I think you are possibly doing this the wrong way.

There is a canvas.translate() method which moves the canvas itself.
This just sets the hardware to look at a translated location, so
should be instantaneous plus or minus 1 nanosecond.

The downside is that you will need to draw the image to a larger sized
bitmap than the screen, to cater for the movement you allow in your
canvas.translate call, 19 pixels all around in your example.



On Mar 20, 9:07 am, Jeffrey <[email protected]> wrote:
> I'm trying to make a simple (or so I thought) live wallpaper that
> takes an image and moves it slowly in a circular motion, to make the
> picture seem less static and more like looking out a window. I took
> the live wallpaper tutorial from the SDK and stripped it down to the
> bare bones so I could add to it. But the issue is that no matter what
> size the image I'm moving, or what format (drawable or bitmap), it is
> only getting about 3 fps.
>
> I don't know what to do to make this run faster, I have very limited
> programming knowledge so I don't know if I'm missing something stupid.
>
> Also, this is the code I'm using to calculate the circular movement:
>
> int NewX = (int) (OffsetX + Math.sin(Dist)*19);
> int NewY = (int) (OffsetY + Math.cos(Dist)*19);
>
> where Dist is the speed it's moving and 19 is the radius of the
> circle.
>
> Is there an easier way? I looked into Tween animation but I don't know
> how I would implement my circle code into it.

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