How to make image and text closer together in a button? - android

In my project, I have a 3x3 TableLayout consisting of nine different Buttons. Each Button has an image drawable above it and a small string of text below it. To be clear, the drawable and text are the Buttons using the "drawableTop" and "android:text" variables defined in XML.
I'd like to know that if it would be possible to move the drawable and the text closer together because the UI looks a bit off on big screened phones.
App on Nexus 4
App on Nexus 6
I realize that I will have to make different XML layout files for small phones, phones, small tablets and big tablets. But Nexus 6 is, as I classify it, a phone so I will probably not be making a separate layout file for it.
Any feedback helps unless you tell me that I need to use a LinearLayout with an ImageButton and TextView in it because I've already tried that and it didn't turn out that well.

When it comes to this, I usually use two views, one for the text and one for the image and put them into a ViewGroup, which then gets assigned onClickListener. This gives me more freedom and customization with the downside of lowering performance a bit.
But to answer your question, you can use android:drawablePaddingin conjunction with android:paddingTop to control the space between the image and the text.

Well the simple answer is probably mess around worth the text view's top padding. If that's not working for you the other solution is using the relative layout which is intended for such cases. That way you can keep the visual effect you're looking for while keeping the layout structure flat which is good for performance.

Related

What is the right way to create layout for different screen sizes?

First situation
Let's say I have a screen with several buttons placed in vertical order.
I distributed available space between them using weights.
So, on a large screen buttons get bigger. That's what I want.
But how I make the text look bigger to?
Okay, I took a class from here Auto-fit TextView for Android.
But is that normal that android does not have a standard approach for this and we have to use a custom class?
That's weird. How do developers deal with it?
Second situation
Let's say it's okay to use this custom class.
I have a ListView
I want the items to increase their height as the height of screen increases.
How do I do that? I found a difficult way to do that, but it all seems like lots of troubles.
How do developers usually do such things?
Or maybe developers don't resize list items at all?
Maybe it's okay if they are set in dp and look quite small on big tabs?
I'm adding this as answer because I did a lot of typing.
If you're using Eclipse, you'll see that there are a number of folders in Drawables. They are essentially for sm, md, lg, xglg, etc... All screens fit into one of those categories. What people normally do is design a layout for each. And, yes, there are hundreds of individual sizes. And yes, it's a pain to create for all of them. But many developers do exactly that. And don't forget about landscape and portrait. Need layouts for those too.

Android: Selecting Layout/ How to format Design for Calculator

I am wondering how I would design a calculator with graphics similar to the following: Design help for Calculator App or https://play.google.com/store/apps/details?id=jp.Appsys.PanecalST.
The key requirements:
The buttons must be squared (it can pop out etc. but squares are more aesthetically pleasing than rectangles).
It must be device compatible and retain square buttons upon orientation change
My problem is that Relative formatting (as I attempted) disorients the layout in different devices and is not as nice as I hoped. (i.e. trying to design the button to harbor no empty space in one device using relative instructions. One idea I fancy is putting a center button and orienting the others above left etc. so at the very least, no empty space is in the center.
Below is the designs I made:
I prefer the first image but I neglected 0 (only buttons for 1-9). How would attempt at transforming these designs to code?
*I think I may use ImageButtons. I will include images based on density but how would I account for different screen sizes?
First of all, for your calculator, use LinearLayout.
Link: Documentation will be found here
Secondly, To Support multiple screen,
This documentation will help, documentation1, documentation2
What would I do in this situation?
First of all, I would use the LinearLayout as my primary layout and give it an orientation > Vertical instead of RelativeLayout. This LinearLayout is for the whole screen (The output, the numbers and other functions). Then for each line, say for the output screen, I would put it in another LinearLayout (Orientation Horizontal) inside the previous LinearLayout (NestedLayout). For numbers in each row, I would use a new LinearLayout.
For the second problem of yours, I would use buttons instead of images as images take large space in perspective of buttons which will unnecessary increase the app size. To support my button for multiple screen, I would use Weight option in android for buttons. This stackoverflow answer has a nice description.
I hope it helps.
Cheers mate!

How to make proportional layouts in android?

I have a design that I need to follow in my app. In it there are several buttons, images and textviews placed all over the screen (some are aligned to the left, some to the right, some are centered etc). What I need to do is make all those elements appear EXACTLY as they are in the design image. The problem is, if I try to do this using dp, it can be wider or narrower than the design image specifies, and it depends on the properties of the screen. (I've had an app where I did it all in dp, and on my high-res phone it works perfectly, but on my friend's older phone it cuts away the edges of the activity)
My question is, what elements do I use for this? I've heard of using weight in Linear Layouts, but how to make items different width and height and position them all across the screen how I see fit? How to make sure it looks exactly the same on all screen sizes?
Thanks in advance! :)
Edit:
The point is, I need the buttons to be just as they are on the screen (this will be a listview element, I'm trying to make an xml for it). The distance, proportion, everything, it needs to scale to the width of the screen and be this size and distribution. And, I'm not just looking for a solution to THIS particular problem, I want to learn how to do it in general...
You don't. For very large and very small screens, you use separate layouts that scale the sizes, completely drop parts of the UI, or lays it out in a different manner. It's absolutely silly to think you can fit all the stuff on a 10 inch tablet and a 3.5 inch phone. If your designer expects that, tell him he's an idiot and he needs to get back to work.
For a more general answer on the best way of laying things out- it depends on the effect you're trying to get. You should never use pixel counts, and dp should only be used for small things- a bit of padding between 2 fields. Most things should be done via layout, either by using a linear layout and getting things in rows/columns, or a RelativeLayout and describing how to layout views relative to their siblings. But even with these tools you will not be able to fit on all screens and look good.

Which Android layout and view to use for simple image-based game?

I would like to make a simple Android game where a large background image is displayed and some other images are displayed in specific locations over it, where the other images may be clickable.
Here's a quick sample image of what I'm talking about:
The user should be able to tap the soccer player or the moose (ah, the classic "soccer player moose problem"!)
How should I render this screen (which layouts and views?) so the user can interact with it and it will scale properly on different devices?
I would use a RelativeLayout.
You can set the you background image to the layout (fill_parent for height and width).
You can then put your ImageViews, containing your moose and soccer player down on the layout relative to the top or sides of the sceen, or relative to each other (making sure to specify "dp" units for everything). Set the backgrounds of your ImageViews to be transparent, and there won't be a bounding box problem (and/or you can also set your ImageViews alignment to be relative to each other, ensuring they don't overlap).
I think this is the simplest way to do this - it is then super easy to attach onClickListener to your ImageViews in your Activity, and you are done.
This type of layout will work the same on all devices and screen sizes.
There are some small gotcha's with RelativeLayouts, but they are pretty simple once you get into them, and provide fast rendering (since the view hierarchy is usually shallow). Good Luck.
ImageView for the clickable elements seems like a fine choice to me. For the background I would just set your image as the background of the parent layout i.e. RelativeLayout
SurfaceView for the whole thing (with your field as a background) and regular *ImageView*s for added elements. You can easily recover the click coordinates from the SurfaceView and thus know what element has been touched.
SurfaceView might offer you additional possibilities anyway.
For most images, I'd use an ImageView for each one, like FoamyGuy said.
If they're close enough for overlapping bounding boxes to be an issue, you can still use an ImageView for each, but with a variation of this answer, testing alpha for each ImageView in range.
I would agree with both FoamyGuy and Booger that if your only goal is to place static images onto the screen that do something when you click them, RelativeLayout and ImageViews all the way.
But...
If you are looking to randomly spawn multiple images onto the screen in intervals and have them move around for the player to interact with while explosions are going off and maidens are being kidnapped, you should look into SurfaceView, Canvas, Drawable, TouchEvents, and FrameBuffers.

Android Layout On Top of an Image

I am struggling with a Layout Problem on Android. This is very simple to do on the iPhone, but with the various screen sizes and the Layout classes available. I am having a hard time doing this.
One thing that I have noticed is that setting backgrounds on objects in the xml really messes up the layout on the device. I generally have to put in a FrameLayout and an ImageView to get a background.
So Am trying to get to this. http://www.calidadsystems.com/images/AndroidListItem.png (Sorry I don't have enough pts to post the image)
his is a status view and is an item in a List View. There are 8 TextViews that need to be set. Each of the 222 fields will change. The current background has the colors in there at specific locations and I am trying to line up the Labels and TextViews to get the picture below. I built this one with AbsoluteLayout which is deprecated, but it also does not work very well on the device.
I have constantly struggled with the layouts on Android. Does someone have some good sample code that could do this?
You're probably going to want to use a RelativeLayout. You can use the android:layout_alignTop="id" attribute to make the rows be in line correctly. And android:layout_alignLeft="id" for the columns. Other than that its just a matter of playing with the android:layout_marginLeft="XXdip" attribute to get the space between them how you want it. Check out this page for an overview and examples of all of the Layout types. Here is some more sample RelativeLayout code. And one more page with another example. RelativeLayout is a bit tricky to get used to but once you've used it a few times its pretty easy to understand and get the Layout that you want. The benefit of it is that your UIs look nice on several different screen sizes when you define them this way.
Why not just composed the layout in a table layout and set the table layout's background to a custom made graphic you make? This should work well with you. Specifically the design of your design would be like 4 columns with x rows. Then using the strechcolumn property, you should be able to accomplish what you are trying to do!
If you scale the graphic properly, then you shouldn't have this problem overall.

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