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| author | Joe Fernandez <joefernandez@google.com> | 2014-09-11 09:52:07 -0700 |
|---|---|---|
| committer | Joe Fernandez <joefernandez@google.com> | 2014-10-12 17:29:44 -0700 |
| commit | d86a2f5b344a6c3520ab05c02df8a5b3fdfa5aea (patch) | |
| tree | ec6dc0ac024e84e5d288165dab2c7357f59eb736 /docs/html/preview | |
| parent | bbbeafa9bf0c4598b32c615c72e2c87ef62c85e9 (diff) | |
| download | frameworks_base-d86a2f5b344a6c3520ab05c02df8a5b3fdfa5aea.zip frameworks_base-d86a2f5b344a6c3520ab05c02df8a5b3fdfa5aea.tar.gz frameworks_base-d86a2f5b344a6c3520ab05c02df8a5b3fdfa5aea.tar.bz2 | |
docs: Android TV App Dev Basic Training
Change-Id: Iede448652efba25c3d0b6c26d49ea6548008515e
Diffstat (limited to 'docs/html/preview')
| -rw-r--r-- | docs/html/preview/tv/start/hardware-features.jd | 183 | ||||
| -rw-r--r-- | docs/html/preview/tv/start/index.jd | 237 | ||||
| -rw-r--r-- | docs/html/preview/tv/ui/layouts.jd | 298 | ||||
| -rw-r--r-- | docs/html/preview/tv/ui/navigation.jd | 136 |
4 files changed, 0 insertions, 854 deletions
diff --git a/docs/html/preview/tv/start/hardware-features.jd b/docs/html/preview/tv/start/hardware-features.jd deleted file mode 100644 index ddec496..0000000 --- a/docs/html/preview/tv/start/hardware-features.jd +++ /dev/null @@ -1,183 +0,0 @@ -page.title=Hardware Features on TV -page.tags="unsupported" - -@jd:body - -<div id="qv-wrapper"> -<div id="qv"> - <h2>In this document</h2> - <ol> - <li><a href="#unsupported-features">Unsupported Hardware Features</a></li> - <li><a href="#workaround-features">Handling Unsupported Features</a></li> - <li><a href="#check-features">Checking Available Features</a> - <ol> - <li><a href="#no-touchscreen">Touch screen</a></li> - <li><a href="#no-camera">Camera</a></li> - <li><a href="#no-gps">GPS</a></li> - </ol> - - </li> - </ol> -</div> -</div> - -<p>TVs do not have some of the hardware features found on other Android devices. -Touch screens, cameras, and GPS receivers are some of the most commonly used hardware features -which are typically not available on a TV. When you build an app for TV, you must carefully -consider if your app can handle not having these features and, if necessary, work around them.</p> - -<p>This guide discusses the hardware features not available on TV devices and shows you how to -work around those limitations in your app. For more information on filtering and declaring -features in the manifest, see the -<a href="{@docRoot}guide/topics/manifest/uses-feature-element.html">uses-feature</a> guide.</p> - - -<h2 id="unsupported-features">Unsupported Hardware Features</h2> - -<p>TVs have a different purpose from other devices, and so they do not have hardware -features that other Android-powered devices often have. For this reason, the Android system -does not support the following features for a TV device: - -<table> -<tr> -<th>Hardware</th> -<th>Android feature descriptor</th> -</tr> -<tr> -<td>Camera</td> -<td>android.hardware.camera</td> -</tr> -<tr> -<td>GPS</td> -<td>android.hardware.location.gps</td> -</tr> -<tr> -<td>Microphone</td> -<td>android.hardware.microphone</td> -</tr> -<tr> -<td>Near Field Communications (NFC)</td> -<td>android.hardware.nfc</td> -</tr> -<tr> -<td>Telephony</td> -<td>android.hardware.telephony</td> -</tr> -<tr> -<td>Touchscreen</td> -<td>android.hardware.touchscreen</td> -</tr> -</table> -</p> - - -<h2 id="check-features">Checking Available Features</h2> - -<p>To check if a feature is available at runtime, call {@link - android.content.pm.PackageManager#hasSystemFeature(String)}. This method takes a single string - argument that specifies the feature you want to check. For example, to check for a touch screen, - use {@link android.content.pm.PackageManager#hasSystemFeature(String)} with the argument - {@link android.content.pm.PackageManager#FEATURE_TOUCHSCREEN}.</p> - -<p>The following code example demonstrates how to detect the availability of a hardware features - at runtime:</p> - -<pre> -// Check if the telephony hardware feature is available. -if (getPackageManager().hasSystemFeature("android.hardware.telephony")) { - Log.d("Mobile Test", "Running on phone"); -// Check if android.hardware.touchscreen feature is available. -} else if (getPackageManager().hasSystemFeature("android.hardware.touchscreen")) { - Log.d("Tablet Test", "Running on devices that don't support telephony but "+ - "do have a touch screen."); -} else { - Log.d("TV Test", "Running on a TV!"); -} -</pre> - -<p class="note"> - <strong>Note:</strong> You can also use the {@link android.app.UiModeManager#getCurrentModeType - UiModeManager.getCurrentModeType()} method to detect the current platform type. For TV devices, - this method returns a value of {@link android.content.res.Configuration#UI_MODE_TYPE_TELEVISION - Configuration.UI_MODE_TYPE_TELEVISION}. -</p> - - -<h2 id="workaround-features">Handling Unsupported Features</h2> - -<p>Depending on the design and functionality of your app, you may be able to work around certain - hardware features being unavailable. This section discusses how to work around specific hardware - features.</p> - - -<h3 id="no-touchscreen">Touch screen</h3> - -<p>Android doesn't support touch screen interaction for TV devices, since most TVs don't have touch - screens, and using a touch screen is not consistent with a viewing environment where the user is - seated 10 feet away from the display.</p> - -<p>On TV devices, you should work around this limitation by supporting navigation using a directional - pad (D-pad) on TV remote control. For more information on properly supporting navigation using - TV-friendly controls, see <a href="{@docRoot}preview/tv/ui/navigation.html">Navigation for - TV</a>.</p> - -<p>You can explicitly declare if your application requires (or does not require) a touch screen - by including the following entry in your manifest:</p> - -<pre> -<uses-feature android:name="android.hardware.touchscreen" - android:required="false"/> -</pre> - - -<h3 id="no-camera">Camera</h3> - -<p>Although a TV typically does not have a camera, you can still provide a photography-related - application on a TV. For example, if you have an app that takes, views and edits photos, you can - disable its picture-taking functionality for TVs and still allow users to view and even edit - photos. If you decide that you want to enable your camera-related application to work on a - TV device without a camera, you can add an attribute to your app manifest declaring that - a camera is not required by your app:</p> - -<pre> -<uses-feature android:name="android.hardware.camera" android:required="false" /> -</pre> - -<p>If you enable your application to run without a camera, you should add code to your application -that detects if the camera feature is available and makes adjustments to the operation of your app. -The following code example demonstrates how to detect the presence of a camera:</p> - -<pre> -// Check if the camera hardware feature is available. -if (getPackageManager().hasSystemFeature("android.hardware.camera")) { - Log.d("Camera test", "Camera available!"); -} else { - Log.d("Camera test", "No camera available. View and edit features only."); -} -</pre> - - -<h3 id="no-gps">GPS</h3> - -<p>TVs are stationary, indoor devices, and do not have built-in global positioning system (GPS) - receivers. If your application uses location information, you can still allow users to search - for a location, or use a static location provider such as a zip code configured during the - TV device setup.</p> - -<pre> -LocationManager locationManager = (LocationManager) this.getSystemService( - Context.LOCATION_SERVICE); -Location location = locationManager.getLastKnownLocation("static"); -Geocoder geocoder = new Geocoder(this); -Address address = null; - -try { - address = geocoder.getFromLocation(location.getLatitude(), - location.getLongitude(), 1).get(0); - Log.d("Zip code", address.getPostalCode()); - -} catch (IOException e) { - Log.e(TAG, "Geocoder error", e); -} -</pre> - diff --git a/docs/html/preview/tv/start/index.jd b/docs/html/preview/tv/start/index.jd deleted file mode 100644 index 8081995..0000000 --- a/docs/html/preview/tv/start/index.jd +++ /dev/null @@ -1,237 +0,0 @@ -page.title=Get Started with TV Apps -page.tags="leanback","recyclerview","launcher" - -@jd:body - -<div id="qv-wrapper"> -<div id="qv"> - <h2>In this document</h2> - <ol> - <li><a href="#prerequisites">Prerequisites</a></li> - <li><a href="#dev-project">Setup a TV Project</a> - <ul> - <li><a href="#tv-activity">Create a TV Activity</a></li> - <li><a href="#tv-libraries">Add TV Support Libraries</a></li> - </ul> - </li> - <li><a href="#build-it">Build TV Apps</a></li> - <li><a href="#run">Run TV Apps</a></li> - - </ol> -</div> -</div> - -<p>This guide describes how to prepare your development environment and projects for building - TV apps, including updating your existing app to run on TV devices.</p> - -<p class="note"> - <strong>Important:</strong> There are specific requirements your app must meet in order to - qualify as an Android TV app on Google Play. For more information, see the requirements listed - in <a href="{@docRoot}preview/tv/publish/index.html">Publishing TV Apps</a>. -</p> - - -<h2 id="prerequisites">Prerequisites</h2> - -<p>Before you begin setting up to build apps for TV, you must:</p> - -<ul> - <li><strong><a href="{@docRoot}preview/setup-sdk.html"> - Set up the Preview SDK</a></strong> - <br> - The preview SDK provides the developer tools needed to build and test apps for TV. - </li> - <li><strong><a href="{@docRoot}preview/setup-sdk.html#project"> - Create a Preview SDK Project</a></strong> - <br> - In order to access new APIs for TV devices, you must create a project that targets the preview - release level or modify an existing project to target the preview release. - </li> -</ul> - - -<h2 id="dev-project">Set up a TV Project</h2> - -<p>TV apps use the same structure as those for phones and tablets. This means you can modify - your existing apps to also run on TV devices or create new apps based on what you already know - about building apps for Android. This section discusses how to modify an existing app, or create a - new one, to run on TV devices.</p> - -<p>These are the main steps to creating an app that runs on TV devices. Only the first - is required:</p> - -<ul> - <li><strong>Activity for TV</strong> - (Required) In your application manifest, you must - declare an activity that is intended to run on TV devices.</li> - <li><strong>TV Support Libraries</strong> - (Optional) There are several Support Libraries - available for TV devices that provide widgets for building user interfaces.</li> -</ul> - - -<h3 id="tv-activity">Create a TV Activity</h3> - -<p>An application intended to run on TV devices must declare a launcher activity for TV - in its manifest using a {@code android.intent.category.LEANBACK_LAUNCHER} intent filter. - This filter identifies your app as being built for TV, enabling it to be displayed in the - Google Play store app running on TV devices. Declaring this intent also identifies which activity - in your app should be launched when a user selects its icon on the TV home screen.</p> - -<p class="caution"> - <strong>Caution:</strong> If you do not include the {@code LEANBACK_LAUNCHER} intent filter in - your app, it is not visible to users running the Google Play store on TV devices. Also, if your - app does not have this filter when you load it onto a TV device using developer tools, the app - does not appear in the TV user interface. -</p> - -<p>The following code snippet shows how to include this intent filter in your manifest:</p> - -<pre> -<application> - ... - <activity - android:name="com.example.android.MainActivity" - android:label="@string/app_name" > - - <intent-filter> - <action android:name="android.intent.action.MAIN" /> - <category android:name="android.intent.category.LAUNCHER" /> - </intent-filter> - </activity> - - <activity - android:name="com.example.android.<strong>TvActivity</strong>" - android:label="@string/app_name" - android:theme="@style/Theme.Leanback"> - - <intent-filter> - <action android:name="android.intent.action.MAIN" /> - <category android:name="<strong>android.intent.category.LEANBACK_LAUNCHER</strong>" /> - </intent-filter> - - </activity> -</application> -</pre> - -<p>The second activity manifest entry in the example above specifies that activity as - the main one when your app launches on an TV device.</p> - -<p>If you have an existing app that you are modifying for TV use, your app should not use the same - activity layout for TV that it does for phones and tablets. The user interface of your TV app (or - TV portion of your existing app) should provide a simpler interface that can be easily navigated - using a remote control from a couch. For guidelines on designing an app for TV, see the - <a href="{@docRoot}design/tv/index.html">TV Design</a> guide. For more instructions on - developing a user interface appropriate to TV, see the - <a href="{@docRoot}preview/tv/ui/index.html">TV User Interface</a> guide. -</p> - - -<h3 id="tv-libraries">Add TV Support Libraries</h3> - -<p>The Preview SDK includes support libraries that are intended for use with TV apps. These - libraries provide APIs and user interface widgets for use on TV devices. The libraries are - located in the {@code <sdk>/extras/android/support/} directory where you installed the - Preview SDK. Here is a list of the libraries and their general purpose:</p> - -<ul> - <li><strong>v17 leanback library</strong> - Provides user interface widgets for TV, including - {@code BrowseFragment}, {@code DetailsFragment}, and {@code SearchFragment}. - <ul> - <li>SDK location: {@code <sdk>/extras/android/support/v17/leanback}</li> - <li>Gradle dependency: {@code com.android.support:leanback-v17:20.0.+}</li> - <li>Contains resources: Yes</li> - </ul> - </li> - <li><strong>v7 recyclerview library</strong> - Provides classes for managing display of long - lists in a memory efficient manner. Several classes in the v17 leanback library depend on the - classes in this library. - <ul> - <li>SDK location: {@code <sdk>/extras/android/support/v7/recyclerview}</li> - <li>Gradle dependency: {@code com.android.support:recyclerview-v7:20.0.+}</li> - <li>Contains resources: No</li> - </ul> - </li> -</ul> - -<p class="note"> - <strong>Note:</strong> You are not required to use these support libraries for your TV app. - However, we strongly recommend using them, particularly for apps that provide a media catalog - browsing interface. -</p> - -<p>If you decide to use the v17 leanback library for your app, you should note that it is - dependent on the - <a href="{@docRoot}tools/support-library/features.html#v4">v4 support library</a>. This means - that apps that use the leanback support library should include all of these support - libraries:</p> - -<ul> - <li>v17 leanback support library</li> - <li>v7 recyclerview support library</li> - <li>v4 support library</li> -</ul> - -<p>The v17 leanback library contain resources, which requires - you to take specific steps to include it in app projects. For instructions on - importing a support library with resources, see - <a href="http://developer.android.com/tools/support-library/setup.html#libs-with-res"> - Support Library Setup</a>. -</p> - - -<h2 id="build-it">Build TV Apps</h2> - -<p>After you have completed the steps described above, it's time to start building apps for - the big screen! Check out these additional topics to help you build your app for TV: - -<ul> - <li><a href="{@docRoot}preview/tv/ui/index.html">User Interface</a> - The user interface of - TV devices is different from those of other Android devices. See this topic to find out how - to build TV user interfaces and to learn about the widgets provided to simplify that task. - </li> - <li><a href="{@docRoot}preview/tv/games/index.html">Games for TV</a> - TV devices are great - platforms for games. See this topic for information on building great game experiences for - TV.</li> - <li><a href="{@docRoot}preview/tv/start/hardware-features.html">Hardware features</a> - TV - devices do not contain hardware features normally found on other Android devices. See this - topic for information on unsupported hardware features and what to do about them. - </li> -</ul> - - -<h2 id="run">Run TV Apps</h2> - -<p>Running your app is an important part of the development process. The AVD Manager in the - Android SDK provides the device definitions that allows you to create virtual TV devices for - running and testing your applications.</p> - -<p>To create an virtual TV device:</p> - -<ol> - <li>Start the AVD Manager. For more information, see the - <a href="{@docRoot}tools/help/avd-manager.html">AVD Manager</a> help.</li> - <li>In the AVD Manager dialog, click the <strong>Device Definitions</strong> tab.</li> - <li>Select one of the Android TV device definitions, such as - <strong>Large Android TV</strong>, and click <strong>Create AVD</strong>.</li> - <li>Select the emulator options and click <strong>OK</strong> to create the AVD. - <p class="note"> - <strong>Note:</strong> For best performance of the TV emulator device, enable the <strong>Use - Host GPU</strong> option and CPU platform image that supports hardware acceleration. For - more information on hardware acceleration of the emulator, see - <a href="{@docRoot}tools/devices/emulator.html#acceleration">Using the Emulator</a>. - </p> - </li> -</ol> - -<p>To test your application on the virtual TV device:</p> - -<ol> - <li>Compile your TV application in your development environment.</li> - <li>Run the application from your development environment and choose the TV virtual device as - the target.</li> -</ol> - -<p>For more information about using emulators see, <a href="{@docRoot}tools/devices/emulator.html"> -Using the Emulator</a>. For more information about deploying apps to emulators from -Eclipse with ADT, see <a href="{@docRoot}http://developer.android.com/tools/building/building-eclipse.html"> -Building and Running from Eclipse with ADT</a>.</p> - diff --git a/docs/html/preview/tv/ui/layouts.jd b/docs/html/preview/tv/ui/layouts.jd deleted file mode 100644 index b9ca7b9..0000000 --- a/docs/html/preview/tv/ui/layouts.jd +++ /dev/null @@ -1,298 +0,0 @@ -page.title=Layouts for TV - -@jd:body - -<div id="qv-wrapper"> -<div id="qv"> - <h2>In this document</h2> - <ol> - <li><a href="#themes">Themes</a> - <ol> - <li><a href="#leanback-theme">Leanback Theme</a></li> - <li><a href="#notitle-theme">NoTitleBar Theme</a></li> - </ol> - </li> - <li><a href="#structure">Layout Structure</a> - <ol> - <li><a href="#overscan">Overscan</a></li> - </ol> - </li> - <li><a href="#visibility">Text and Controls Visibility</a></li> - <li><a href="#density-resources">Screen Density and Image Resources</a></li> - <li><a href="#anti-patterns">Layout Anti-Patterns</a></li> - <li><a href="#large-bitmaps">Handling Large Bitmaps</a></li> - </ol> - -</div> -</div> - -<p> - A TV screen is typically viewed from about 10 feet away, and while it is much larger than most - other Android device displays, this type of screen does not provide the same level of precise - detail and color as a smaller device. These factors require that you create app layouts with - TV devices in mind in order to create a useful and enjoyable user experience.</p> - -<p>This guide provides direction and implementation details for building effective layouts inN - TV apps.</p> - - -<h2 id="themes">Themes</h2> - -<p>Android <a href="{@docRoot}guide/topics/ui/themes.html">Themes</a> can provide a basis for - layouts in your TV apps. You should use a theme to modify the display of your app activities - that are meant to run on a TV device. This section explains which themes you should use.</p> - - -<h3 id="leanback-theme">Leanback Theme</h3> - -<p>The Leanback library provides a standard theme for TV activities, called {@code - Theme.Leanback}, which establishes a consistent visual style for TV apps. Use of this theme is - recommended for most apps. This theme is recommended for any TV app that uses the Leanback - library classes. The following code sample shows how to apply this theme to a given - activity within an app:</p> - -<pre> -<activity - android:name="com.example.android.TvActivity" - android:label="@string/app_name" - <strong>android:theme="@style/Theme.Leanback"</strong>> -</pre> - - -<h3 id="notitle-theme">NoTitleBar Theme</h3> - -<p>The title bar is a standard user interface element for Android apps on phones and tablets, - but it is not appropriate for TV apps. If you are not using the Leanback library classes, - you should apply this theme to your TV activities. The following code example from a TV app - manifest demonstrates how to apply this theme to remove the display of a title bar: -</p> - -<pre> -<application> - ... - - <activity - android:name="com.example.android.TvActivity" - android:label="@string/app_name" - <strong>android:theme="@android:style/Theme.NoTitleBar"</strong>> - ... - - </activity> -</application> -</pre> - - -<h2 id="structure">Layout Structure</h2> - -<p>Layouts for TV devices should follow some basic guidelines to ensure they are usable and - effective on large screens. Follow these tips to build landscape layouts optimized for TV screens: -</p> - -<ul> - <li>Build layouts with a landscape orientation. TV screens always display in landscape.</li> - <li>Put on-screen navigation controls on the left or right side of the screen and save the - vertical space for content.</li> - <li>Create UIs that are divided into sections, using <a - href="{@docRoot}guide/components/fragments.html" - >Fragments</a>, and use view groups like {@link android.widget.GridView} instead of {@link - android.widget.ListView} to make better use of the horizontal screen space. - </li> - <li>Use view groups such as {@link android.widget.RelativeLayout} or {@link - android.widget.LinearLayout} to arrange views. This approach allows the system to adjust the - position of the views to the size, alignment, aspect ratio, and pixel density of a TV screen.</li> - <li>Add sufficient margins between layout controls to avoid a cluttered UI.</li> -</ul> - - -<h3 id="overscan">Overscan</h3> - -<p>Layouts for TV have some unique requirements due to the evolution of TV standards and the - desire to always present a full screen picture to viewers. For this reason, TV devices may - clip the outside edge of an app layout in order to ensure that the entire display is filled. - This behavior is generally referred to as Overscan.</p> - -<p>In order to account for the impact of overscan and make sure that all the user interface - elements you place in a layout are actually shown on screen, you should incorporate a 10% margin - on all sides of your layout. This translates into a 27dp margin on the left and right edges and - a 48dp margin on the top and bottom of your base layouts for activities. The following - example layout demonstrates how to set these margins in the root layout for a TV app: -</p> - -<pre> -<?xml version="1.0" encoding="utf-8"?> -<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" - android:id="@+id/base_layout" - android:layout_width="match_parent" - android:layout_height="match_parent" - android:orientation="vertical" - android:layout_marginTop="27dp" - android:layout_marginLeft="48dp" - android:layout_marginRight="48dp" - android:layout_marginBottom="27dp" > -</LinearLayout> -</pre> - -<p class="caution"> - <strong>Caution:</strong> Do not apply overscan margins to your layout if you are using the - Leanback Support Library {@code BrowseFragment} or related widgets, as those layouts already - incorporate overscan-safe margins. -</p> - - -<h2 id="visibility">Text and Controls Visibility</h2> - -<p> -The text and controls in a TV app layout should be easily visible and navigable from a distance. -Follow these tips to make them easier to see from a distance : -</p> - -<ul> - <li>Break text into small chunks that users can quickly scan.</li> - <li>Use light text on a dark background. This style is easier to read on a TV.</li> - <li>Avoid lightweight fonts or fonts that have both very narrow and very broad strokes. - Use simple sans-serif fonts and anti-aliasing to increase readability.</li> - <li>Use Android's standard font sizes: -<pre> -<TextView - android:id="@+id/atext" - android:layout_width="wrap_content" - android:layout_height="wrap_content" - android:gravity="center_vertical" - android:singleLine="true" - android:textAppearance="?android:attr/textAppearanceMedium"/> -</pre> - </li> - <li>Ensure that all your view widgets are large enough to be clearly visible to someone - sitting 10 feet away from the screen (this distance is greater for very large screens). The - best way to do this is to use layout-relative sizing rather than absolute sizing, and - density-independent pixel units instead of absolute pixel units. For example, to set the - width of a widget, use wrap_content instead of a pixel measurement, and to set the margin - for a widget, use dip instead of px values.</li> -</ul> - - -<h2 id="density-resources">Screen Density and Image Resources</h2> - -<p>The common high-definition TV display resolutions are 720p, 1080i, and 1080p. - Your TV layout should target a screen size of 1920 x 1080 pixels, and then allow the Android - system to downscale your layout elements to 720p if necessary. In general, downscaling - (removing pixels) does not degrade your layout presentation quality. However, upscaling can - cause display artifacts that degrade the quality of your layout and have a negative impact on - the user experience of your app.</p> - -<p> - To get the best scaling results for images, provide them as - <a href="{@docRoot}tools/help/draw9patch.html">9-patch image</a> elements if possible. If you - provide low quality or small images in your layouts, they will appear pixelated, fuzzy, or - grainy. This is not a good experience for the user. Instead, use high-quality images. -</p> - -<p> - For more information on optimizing layouts and resources for large screens see - <a href="{@docRoot}training/multiscreen/index.html">Designing for multiple screens</a>. -</p> - - -<h2 id="anti-patterns">Layout Anti-Patterns</h2> - -<p>There are a few approaches to building layouts for TV that you should avoid because they do not -work well and lead to bad user experiences. Here are some user interface approaches you -should specifically <em>not</em> use when developing a layout for TV. -</p> - -<ul> - <li><strong>Re-using phone or tablet layouts</strong> - Do not reuse layouts from a phone or - tablet app without modification. Layouts built for other Android device form factors are not - well suited for TV devices and should be simplified for operation on a TV.</li> - <li><strong>ActionBar</strong> - While this user interface convention is recommended for use - on phones and tablets, it is not appropriate for a TV interface. In particular, using an - action bar options menu (or any pull-down menu for that matter) is strongly discouraged, due - to the difficulty in navigating such a menu with a remote control.</li> - <li><strong>ViewPager</strong> - Sliding between screens can work great on a phone or tablet, - but don't try this on a TV!</li> - -</ul> - -<p>For more information on designing layouts that are appropriate to TV, see the - <a href="{@docRoot}design/tv/index.html">TV Design</a> guide.</p> - - -<h2 id="large-bitmaps">Handling Large Bitmaps</h2> - -<p>TV devices, like any other Android device, have a limited amount of memory. If you build your - app layout with very high-resolution images or use many high-resolution images in the operation - of your app, it can quickly run into memory limits and cause out of memory errors. - To avoid these types of problems, follow these tips:</p> - -<ul> - <li>Load images only when they're displayed on the screen. For example, when displaying multiple images in - a {@link android.widget.GridView} or - {@link android.widget.Gallery}, only load an image when - {@link android.widget.Adapter#getView(int, View, ViewGroup) getView()} - is called on the View's {@link android.widget.Adapter}. - </li> - <li>Call {@link android.graphics.Bitmap#recycle()} on - {@link android.graphics.Bitmap} views that are no longer needed. - </li> - <li>Use {@link java.lang.ref.WeakReference} for storing references - to {@link android.graphics.Bitmap} objects in an in-memory - {@link java.util.Collection}.</li> - <li>If you fetch images from the network, use {@link android.os.AsyncTask} - to fetch and store them on the device for faster access. - Never do network transactions on the application's UI thread. - </li> - <li>Scale down large images to a more appropriate size as you download them; - otherwise, downloading the image itself may cause an out of memory exception. - The following sample code demonstrates how to scale down images while downloading: -<pre> - // Get the source image's dimensions - BitmapFactory.Options options = new BitmapFactory.Options(); - // This does not download the actual image, just downloads headers. - options.inJustDecodeBounds = true; - BitmapFactory.decodeFile(IMAGE_FILE_URL, options); - // The actual width of the image. - int srcWidth = options.outWidth; - // The actual height of the image. - int srcHeight = options.outHeight; - - // Only scale if the source is bigger than the width of the destination view. - if(desiredWidth > srcWidth) - desiredWidth = srcWidth; - - // Calculate the correct inSampleSize/scale value. This approach helps reduce - // memory use. This value should be a power of 2. - int inSampleSize = 1; - while(srcWidth / 2 > desiredWidth){ - srcWidth /= 2; - srcHeight /= 2; - inSampleSize *= 2; - } - - float desiredScale = (float) desiredWidth / srcWidth; - - // Decode with inSampleSize - options.inJustDecodeBounds = false; - options.inDither = false; - options.inSampleSize = inSampleSize; - options.inScaled = false; - // Ensures the image stays as a 32-bit ARGB_8888 image. - // This preserves image quality. - options.inPreferredConfig = Bitmap.Config.ARGB_8888; - - Bitmap sampledSrcBitmap = BitmapFactory.decodeFile(IMAGE_FILE_URL, options); - - // Resize - Matrix matrix = new Matrix(); - matrix.postScale(desiredScale, desiredScale); - Bitmap scaledBitmap = Bitmap.createBitmap(sampledSrcBitmap, 0, 0, - sampledSrcBitmap.getWidth(), sampledSrcBitmap.getHeight(), matrix, true); - sampledSrcBitmap = null; - - // Save - FileOutputStream out = new FileOutputStream(LOCAL_PATH_TO_STORE_IMAGE); - scaledBitmap.compress(Bitmap.CompressFormat.JPEG, 100, out); - scaledBitmap = null; -</pre> - </li> -</ul> - diff --git a/docs/html/preview/tv/ui/navigation.jd b/docs/html/preview/tv/ui/navigation.jd deleted file mode 100644 index 684b743..0000000 --- a/docs/html/preview/tv/ui/navigation.jd +++ /dev/null @@ -1,136 +0,0 @@ -page.title=Navigation for TV - -@jd:body - -<div id="qv-wrapper"> -<div id="qv"> - <h2>In this document</h2> - <ol> - <li><a href="#d-pad-navigation">D-pad Navigation</a></li> - <li><a href="#focus-selection">Focus and Selection</a></li> - </ol> - -</div> -</div> - -<p>TV devices provide a limited set of navigation controls for apps. Creating an effective - navigation scheme for your TV app depends on understanding these limited controls and the limits - of users' perception while operating your app. As you build your Android app for TVs, - you should pay special attention to how the user actually navigates around your app - when using remote control buttons instead of a touch screen.</p> - -<p>This guide shows you how to build an effective navigation scheme for your TV app.</p> - - -<h2 id="d-pad-navigation">D-pad Navigation</h2> - -<p>On a TV device, users navigate with controls on a remote control device, using either a - directional pad (D-pad) or arrow keys. This type of control limits movement to up, down, left, - and right. To build a great TV-optimized app, you must provide a navigation scheme where - the user can quickly learn how to navigate your app using these limited controls.</p> - -<p>Follow these guidelines to build a navigation system that works well with a D-pad on a TV device: -</p> - -<ul> - <li>Ensure that the D-pad can navigate to all the visible controls on the screen.</li> - <li>For scrolling lists with focus, D-pad up/down keys scroll the list, and the Enter key selects - an item in the list. Ensure that users can select an element in the list and that the list still - scrolls when an element is selected.</li> - <li>Ensure that movement between controls is straightforward and predictable.</li> -</ul> - -<p>The Android framework handles directional navigation between layout elements automatically, so - you typically do not need to do anything extra for your app. However, you should thoroughly test - navigation with a D-pad control to discover any navigation problems. If you discover that your - screen layout makes navigation difficult, or if you want users to move through the layout in a - specific way, you can set up explicit directional navigation for your controls. The following - code sample shows how to define the next control to receive focus for a - {@link android.widget.TextView} layout object:</p> - -<pre> -<TextView android:id="@+id/Category1" - android:nextFocusDown="@+id/Category2"\> -</pre> - -<p>The following table lists all of the available navigation attributes for Android user interface -widgets:</p> - -<table> - <tr> - <th>Attribute</th> - <th>Function</th> - </tr> - <tr> - <td>{@link android.R.attr#nextFocusDown}</td> - <td>Defines the next view to receive focus when the user navigates down.</td> - </tr> - <tr> - <td>{@link android.R.attr#nextFocusLeft}</td> - <td>Defines the next view to receive focus when the user navigates left.</td> - </tr> - <tr> - <td>{@link android.R.attr#nextFocusRight}</td> - <td>Defines the next view to receive focus when the user navigates right.</td> - </tr> - <tr> - <td>{@link android.R.attr#nextFocusUp}</td> - <td>Defines the next view to receive focus when the user navigates up.</td> - </tr> -</table> - -<p>To use one of these explicit navigation attributes, set the value to the ID ({@code android:id} - value) of another widget in the layout. You should set up the navigation order as a loop, so that - the last control directs focus back to the first one.</p> - -<p class="note"> - <strong>Note:</strong> You should only use these attributes to modify the navigation order if the - default order that the system applies does not work well. -</p> - - -<h2 id="focus-selection">Focus and Selection</h2> - -<p>The success of a navigation scheme on TV devices is strongly dependent on how easy it is for a - user to determine what user interface element is in focus on screen. If you do not provide clear - indications of what is in focus on screen (and therefore what item they can take action on), - users can quickly become frustrated and exit your app. By the same token, it is important - to always have an item in focus that a user can take action on immediately after your app starts, - and any time your app is not playing content.</p> - -<p>Your app layout and implementation should use color, size, animation, or a combination of - these attributes to help users easily determine what actions they can take next. Use a uniform - scheme for indicating focus across your application.</p> - -<p>Android provides <a href="{@docRoot}guide/topics/resources/drawable-resource.html#StateList"> -Drawable State List Resources</a> to implement highlights for selected and focused controls. The -following code example demonstrates how to indicate selection of a button object: -</p> - -<pre> -<!-- res/drawable/button.xml --> -<?xml version="1.0" encoding="utf-8"?> -<selector xmlns:android="http://schemas.android.com/apk/res/android"> - <item android:state_pressed="true" - android:drawable="@drawable/button_pressed" /> <!-- pressed --> - <item android:state_focused="true" - android:drawable="@drawable/button_focused" /> <!-- focused --> - <item android:state_hovered="true" - android:drawable="@drawable/button_focused" /> <!-- hovered --> - <item android:drawable="@drawable/button_normal" /> <!-- default --> -</selector> -</pre> - -<p> -This layout XML applies the above state list drawable to a {@link android.widget.Button}: -</p> -<pre> -<Button - android:layout_height="wrap_content" - android:layout_width="wrap_content" - android:background="@drawable/button" /> -</pre> - -<p>Make sure to provide sufficient padding within the focusable and selectable controls so that - the highlights around them are clearly visible.</p> - |
