No, no application will be penalized for using the standard buttons.
In fact you're more likely to get penalized for putting in custom
buttons that don't work on a touch screen. :}

On Mar 28, 6:13 am, android_newbie <[EMAIL PROTECTED]> wrote:
> Thank you for clarifying. We were going to create custom button images
> for all of the buttons but it seems like you're recommending that we
> don't do that? We just want to make sure that an application won't be
> penalized for using the standard button widgets with the orange
> background?
>
> Thank you,
> AN
>
> 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 backgroundthemeis 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 tomodifythe 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
> > (thetheme), 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 tomodifythe
> > 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.
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[EMAIL PROTECTED]
Announcing the new M5 SDK!
http://android-developers.blogspot.com/2008/02/android-sdk-m5-rc14-now-available.html
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to