Android: ImageView scales up source image

扶醉桌前 提交于 2019-12-10 13:06:01
问题 I can't seem to get my ImageView to display its source image in its original size. The ImageView looks like this: <ImageView android:id="@+id/Logo" android:src="@drawable/logo" android:layout_width="wrap_content" android:layout_height="wrap_content" > </ImageView> The source image is 140 pixels wide, yet on the Nexus One's screen, which is 480 pixels wide it uses up half of the width. Using absolute values in px or dp for the width and height changes nothing. The image also looks very

How can I get the screen resolution in R

落花浮王杯 提交于 2019-12-10 12:32:37
问题 How can I get screen resolution (height, width) in pixels? 回答1: You could use commad-line interface to WMI > system("wmic desktopmonitor get screenheight") ScreenHeight 900 You could capture result with system (scr_width <- system("wmic desktopmonitor get screenwidth", intern=TRUE)) # [1] "ScreenWidth \r" "1440 \r" "\r" (scr_height <- system("wmic desktopmonitor get screenheight", intern=TRUE)) # [1] "ScreenHeight \r" "900 \r" "\r" With multiple screens, the output is, e.g., [1] "ScreenWidth