My Tizen application runs in 480×480 HTML5 Canvas. I set the width of the viewport to 480, so the game can run in “fullscreen” on any device by zooming its Canvas to the physical screen width (normally zoom in, as the screen resolution of the real devices is much higher than 480):
// Setup the canvas and the context (HTML 5)
gCanvas = document.getElementById(‘canvas’);
gContext = gCanvas.getContext(‘2d’);
// Set the game field
gCanvas.width = 480;
gCanvas.height = 480;
Needless to say, on emulator it runs as expected – the whole game screen is 100% fit in the display width. But the application was rejected from Tizen store, as the screen doesn’t fit in the screen of a real device (which means it was zoomed to several hundert percent)! What can be the problem?
Wrong screen scaling on a real device
Hello,
My Tizen application runs in 480×480 HTML5 Canvas. I set the width of the viewport to 480, so the game can run in “fullscreen” on any device by zooming its Canvas to the physical screen width (normally zoom in, as the screen resolution of the real devices is much higher than 480):
<head>
<title>MyApp</title>
<meta name=”viewport” content=”width=480, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no”>
<style>
body
{
margin:0px;
padding:0px;
}
canvas
{
outline:0;
border:0px solid #333;
}
</style>
</head>
<body background=”back.png”>
<canvas id=”canvas”>Your browser doesn’t support canvas.</canvas>
then the JS code sets the canvas size:
// Setup the canvas and the context (HTML 5)
gCanvas = document.getElementById(‘canvas’);
gContext = gCanvas.getContext(‘2d’);
// Set the game field
gCanvas.width = 480;
gCanvas.height = 480;
Needless to say, on emulator it runs as expected – the whole game screen is 100% fit in the display width. But the application was rejected from Tizen store, as the screen doesn’t fit in the screen of a real device (which means it was zoomed to several hundert percent)! What can be the problem?
BY
16 Apr 2025
Tizen Studio
BY
04 Nov 2024
Tizen Studio
BY
02 Apr 2024
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