Sunday, August 22, 2010

[android-developers] Re: Best way to scale for different screen resolutions/dimensions?

The problem, and it may be that I'm misunderstanding how Android
handles different screen sizes, is that when trying to incorporate the
material found on the "Supporting Multiple Screens" developer doc, it
appears to always display in compatibility mode. If one has a custom
layout, or a SurfaceView, and wants to build for HVGA, is there a way
to have the OS scale everything nicely when used on other sized
screens?

Is there a place to define the intended layout or SurfaceView
dimensions that are used as the basis for any automatic scaling the OS
does (if indeed automatic scaling is possible)?

I'm just confused on the process to use and the settings to set.
Since all drawing will be custom, similar to a game concept drawing
bitmap objects directly, it just seems a little different than if
there was a UI with widgets.

Does anyone have any experience or pointers?

On Aug 6, 9:04 am, Warren <warrenba...@gmail.com> wrote:
> Check out onMeasure() and onLayout(). Those functions are called while
> views are being positioned, etc.
>
> On Aug 6, 7:51 am, TreKing <treking...@gmail.com> wrote:
>
>
>
> > On Thu, Aug 5, 2010 at 8:24 PM, powerdroid <d...@levelgroundmedia.com>wrote:
>
> > > What I'm trying to accomplish is support for devices that have
> > > varying screen dimensions and resolutions from the same code base, with
> > > each device being scaled properly..
>
> > Tip: Search the official documentation and the group first, especially for
> > common problems like these.
>
> >http://developer.android.com/guide/practices/screens_support.html
>
> > --------------------------------------------------------------------------- ----------------------
> > TreKing <http://sites.google.com/site/rezmobileapps/treking> - Chicago
> > transit tracking app for Android-powered devices

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