If we want to use an image as background in a J2ME application, we have the problem that we must to have one image for each different size screen. Another approach is to have only one image and fit it to all screen sizes.
In this article I will describe an algorithm to do that.
| Method Name | CreateScaledImage |
| Parameters | |
| imgOldImage | Image that we have to fit |
| iNewWidth | The new witdth of the image |
| iNewHeight | The new height of the image |
| Return Value | |
| New image with the new size | |
public static Image CreateScaledImage( Image imgOldImage, int iNewWidth, int iNewHeight )
{
Image imgNewImage = null;
final int iOldWidth = imgOldImage.getWidth();
final int iOldHeight = imgOldImage.getHeight();
int iOldRGBArray[] = new int[iOldWidth * iOldHeight];
iOldRGBArray = imgOldImage.getRGB( iOldRGBArray, 0, iOldWidth, 0, 0, iOldWidth, iOldHeight);
int iNewRGBArray[] = new int[iNewWidth * iNewHeight];
for (int yy = 0; yy < iNewHeight; yy++)
{
int dy = yy * iOldHeight / iNewHeight;
for (int xx = 0; xx < iNewWidth; xx++)
{
int dx = xx * iOldWidth / iNewWidth;
iNewRGBArray[(iNewWidth * yy) + xx] = iOldRGBArray[(iOldWidth * dy) + dx];
}
}
imgNewImage = Image.createRGBImage(iNewRGBArray, iNewWidth, iNewHeight, true);
return imgNewImage;
}
We could use this method in a Canvas Object in this way:
public class MyCanvas extends GameCanvas
{
private Image objBKGImage = null;
public void paint(Graphics g)
{
iViewH = this.getHeight();
iViewW = this.getWidth();
// load the background image
if (objBKGImage== null)
{
try
{
objBKGImage = Image.createImage("/res/Logo_150_53.png");
objBKGImage = CreateScaledImage(objBKGImage, iViewW, iViewH)
} catch (IOException ex)
{
ex.printStackTrace();
}
}
// draw background
if (objBKGImage!= null)
g.drawImage(objBKGImage,
(int)iViewW / 2,
(int)iViewH / 2,
Graphics.VCENTER | Graphics.HCENTER );
}
}
Microedition 19:39, 28 August 2008 (EEST) -- http://microedition.biz