c - Unable to add fullscreen bitmap to Pebble due to window size -


i'm using pebble sdk 2 , running graphics problems.

i'm trying add full screen graphic dimensions 144 x 168, however, when do-- bottom gets clipped.

[picture]

investigating further- root layer has dimensions of 144 x 152 rather 144 x 168 (pebble's fullscreen dimensions). set window full screen, before adding bitmap , calling window_stack_push, status bar should not issue (although, dimensions of status bar supposedly fit space missing).

code below:

void handle_init(void) {   s_main_window = window_create();   window_set_fullscreen(s_main_window, true);    window_set_window_handlers(s_main_window, (windowhandlers) {     .load = main_window_load,     .unload = main_window_unload   });   const bool animated = true;   window_set_click_config_provider(s_main_window, click_config_provider);   window_stack_push(s_main_window, animated); }  static void main_window_load(window *window) {   // create gbitmap, set created bitmaplayer   s_background_bitmap = gbitmap_create_with_resource(resource_id_chill_bg5);   s_background_layer = bitmap_layer_create(grect(0, 0, 144, 168));   bitmap_layer_set_bitmap(s_background_layer, s_background_bitmap);   layer_add_child(window_get_root_layer(window), bitmap_layer_get_layer(s_background_layer)); } 

updated code:

static void breathe_window_load(window *window) {   layer *window_layer = window_get_root_layer(window);    // create gbitmap, set created bitmaplayer   s_background_bitmap_3 = gbitmap_create_with_resource(resource_id_chill_bg6);   s_background_layer_3 = bitmap_layer_create(grect(0, -16, 144, 168));   bitmap_layer_set_bitmap(s_background_layer_3, s_background_bitmap_3);   layer_add_child(window_get_root_layer(window), bitmap_layer_get_layer(s_background_layer_3)); }  static void breathe_window_unload(window *window) {   gbitmap_destroy(s_background_bitmap_3);   bitmap_layer_destroy(s_background_layer_3);   animation_unschedule_all();   window_destroy(s_window_2); }  static void up_click_handler(clickrecognizerref recognizer, void *context) {   s_window_2 = window_create();   window_set_window_handlers(s_window_2, (windowhandlers) {     .load = breathe_window_load,     .unload = breathe_window_unload   });     const bool animated = true;   window_stack_push(s_window_2, animated);    next_animation(); } 


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