Forums

OverviewFelgo 2 Support (Qt 5) › Android and Immersive Full-Screen Mode, detecting height

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #16654

    Marcin

    Hello Felgo,
    There are two new things I have come across.
    Both affecting Android devices.
    Maybe you have a hint what to do.

    1. Hiding bottom “software” navigation bar.
    One of my test devices uses only “software” bottom navigation. No physical buttons at the bottom of the device.
    It uses Android 7.1 (720×1280 resolution).
    Unfortunately I don’t know how I can hide the bottom navigation bar when the app is running.
    I tested even template apps from Felgo like Flappy Bird demo.
    I saw few articles on Android developers portal, mostly for full-screen immersive mode.
    All of them explain the way to do it but no longer using Manifest file but rather pure Java, did you implement this?
    https://developer.android.com/training/system-ui/immersive.html
    https://developer.android.com/training/system-ui/navigation.html

    2. GameWindow no longer gives right values for device height
    I tested 3 devices, Android 4.3(Samsung S3),  Android 7.0(Samsung S6) and Android 7.1(Sony Xperia Compactx)
    In all of the cases the game window height/screenHeight property is not calculated correctly.
    On devices with 720×1280 it shows height as 1230
    On device with 1440×2560 it shows height as 2460.
    It bothers me because I use this value to do some calculations.
    Fortunately I found GameWindow.screen object property, which has both valid height property and desktopAvailableHeight property,  which is the lower value.
    Maybe GameWindow uses the desktopAvailableHeight form screen property?

     

     

    Any help appreciated 🙂

    #16655

    Marcin

    Small update.
    I think the point number two is no longer relevant.
    I managed to isolate the issue and the calculations are only wrong for screenHeight when I show/hide the main GameWindow.
    Looks like I need to change the way I handle splash screen.

    If the GameWindow is visible from the start the screenHeight is right.

    #16667

    Günther
    Felgo Team

    Hi Marcin!

    We generally do not hide the android bottom navigation, as we recommend to also allow the usage of e.g. the back-button for devices with no hardware button. Otherwise developers might design apps that depend on the button and are not aware that it might not be available on certain devices then. So its good to not hide it to provide the same navigation possibilities across devices.

    For more details about hiding the bottom navigation in a Felgo App and possible issues, some research and testing would also be required from our side.

    Best,
    Günther

     

     

    #16683

    Marcin

    Hi Günther,
    Thank you for answer.

    I agree, what you say makes sense.
    On the other hand would be nice to have an option.
    But I understand your approach, even quick look through some apps and games show that many developers do the same as you, keep the software navigation bar.
    Also, like you said, probably the change/option would require more resources put into this.

    So my question then, do you think  would there be any technical limitations, if I wanted to change the behavior using custom Java code?
    Didn’t try it yet, but maybe you know without extra research, would it be blocked.

    PS. I observed last few weeks that answers from the forum land in the spam folder, at least when you use gmail.
    It is a little annoying.
    Of course I can handle this by changing configuration but maybe this is something you are not aware of.
    Gmail informs about some sender data which breaks the standards or something.

    #16690

    Günther
    Felgo Team

    Hi Marcin,

    no first-hand experience from my side – I noted the task so one of our devs can have a look some time.
    Hiding the navigation bar with custom Java code should be possible, as we e.g. also use custom Java code to show or hide the status bar.

    Best,
    Günther

Viewing 5 posts - 1 through 5 (of 5 total)

RSS feed for this thread

You must be logged in to reply to this topic.

Voted #1 for:

  • Easiest to learn
  • Most time saving
  • Best support

Develop Cross-Platform Apps and Games 50% Faster!

  • Voted the best supported, most time-saving and easiest to learn cross-platform development tool
  • Based on the Qt framework, with native performance and appearance on all platforms including iOS and Android
  • Offers a variety of plugins to monetize, analyze and engage users
FREE!
create apps
create games
cross platform
native performance
3rd party services
game network
multiplayer
level editor
easiest to learn
biggest time saving
best support