build the interface without the xml, coding it, so each time you are going
to draw it check current resolution.
I worked with brew a few years back and some things we did that way, others
we just draw the button the same size in pixels, so the owner of the bigger
screen would see things smaller or
I have lot of screens that need this. XML is a great prototyping
tool.
I am wondering whether it can be accomplished with xml layouts
though.
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No, that is NOT the correct way to do it.
The XML layout files contain everything you need to easily support
different screen densities. First of all, define all dimensions using
fill_parent/wrap_content or the dip unit. For instance, instead of
layout_width=10px use 10dip. Also, you can create
On Thu, Mar 5, 2009 at 4:00 PM, Romain Guy romain...@google.com wrote:
The current versions of Android (1.0 and 1.1) let you use these
features but they are not interpreted correctly. Cupcake however
correctly transforms the dip unit into pixels and lets you use the
XXXdpi resource
Oh and it's probably worth saying, definitely before cupcake it just isn't
worth trying to run the emulator in anything besides the normal HVGA
resolution. No other resolutions are supported, and trying to make them
work is really just going to be sending you off in the wrong direction
working
Yes, that's correct I should have been clear about that, sorry.
On Thu, Mar 5, 2009 at 4:12 PM, Dianne Hackborn hack...@android.com wrote:
On Thu, Mar 5, 2009 at 4:00 PM, Romain Guy romain...@google.com wrote:
The current versions of Android (1.0 and 1.1) let you use these
features but they
Hmmm...I am not sure Romain's solutions works in this case.
I dumbed down our problem. We are looking at Android to replace a
legacy kiosk type of application. The device is not a phone. We have
around 40+ different layouts (or Activities in android lingo) that
need to show correctly in half
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