Will someone please give an example of setting the color of a button
to a specific color such as yellow?

Thanks,
AN

On Feb 21, 2:41 pm, "Romain Guy" <[EMAIL PROTECTED]> wrote:
> Hi,
>
> All the widgets graphics are loaded as Drawable. As it turns out, a Drawable
> expose a method called setColorFilter(). This method can be used to colorize
> drawables with the color you want. For instance, take a look at
> LightingColorFilter and ColorMatrixFilter.
>
>
>
> On Thu, Feb 21, 2008 at 11:35 AM, aetmos <[EMAIL PROTECTED]> wrote:
>
> > Hackbod,
>
> > Thank you for this detailed answer. I think it's *very* important to
> > realize that application developers will want to be able to make a
> > custom UI, even if it means creating a number of new button graphics.
> > Especially since you've chosen such a brightly colored highlight for
> > the default UI. For instance, the application I'm designing is mostly
> > blue and gray with red highlights, to match our web site. The
> > background of our app is blue, and the default bright orange button
> > highlights look absolutely terrible. Especially the spinner graphics.
> > To get around this, I've made my own button and spinner graphics that
> > are the exact same size as the ones provided in android.jar, but match
> > the color scheme of our UI.
>
> > It took me quite some time to figure out how to substitute these
> > images, since it's not really documented very well, but now that I
> > know how, I don't see any reason why developers shouldn't be able to
> > swap out the graphics with graphics of the same size and shape that
> > match their UI design.
>
> > Thanks,
> > Tom
>
> > On Feb 21, 12:01 pm, hackbod <[EMAIL PROTECTED]> wrote:
> > > On Feb 21, 8:57 am, aetmos <[EMAIL PROTECTED]> wrote:
>
> > > > Yeah, that's what I was trying to say above. It would be nice if there
> > > > were a global way to set highlight colors, though. Like, if the
> > > > default buttons had a number of different colors to choose from. At
> > > > the very least, the documentation should really make it more clear how
> > > > to swap out the images. It took me forever to figure out.
>
> > > The main mechanism we have for an application to select standard
> > > appearances is themes, basically letting you pick between a dark
> > > background and a light background.  (Though note that the current
> > > light background theme is not yet ready for use.)
>
> > > There is an interesting balancing act we need to play with the
> > > standard appearance, because we expect that manufacturers of
> > > individual devices will want to modify the look of the UI to some
> > > degree to match their hardware (either just the appearance, or things
> > > like you saw with M5 where the size of widgets is modified to account
> > > for whether or not there is a touch screen), and we also in the future
> > > want to support user-installed skins.
>
> > > Our general approach is:
>
> > > - Applications can decide whether they want a dark or light background
> > > (the theme), and we guarantee that whatever appearance is in effect
> > > will match that basic design so you can pick colors and graphics that
> > > will work on that background.
> > > - The device decides the exact appearance of the standard UI elements,
> > > both how they look and their overall size, to match the design of the
> > > hardware and how the user interacts with it.  This is done by
> > > modifying the standard system resources.  During the design of these
> > > resources, careful restrictions will need to be applied to ensure that
> > > existing applications work well with them.
> > > - (Eventually) third party skins can be installed to modify the
> > > standard resources to provide different appearances on a device.
> > > Skins have a lot more freedom to do wild things with the appearance,
> > > because they are user-installed and if they cause poor interactions
> > > with applications they can be removed.
>
> > > We realize that this kind of variation in the UI causes a lot of
> > > complication for applications.  In general, it is best to be
> > > conservative with your application design: rely on the standard
> > > resources for the widgets and other UI elements, so you will match the
> > > device.  As the platform evolves and devices appear, we will be
> > > putting effort into ensuring that applications that use the standard
> > > UI elements continue to look and run well.
>
> > > I would certainly think twice before replacing a button's graphics
> > > with my own custom one.  If the thing you are doing is not really a
> > > button nor intended to look anything like a button, then this is
> > > fine.  If it is still supposed to be a button, however, then do keep
> > > in mind that the way buttons look is going to change (don't expect
> > > what we have right now to be the look that ships in a device), and
> > > vary across devices, so it is very unlikely your own graphics are
> > > going to match other buttons the user sees.
>
> > > Also, if you are doing your own widget graphics, then you are
> > > eventually going to need to deal with multiple device configurations.
> > > At this point I would suggest focusing on the current M5 configuration
> > > -- a device with a touch screen -- and thus design the graphics
> > > accordingly to be large and touchable like the M5 design.  At some
> > > point in the future, however, you will probably need to make
> > > additional graphics for other configurations like the old "QVGA non-
> > > touchable" UI we had in M3.
>
> > > Again, we will be helping application developers as the platform moves
> > > to different hardware configurations.  I realize that right now
> > > without any hardware it is difficult to visualize what you are
> > > actually designing for.  It is a safe assumption, however, that the M5
> > > UI is designed to work on the kind of hardware that will initially be
> > > shipping, so you would be best off to take it has a guide (and don't
> > > worry about the particular look), rather than working against what is
> > > there and doing your own thing.
>
> --
> Romain Guywww.curious-creature.org
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