motorola T720 fullscreen.

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5 comments, last by Nickels 20 years, 5 months ago
by default this phone shows a bar at the bottom. when i remove all command listeners from the bar and draw an image that is the full real length (160) of the height, the image will cover the entire screen. however, when i draw other smaller images on the bottom it gets clipped. bottom half (below bar) the image doesnt move. above the "Bar" the images do update properly. strange because i am clearing the entire screen with a solid color, then draw the fullscreen image, and then drawing smaller images (sprites). anybody know the problem ? again, the phone is a T720.
Climb a mountain, every dawn.
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I don''t think you''re suppossed to be able to draw over those buttons.

Here''s a discussion on that topic:
http://brewforums.qualcomm.com/showthread.php?s=&threadid=2650
first of all thanks.
second, your name is very refreshing for some reason.

third, i checked out that forum. didnt really help too much except for the fact that it can be done in java!

let me clarify what my problem is though.
the background image is indeed being drawn to fullscreen.
but if i have a small sprite (lets say a ball) on the bottom, the portion that is drawn over the bar area (although u cant see it) will stick there while the other part moves. basically, it looks like that bottom piece is not being refreshed.

odd thing: the whole screen is redrawn at fullscreen every time. and it only happens when the ball is started over the bottom bar.
Climb a mountain, every dawn.
Have you tried a:
Graphics.setClip (0, 0, 120, 160);
at the start of your paint function. There''s a couple of phones that initialise the clipping rectangle to preserve the command buttons / title area prior to calling the paint function. Don''t know if the T720 is one of these.

Skizz

P.S. The T720 isn''t the best of phones to develop for, the firmware is very buggy.
ClipRect is the solution to NOT drawing over that area.. I''ve had the same problem.

If you WANT to draw over that area, you can get the dimensions of the screen from www.MOTOCODER.com and simply use your own getWidth and getHeight functons.

There does seem to be a bug with the T720''s Canvas and using g.drawLine though-- sometimes I can see specs of line on the edges of the screen.. This could be my code, but, I don''t get those artifacts in the emulator.

Aside from that I''ve not had any problems developing for the T720. It''s faster than my 8086, and has more colours too!

Will
------------------http://www.nentari.com
I have tried doing a Graphics.setClip(), but i abandoned it for some reason.

Now i have fullscreen rendering by simply calling repaint(0,0,120,160) at the end of drawing everything to the canvas.
This works just fine.

Before I was repainting only the bottom area, which worked but was very flickery. I tried all sorts of things and ive finally came up with a hack to solve it. And yes, i do consider this solution as a hack - but atleast it works.

Why does it work? that im not so sure of since I am calling repaint() AND serviceRepaints() in the MIDlet''s run() function.
Climb a mountain, every dawn.
Yeah, the motorola has a bug(?!) that let''s you overwrite the MIDP screen.

Never tried it, just what I''ve heard.

/MindWipe
"To some its a six-pack, to me it's a support group."

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