How can I prevent an ImageView from resizing to fit the screen programmatically?
I am making a 2D platformer type game. I made a ImageView
using JAVA, that Is supposed to be about twice the size of the screen horizontally.
However, when the ImageView
is displayed no matter the size of the Image, it keeps re-sizing to fit my screen . Note that I am not using XML, but I am purely using JAVA. How can I prevent this?
Here is the code:
ConstraintLayout gameLayout;
gameLayout = findViewById(R.id.gameLayout);
ImageView map = new ImageView(this);
map.setImageResource(R.drawable.tutorial_map);
map.setX(0);
map.setY(0);
gameLayout.addView(map);
Feel free to edit further if necessary.
java android imageview
add a comment |
I am making a 2D platformer type game. I made a ImageView
using JAVA, that Is supposed to be about twice the size of the screen horizontally.
However, when the ImageView
is displayed no matter the size of the Image, it keeps re-sizing to fit my screen . Note that I am not using XML, but I am purely using JAVA. How can I prevent this?
Here is the code:
ConstraintLayout gameLayout;
gameLayout = findViewById(R.id.gameLayout);
ImageView map = new ImageView(this);
map.setImageResource(R.drawable.tutorial_map);
map.setX(0);
map.setY(0);
gameLayout.addView(map);
Feel free to edit further if necessary.
java android imageview
add a comment |
I am making a 2D platformer type game. I made a ImageView
using JAVA, that Is supposed to be about twice the size of the screen horizontally.
However, when the ImageView
is displayed no matter the size of the Image, it keeps re-sizing to fit my screen . Note that I am not using XML, but I am purely using JAVA. How can I prevent this?
Here is the code:
ConstraintLayout gameLayout;
gameLayout = findViewById(R.id.gameLayout);
ImageView map = new ImageView(this);
map.setImageResource(R.drawable.tutorial_map);
map.setX(0);
map.setY(0);
gameLayout.addView(map);
Feel free to edit further if necessary.
java android imageview
I am making a 2D platformer type game. I made a ImageView
using JAVA, that Is supposed to be about twice the size of the screen horizontally.
However, when the ImageView
is displayed no matter the size of the Image, it keeps re-sizing to fit my screen . Note that I am not using XML, but I am purely using JAVA. How can I prevent this?
Here is the code:
ConstraintLayout gameLayout;
gameLayout = findViewById(R.id.gameLayout);
ImageView map = new ImageView(this);
map.setImageResource(R.drawable.tutorial_map);
map.setX(0);
map.setY(0);
gameLayout.addView(map);
Feel free to edit further if necessary.
java android imageview
java android imageview
edited Jan 15 at 2:58
Cœur
19k9113154
19k9113154
asked Jan 3 at 0:16
CodingMCodingM
172218
172218
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
Use map.setScaleType(ScaleType.FIT_XY);
or
You can also use map.setAdjustViewBounds(true);
Make sure you use map.setBackgroundResource(R.drawable.tutorial_map)
instead of map.setImageResource(R.drawable.tutorial_map).
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
|
show 4 more comments
What framework are you using to build the game. My suggestion would be to use libgdx which is super lightweight, cross platform and awesome. Trust me this question will be the least of your problems. As a developer, you need to think of how your code is going to change tomorrow.
So, since you are using an imageview, just set as fixed the width of your window and scale your imageview as you wish. Cheers!
1
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
Use map.setScaleType(ScaleType.FIT_XY);
or
You can also use map.setAdjustViewBounds(true);
Make sure you use map.setBackgroundResource(R.drawable.tutorial_map)
instead of map.setImageResource(R.drawable.tutorial_map).
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
|
show 4 more comments
Use map.setScaleType(ScaleType.FIT_XY);
or
You can also use map.setAdjustViewBounds(true);
Make sure you use map.setBackgroundResource(R.drawable.tutorial_map)
instead of map.setImageResource(R.drawable.tutorial_map).
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
|
show 4 more comments
Use map.setScaleType(ScaleType.FIT_XY);
or
You can also use map.setAdjustViewBounds(true);
Make sure you use map.setBackgroundResource(R.drawable.tutorial_map)
instead of map.setImageResource(R.drawable.tutorial_map).
Use map.setScaleType(ScaleType.FIT_XY);
or
You can also use map.setAdjustViewBounds(true);
Make sure you use map.setBackgroundResource(R.drawable.tutorial_map)
instead of map.setImageResource(R.drawable.tutorial_map).
edited Jan 3 at 6:50
answered Jan 3 at 0:22
PrincePrince
1,2611030
1,2611030
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
|
show 4 more comments
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
None of these seem to be working for me. When I try to make my map bigger (MS paint) they just would not show up at all. (Meaby this has to do with the other code I put in, so this may be correct) Edit: Would you like me to provide a screen shot?
– CodingM
Jan 3 at 0:29
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
Maybe you should try with set background rather than set imager resource.
– Prince
Jan 3 at 0:36
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
use this map.setBackgroundResource(R.drawable.tutorial_map);
– Prince
Jan 3 at 0:39
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
Once again, none of these work. I will do an edit showing some screenshots of the thing. Are you testing these out, or just relying on memory? Cause, if you are testing them, this meaby another unrealted problem with my code.
– CodingM
Jan 3 at 0:45
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
I have edited my question adding ScreenShots of my android device with your sollutions.
– CodingM
Jan 3 at 1:13
|
show 4 more comments
What framework are you using to build the game. My suggestion would be to use libgdx which is super lightweight, cross platform and awesome. Trust me this question will be the least of your problems. As a developer, you need to think of how your code is going to change tomorrow.
So, since you are using an imageview, just set as fixed the width of your window and scale your imageview as you wish. Cheers!
1
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
add a comment |
What framework are you using to build the game. My suggestion would be to use libgdx which is super lightweight, cross platform and awesome. Trust me this question will be the least of your problems. As a developer, you need to think of how your code is going to change tomorrow.
So, since you are using an imageview, just set as fixed the width of your window and scale your imageview as you wish. Cheers!
1
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
add a comment |
What framework are you using to build the game. My suggestion would be to use libgdx which is super lightweight, cross platform and awesome. Trust me this question will be the least of your problems. As a developer, you need to think of how your code is going to change tomorrow.
So, since you are using an imageview, just set as fixed the width of your window and scale your imageview as you wish. Cheers!
What framework are you using to build the game. My suggestion would be to use libgdx which is super lightweight, cross platform and awesome. Trust me this question will be the least of your problems. As a developer, you need to think of how your code is going to change tomorrow.
So, since you are using an imageview, just set as fixed the width of your window and scale your imageview as you wish. Cheers!
answered Jan 3 at 1:35
Rex. ARex. A
13
13
1
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
add a comment |
1
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
1
1
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
For this project, I will be only using Android and Java without any pulg-ins. Thanks for the suggestion though :)
– CodingM
Jan 3 at 1:40
add a comment |
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