我已经将我的游戏编码为 320x480,并且我认为支持多种分辨率的最简单方法是缩放最终图像。您对此有何看法?这样做会不会有cpu效率?
我将所有图像都放在 mdpi 文件夹中,我会将其在屏幕上未缩放地绘制到缓冲区上,然后将其缩放以适合屏幕。所有用户输入也将被缩放。
我有这 2 个问题:-如何在没有 android 自动缩放的情况下绘制位图-如何缩放位图?
我在我的项目中多次偶然发现同样的问题,每次由于缺乏时间(和懒惰),我都会对一个不太理想的解决方案感到满意。但最近我找到了一些时间来解决这个特殊问题。这是我的解决方案,希望对您也有帮助。
Bitmap scaleWithAspectRatio(Bitmap image)
{
int imaheVerticalAspectRatio,imageHorizontalAspectRatio;
float bestFitScalingFactor=0;
float percesionValue=(float) 0.2;
//getAspect Ratio of Image
int imageHeight=(int) (Math.ceil((double) image.getHeight()/100)*100);
int imageWidth=(int) (Math.ceil((double) image.getWidth()/100)*100);
int GCD=BigInteger.valueOf(imageHeight).gcd(BigInteger.valueOf(imageWidth)).intValue();
imaheVerticalAspectRatio=imageHeight/GCD;
imageHorizontalAspectRatio=imageWidth/GCD;
Log.i("scaleDownLargeImageWIthAspectRatio","Image Dimensions(W:H): "+imageWidth+":"+imageHeight);
Log.i("scaleDownLargeImageWIthAspectRatio","Image AspectRatio(W:H): "+imageHorizontalAspectRatio+":"+imaheVerticalAspectRatio);
//getContainer Dimensions
int displayWidth = getWindowManager().getDefaultDisplay().getWidth();
int displayHeight = getWindowManager().getDefaultDisplay().getHeight();
//I wanted to show the image to fit the entire device, as a best case. So my ccontainer dimensions were displayWidth & displayHeight. For your case, you will need to fetch container dimensions at run time or you can pass static values to these two parameters
int leftMargin = 0;
int rightMargin = 0;
int topMargin = 0;
int bottomMargin = 0;
int containerWidth = displayWidth - (leftMargin + rightMargin);
int containerHeight = displayHeight - (topMargin + bottomMargin);
Log.i("scaleDownLargeImageWIthAspectRatio","Container dimensions(W:H): "+containerWidth+":"+containerHeight);
//iterate to get bestFitScaleFactor per constraints
while((imageHorizontalAspectRatio*bestFitScalingFactor <= containerWidth) &&
(imaheVerticalAspectRatio*bestFitScalingFactor<= containerHeight))
{
bestFitScalingFactor+=percesionValue;
}
//return bestFit bitmap
int bestFitHeight=(int) (imaheVerticalAspectRatio*bestFitScalingFactor);
int bestFitWidth=(int) (imageHorizontalAspectRatio*bestFitScalingFactor);
Log.i("scaleDownLargeImageWIthAspectRatio","bestFitScalingFactor: "+bestFitScalingFactor);
Log.i("scaleDownLargeImageWIthAspectRatio","bestFitOutPutDimesions(W:H): "+bestFitWidth+":"+bestFitHeight);
image=Bitmap.createScaledBitmap(image, bestFitWidth,bestFitHeight, true);
//Position the bitmap centre of the container
int leftPadding=(containerWidth-image.getWidth())/2;
int topPadding=(containerHeight-image.getHeight())/2;
Bitmap backDrop=Bitmap.createBitmap(containerWidth, containerHeight, Bitmap.Config.RGB_565);
Canvas can = new Canvas(backDrop);
can.drawBitmap(image, leftPadding, topPadding, null);
return backDrop;
}
我正在开发一款游戏,我的目标是 1280x800,并且我已经制作了所有图像以匹配该分辨率。第一次启动游戏时,我会缩小所有图像以匹配当前分辨率,并使用缩放后的图像来实际绘制游戏。如果您使用的是 SurfaceView,那么您在绘制图像时应该不会遇到缩放图像的问题。只是为了 100% 确保我将图像保存在原始目录中并从那里加载它们。
要对位图进行初始缩放,您只需要BitmapFactory.Options
在解码位图时使用 来告诉它它的目标密度以及实际显示的密度。