Struggling with the same thing. Anyone find answers besides "just make lots and lots of layouts based on resolution"?
On May 26, 9:14 pm, Robert Green <[email protected]> wrote: > Not possible, eh? > > On May 26, 1:03 pm, Robert Green <[email protected]> wrote: > > > > > > > > > I'm a long time Android developer (Been here since pre 1.0). My focus > > is on games, so I don't care too much about the apps side of things. > > Generally I want a game to just consume the screen and everything to > > just scale up as a percentage (a button should always be 50% of the > > screen, etc). I even want that on 10" tablets and whatever size > > future devices, because without scaling up, I have no other content so > > there will just be more blank space and a less predictable UI. > > > I can work it out for buttons and such but how do I scale up text on > > my menus? Saying, "use a surfaceview" is awesome for the game itself > > but all my legacy games have multiple activities for menus and use > > standard Android UI components. They worked great on all screens > > before honeycomb/tablets, which are quickly becoming a major headache > > for me. > > > Usually I just want 5 or so buttons laid out linearly vertically > > either in the center or on the right side of the screen (portrait/ > > landscape) and I want the text on the buttons to scale up with the > > screen so it looks exactly the same at 1280x800 vs 480x320. Am I > > missing something or is this not possible to do without adding > > additional layouts for larger screens (and potentially making even > > more layouts for even bigger screens later, etc)? > > > Best practices to achieve this, anyone? -- 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] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

