I am trying to draw a bitmap that contains image info. I want to draw the bitmap so that it is drawn on the full surface of the screen. Here is the code I have currently:
/// <summary>
/// Paints the surface of the canvas view with the dictionary of paths that has been created
/// </summary>
private void PaintCanvasViewSurface(object sender, SKPaintSurfaceEventArgs args)
{
canvas = args.Surface.Canvas;
float gridHeight = (float)imageGrid.Height;
float gridWidth = (float)imageGrid.Width;
size = new SKSize(gridWidth, gridHeight);
rect = SKRect.Create(size);
canvas.DrawBitmap(bitmap, rect, null);
foreach (SKPath path in completedPaths)
canvas.DrawPath(path, paint);
foreach (SKPath path in inProgressPaths.Values)
canvas.DrawPath(path, paint);
}
This works on UWP, but on Android only draws the bitmap so that it takes up 1/3 of the height and 1/3 of the width. canvas.DrawBitmap(bitmap, 0, 0) works on Android, but produces an undersized image on UWP.
Any suggestions or alternative approaches?
Thanks in advance.