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diff --git a/docs/html/training/basics/supporting-devices/screens.jd b/docs/html/training/basics/supporting-devices/screens.jd new file mode 100644 index 0000000..8697cd5 --- /dev/null +++ b/docs/html/training/basics/supporting-devices/screens.jd @@ -0,0 +1,180 @@ +page.title=Supporting Different Screens +parent.title=Supporting Different Devices +parent.link=index.html + +trainingnavtop=true +previous.title=Supporting Different Languages +previous.link=languages.html +next.title=Supporting Different Platform Versions +next.link=platforms.html + +@jd:body + +<div id="tb-wrapper"> + <div id="tb"> + + <h2>This lesson teaches you to</h2> + <ol> + <li><a href="#create-layouts">Create Different Layouts</a></li> + <li><a href="#create-bitmaps">Create Different Bitmaps</a></li> + </ol> + + <h2>You should also read</h2> + <ul> + <li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple +Screens</a></li> + <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple +Screens</a></li> + <li><a href="{@docRoot}design/style/iconography.html">Iconography design guide</a></li> + </ul> + </div> +</div> + +<p>Android categorizes device screens using two general properties: size and density. You should +expect that your app will be installed on devices with screens that range in both size +and density. As such, you should include some alternative resources that optimize your app’s +appearance for different screen sizes and densities.</p> + +<ul> + <li>There are four generalized sizes: small, normal, large, xlarge</li> + <li>And four generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra high +(xhdpi)</li> +</ul> + +<p>To declare different layouts and bitmaps you'd like to use for different screens, you must place +these alternative resources in separate directories, similar to how you do for different language +strings.</p> + +<p>Also be aware that the screens orientation (landscape or portrait) is considered a variation of +screen size, so many apps should revise the layout to optimize the user experience in each +orientation.</p> + + +<h2 id="create-layouts">Create Different Layouts</h2> + +<p>To optimize your user experience on different screen sizes, you should create a unique layout XML +file for each screen size you want to support. Each layout should be +saved into the appropriate resources directory, named with a <code>-<screen_size></code> +suffix. For example, a unique layout for large screens should be saved under +<code>res/layout-large/</code>.</p> + +<p class="note"><strong>Note:</strong> Android automatically scales your layout in order to +properly fit the screen. Thus, your layouts for different screen sizes don't +need to worry about the absolute size of UI elements but instead focus on the layout structure that +affects the user experience (such as the size or position of important views relative to sibling +views).</p> + +<p>For example, this project includes a default layout and an alternative layout for <em>large</em> +screens:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + layout/ + main.xml + layout-large/ + main.xml +</pre> + +<p>The file names must be exactly the same, but their contents are different in order to provide +an optimized UI for the corresponding screen size.</p> + +<p>Simply reference the layout file in your app as usual:</p> + +<pre> +@Override + protected void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + setContentView(R.layout.main); +} +</pre> + +<p>The system loads the layout file from the appropriate layout directory based on screen size of +the device on which your app is running. More information about how Android selects the +appropriate resource is available in the <a +href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">Providing Resources</a> +guide.</p> + +<p>As another example, here's a project with an alternative layout for landscape orientation:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + layout/ + main.xml + layout-land/ + main.xml +</pre> + +<p>By default, the <code>layout/main.xml</code> file is used for portrait orientation.</p> + +<p>If you want a provide a special layout for landscape, including while on large screens, then +you need to use both the <code>large</code> and <code>land</code> qualifier:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + layout/ # default (portrait) + main.xml + layout-land/ # landscape + main.xml + layout-large/ # large (portrait) + main.xml + layout-large-land/ # large landscape + main.xml +</pre> + +<p class="note"><strong>Note:</strong> Android 3.2 and above supports an advanced method of +defining screen sizes that allows you to specify resources for screen sizes based on +the minimum width and height in terms of density-independent pixels. This lesson does not cover +this new technique. For more information, read <a +href="{@docRoot}training/multiscreen/index.html">Designing for Multiple +Screens</a>.</p> + + + +<h2 id="create-bitmaps">Create Different Bitmaps</h2> + +<p>You should always provide bitmap resources that are properly scaled to each of the generalized +density buckets: low, medium, high and extra-high density. This helps you achieve good graphical +quality and performance on all screen densities.</p> + +<p>To generate these images, you should start with your raw resource in vector format and generate +the images for each density using the following size scale:</p> +<ul> +<li>xhdpi: 2.0</li> +<li>hdpi: 1.5</li> +<li>mdpi: 1.0 (baseline)</li> +<li>ldpi: 0.75</li> +</ul> + +<p>This means that if you generate a 200x200 image for xhdpi devices, you should generate the same +resource in 150x150 for hdpi, 100x100 for mdpi, and 75x75 for ldpi devices.</p> + +<p>Then, place the files in the appropriate drawable resource directory:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + drawable-xhdpi/ + awesomeimage.png + drawable-hdpi/ + awesomeimage.png + drawable-mdpi/ + awesomeimage.png + drawable-ldpi/ + awesomeimage.png +</pre> + +<p>Any time you reference <code>@drawable/awesomeimage</code>, the system selects the +appropriate bitmap based on the screen's density.</p> + +<p class="note"><strong>Note:</strong> Low-density (ldpi) resources aren’t always necessary. When +you provide hdpi assets, the system scales them down by one half to properly fit ldpi +screens.</p> + +<p>For more tips and guidelines about creating icon assets for your app, see the +<a href="{@docRoot}design/style/iconography.html">Iconography design guide</a>.</p> + + + |