As part of a smart Sprite class, you may want to use Canvas.drawBitmapRect(...), which allows you to draw a subset (rect) of a larger bitmap. Thus a group of sprites could reference the same shared large image, each with their own rect which pulls out the part they want to draw.
On Wed, Feb 18, 2009 at 6:46 PM, Dianne Hackborn <[email protected]> wrote: > The images are just stored as compressed PNGs, so the overhead for having > theme separate is the normal PNG overhead. Whether one way or the other > will be a win depends on how much they compress in the two different > configurations (which depends on the contents of the images) as well as the > overhead per image. > > It shouldn't be too hard to implement your own SpriteDrawable if that is > what you want. Take a look at the BitmapDrawable code as a place to start. > > On Wed, Feb 18, 2009 at 3:30 PM, Noonien Soong <[email protected]> > wrote: >> >> 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. >> >> >> >> >> >> >> >> > > > > -- > Dianne Hackborn > Android framework engineer > [email protected] > > Note: please don't send private questions to me, as I don't have time to > provide private support. All such questions should be posted on public > forums, where I and others can see and answer them. > > > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---

