Android layout vs. custom view - android

I want to generate the following for my Android application.
I tried to achieve this using RelativeLayout and some drawables (empty circle, filled circle, dotted line) I created using XML , but I am not even close to it. Is it the right way to generate such views with layouts. If so, is RelativeLayout is the way to go? Or should I create a custom view for that?

why are there 4 dots between the last item and the one before it, while the other have 3 dots?
anyway, i think you can achieve those results by having a listView with custom items.
each item would be shown as a relativeLayout with 2 imageViews (one below the other) and a textView on the right of the upper one.
the upper imageView would have the large dot (filled or not), with optional dots above it, and the imageView below would stretch its size according to the textView (align to its bottom plus add some more for extra small-dots) and have tiled dots as its background.
another approach would be to have a listView of textViews and an imageView on its left, and you draw the circles according to what the listView is currently showing (even while scrolling). it's much harder, but might be more precise.

Related

How can I make an android layout with four quadrants and a circle in between

I'm trying to design a layout with four divided columns and a circle in the center something like the image in the link below. Any help would be appreciated
A simpler approach would be to design the columns and circle is a single png, and then just show it as a background of the layout and the place the TextView in the desired order of your choosing , and as for the center textView put it inside a Constraint Layout and then center it.
This is how you want it to be, and it can be done like this
You can easily these in Photoshop or whatever tool suits you
On and yess keep in mind that i just moved the column 1px outwards in the respective way so as to create that central divider look since adding individual border to each columns inward side would be more hectic, and this way you just have to move the columns outward (if you move then up remember to move them to left/right respectively or if you move them bottom do the same and move the left/right so as to have them in perfect sync.
Another Method
Another method would be to us each piece of this design individually and them use them as the backgrounds for each TextView or have them as the background for each RelativeLayout 's background and have them as Parent to each TextView.
And As For the Image of the Jersey You place it dynamically in the Relativelayout of the inner Circle.
I hope this helps.

android imageview auto scaled without overlap other view

I have a linear layout(mLL) that fit the whole screen.
Within it, there are 3 things.
That is a textview contains a mulit line string.
It is followed by a imageview. The imageview fit the remain area of screen (problem here).
That I added a horizontal menubar (radiogroup with some image buttons) and aligned it to the bottom of linear layout(mLL).
The result is the radiogroup button show on top of the image.
What I hope is, the imageview fit itself to occupied the whole screen, but left sufficient space for textview and a horizontal radiogroup button.
I know I can use program code to scale the image, but I wonder if there are some attributes or correct xml layout that can intuitively create above arrangement? I mean, the arrangement of some text, followed by picture, and then a menubar is so common that should have a better way to implement it.
P.S. I tried to add the menubar before the imageview. Consequently, the imageview shows on top of menubar, i.e. menubar is partially hidden.
P.S2. The menubar need to tough the bottom of screen. So, it should be added to relative to mLL.

Android: creating custom 2D avatar

I am creating an app that allows a user to build a custom 2D avatar by specifying things like shoes, socks, skin color, etc...
Currently my solution has been to create a .PNG of each item and then to 'stack' them all on top of each other in a RelativeLayout. So for example, I create an ImageView of two shoes and align the ImageView to the center of the relative layout and the bottom of the Relative Layout. Next I 'stack' the bottom edge of the socks to the top edge of the shoe. And on and on.
This method works, but I feel like I don't have much control over where the parts sit and would much rather be able to calculate the x,y coordinates at run time and place the images that way. For instance, this works well if all of the ImageViews are stacked, but if I need to place one ImageView 10 pixels below the top edge of another ImageView I can't do it (or at least I haven't figured out how yet).
I am looking for a solution that will allow me to control the x,y position of ImageViews and allow ImageView to be offset from each other.
If you'd rather place the images by x,y coordinates, then you should consider using a single view and simply drawing the images on top. See this doc on custom drawing. You'll find drawBitmap and some of its overloads useful.

Evenly spacing views within adjacent layouts

I'm working on the controls for a game, and require part of the control panel (gray in the figure below) to change dynamically, either showing a single canvas (left) or 5 buttons (right). The border between the lower-row views should always be positioned at exactly the same x-position as the border between the buttons on the upper row, as shown. At the same time, all twelve upper buttons should be scaled and distributed evenly.
I've considered several approaches, but as of yet none do all of what I want:
Using two LinearLayouts, one for each row of controls: reliably aligning the borders seems to be impossible, and replacing part of the layout is difficult at best.
Using a TableLayout: again, replacing a portion of the layout is difficult.
Using a RelativeLayout: resizing and aligning buttons independently of the screen size doesn't seem possible
Any suggestions for an alternative method, or on how to make one of the above approaches work? It would also be nice if there were some way to animate the change of views, i.e. sliding in the buttons from the left over the canvas. Thanks!
Interesting, I've done this several weeks ago. What I did is to make use of this property of View object: "Visibility". So that means at a fixed position, I can set any View to display on to, not depending on any type of Layout, it can be Visibility.GONE, Visibility.VISIBLE or Visibility.INVISIBLE.
In my app, I used RelativeLayout to set relative position to the right side TextView.
Give it a try :)
In order to close this question: I have solved the problem by writing a custom layout class that places and sizes the child views without heeding the measured size of the children. Effectively this gives me the behavior of a linear layout with layout weights, but is more deterministic with border placement.
A ViewAnimator is used to switch between the Canvas and the Buttons.

overlay imageview without pushing layouts down

a picture is worth a thousand words, so my question should basically be self-explanatory with the attached image: How to get rightmost screen instead of the center screen?
turns out i cannot attach images directly yet, so i have to link to it right now:
How to get rightmost screen instead of the center screen?
just to add, i realise that it is not really possible to have the framelayout NOT expand as shown in screen 2b, but my question remains as to how to achieve such an overlay without pushing the Other layouts down i.e. the bottom part of the imageview would be on top of the top right part of the other layouts
perhaps you could have the image you are dynamically adding be outside the frame layout. ie have a relative layout contain both framelayouts and the imageview – jkhouw1 1 hour ago

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