What is the best way to store/load/handle a lot of Drawables for my application?
Let me explain.... - Let's say I need to display a lot of small avatar images in my application - Let"s say each avatar image has a size of 40x40 and I need to display 32 different sprites. Not all at the same time, but I might have to display 10 of them on the screen at the same time. In addition I need to draw them on a canvas were they walk around or something... My reflex would be to create one PNG with 4x8=32 tiles (size : 320x160). For drawing the sprites on my canvas I would allocate a bitmap for each sprite, load it and then and draw it when I need to (case #1) However, I also need to display the avatars in other views, e.g. in a ListView in a different activity (case #2). For #2, it would be very convenient if I could have them as Drawables. So should I just have 32 pngs in my res/drawable directory ? I feel like it would be great to have something like a SpriteDrawable where I could specify in an xml file which part of a bigger bitmap I want to use as a drawable on its own. Or is it totally fine to have A LOT of small PNGs in my res/drawable folder ? Does the packaging process optimize them anyways? Would be great to get some input on these thoughts... Any comments appreciated. --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

