Firstly, thanks Mark for taking the time to test it.
The only other thing which could be wrong is how the coordinate system
is represented in each device. I draw to the screen once I have
remapped the coordinate system i.e.:
if(screenOrientation == 1) { // Portrait
SensorManager.remapCoordinateSystem(R, SensorManager.AXIS_MINUS_Z,
SensorManager.AXIS_X, outR);
}
else { // All other send to Landscape
SensorManager.remapCoordinateSystem(R, SensorManager.AXIS_X,
SensorManager.AXIS_Z, outR);
}
However, this shouldn't be an issue should it?
On Oct 31, 6:19 pm, Mark Murphy <mmur...@commonsware.com> wrote:
> mscwd01 wrote:
> > Okay this is getting really rather annoying now.
>
> > I have used both of the following methods of getting the screen
> > orientation and both do not work properly on different devices.
>
> > Method 1:
> > Display display = ((WindowManager) getSystemService
> > (WINDOW_SERVICE)).getDefaultDisplay();
> > int screenOrientation = display.getOrientation();
>
> > Method 2:
> > int screenOrientation = getResources().getConfiguration().orientation;
>
> > Both methods work fine on the HTC Hero; however, they both fail on the
> > G1 and G2 devices (according to the users of my app).
>
> > How can we be expected to make high quality applications if the API is
> > not supported on all devices???
>
> > I would be very greatful if someone could offer a solution to this,
> > its just not acceptable.
>
> I just tested this on a G1, and
> getResources().getConfiguration().orientation is 2 in landscape and 1 in
> portrait, just like it should be.
>
> I also tested it on an HTC Magic, and it works just fine.
>
> Heck, it even works on an ARCHOS 5 Android tablet.
>
> --
> Mark Murphy (a Commons Guy)http://commonsware.com|http://twitter.com/commonsguy
>
> Android Development Wiki:http://wiki.andmob.org
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