Android textsizes different screens - android

I'm building a android application that need to look allright on all screen sizes. I've managed to scale drawables according to resolution with different drawable resource folders, however how can i achieve the same with pure text?
Do i really need to use different layout folders to achieve this?
Thanks for any help!

Use sp for text sizes and you should be fine.
sp
Scale-independent Pixels - This is like the dp unit, but it is also
scaled by the user's font size preference. It is recommend you use
this unit when specifying font sizes, so they will be adjusted for
both the screen density and the user's preference.
from Dimensions
dp/dip can also work, but doesn't include the users font preferences.

If it is for only textview. declare the size ad dp in textview in xml. dp is desipixels which is related to the screen resolution and the textview size gets adjusted accordingly.

I used an own-written method for that.. worked for two displays(1024x720, 800x480), hope it works for yours, too
The Class:
//this is a seperated class, for button textsize
//declaration of standardvalues
public class Fontstyles {
static int INT_standardwidth = 1024, INT_standardsize = 50; //do not change
public static double BTN_TXT_size(Button BTN_X) {
Point size = new Point();
YourMainActivity.DIS_main.getSize(size);
int INT_width = size.x;
if (BTN_X.getText().length() == 0)
return 0;
// width of display (INT_width)
// width standartvalue (INT_standardwidth)
// standardfontsize (INT_standardsize)
return ((float) ((INT_width * 100 / INT_standardwidth)
* (INT_standardsize * (INT_width * 100 / INT_standardwidth) / 100) / 100));
}}
this is in YourMainAvtivity:
public static Display DIS_main;
DIS_main = getWindowManager().getDefaultDisplay();
and this is for calling the sizecalculation (wherever you want from):
YourButton.setTextSize((float) Fontstyles.BTN_TXT_size_(YourButton));
works for TextViews and Button.
after use please reply and tell me wether this worked for your display or not.

Related

how to get android screen size programmatically, once and for all?

How can I find out my screen size programmatically,
in the units used by touch events
and View measurement/layout?
In other words, I want the coordinates
of the bottom-right corner of the screen,
in the coordinate system used by touch events'
getRawX()/getRawY() and View.getLocationOnScreen().
I'm hesitant to call the desired event/view units "pixels"
since evidently there are several notions of "pixels"
on my phone in various modes,
and they're not adding up to a consistent story.
I see this has been asked and answered a lot
on stackoverflow and elsewhere,
but none of the answers actually work on my phone
(droid 4, android 4.1.2) in all modes:
Can I find out width of screen programmatically in android app?
How do I get the ScreenSize programmatically in android
Android set View visibility programmatically based on screen size
How do I get the height of the screen in Android?
Get the screen height in Android
https://groups.google.com/forum/#!topic/android-developers/IpxnfvDFrpc
http://shuklaxyz.blogspot.com/2012/02/how-to-programmatically-figure-out.html
http://coderock.net/how-to-determine-screen-resolution-programmatically/
http://www.codeproject.com/Tips/313848/Get-actual-screen-size-for-the-application-layout
Android and setting width and height programmatically in dp units
http://www.simplecodestuffs.com/how-to-get-screen-dimensions-programmatically-in-android/
http://www.androidsnippets.com/get-size-and-orientation-of-the-screen
http://grokbase.com/t/gg/android-developers/127aatfqb6/how-to-determine-screen-resolution-programmatically
(wow!)
This is for library code that needs to work
regardless of whether the app is in "screen compatibility mode"
(i.e. targetSdkVersion<=10 in the manifest) or not,
and I also don't want to make any assumptions
about the position, size, or existence of the status bar
or any other similar screen decorations.
Here are the facts:
my phone (a droid 4 running android 4.1.2)
has 540x960 physical pixels,
i.e. little colored glowing dots.
the size of the screen in the desired units,
from looking at touch events and View measurements, is
360x640 when the app is in screen compat mode,
540x960 when the app is not in screen compat mode.
These are the numbers I need to find programmatically,
without mucking with touch events or Views to find them,
but I'm having extreme difficulty finding any API
that will return these numbers.
Display and DisplayMetrics objects obtained
in various ways all claim the screen size
is 540x960 "pixels"
(whether in screen compat mode or not).
To be specific, the following all say 540x960 all the time:
DisplayMetrics.{width,height}Pixels,
Display.getSize(),
Display.getRealSize(),
Display.get{Width,Height}(),
Configuration objects obtained in various ways
all say screen{Width,Height}Dp = 360x614
(whether in screen compat mode or not).
I don't believe that represents the whole screen,
since the aspect ratio is wrong.
(I think it's the whole screen
minus the status bar; I need the whole screen.)
I think it's safe to say that the whole screen is 360x640 dp,
though I don't know any API that returns that 640.
DisplayMetrics obtained in various ways
say the "density" is
1.0f when in screen compat mode,
1.5f when not in screen compat mode.
The activity's
getWindow().getAttributes().{width,height}
isn't helpful since it typically contains MATCH_PARENT
rather than actual sizes.
But I can apparently get the desired answer from an activity's
getWindow().getDecorView().getMeasured{Width,Height}()
(which is actually surprising since
the activity's window's decorView
doesn't look like it's taking up the whole screen;
it looks like it's taking up the screen minus the status bar).
But I don't want to rely on this because if the window ever gets resized
(soft keyboard appearing? someone calling window.setAttributes()?
or maybe I'm not in an Activity at all),
this is clearly going to be all wrong.
I understand the following formula is supposed to hold:
pixels = dp * density
That seems to agree with all the reported numbers ((3),(4),(5) above)
when not in screen compatibility mode:
540x960 = 360x640 * 1.5
But in screen compatibility mode it doesn't add up:
540x960 != 360x640 * 1
So, something is awry.
The simplest explanation, I think,
is that the methods listed in (3) above
are simply giving the wrong answer for "pixels" when
in screen compat mode-- that is, they were intended
to return 360x640 "pixels" but they are wrongly returning 540x960 instead.
But there may be other ways of looking at it.
In any case, getting the desired numbers regardless of mode,
from the above puzzle pieces, is certainly a tricky puzzle.
I have found a way that seems to work on my phone in both modes,
but it is extremely circuitous,
and it relies on two assumptions that still seem rather shaky
(as described in the code comments below).
Here is my recipe:
/** get screen size in "pixels", i.e. touchevent/view units.
* on my droid 4, this is 360x640 or 540x960
* depending on whether the app is in screen compatibility mode
* (i.e. targetSdkVersion<=10 in the manifest) or not. */
public void getScreenSizePixels(int widthHeightInPixels[/*2*/])
{
Resources resources = getResources();
Configuration config = resources.getConfiguration();
DisplayMetrics dm = resources.getDisplayMetrics();
// Note, screenHeightDp isn't reliable
// (it seems to be too small by the height of the status bar),
// but we assume screenWidthDp is reliable.
// Note also, dm.widthPixels,dm.heightPixels aren't reliably pixels
// (they get confused when in screen compatibility mode, it seems),
// but we assume their ratio is correct.
double screenWidthInPixels = (double)config.screenWidthDp * dm.density;
double screenHeightInPixels = screenWidthInPixels * dm.heightPixels / dm.widthPixels;
widthHeightInPixels[0] = (int)(screenWidthInPixels + .5);
widthHeightInPixels[1] = (int)(screenHeightInPixels + .5);
}
Is there any better/cleaner way
to find the size of the screen??
Display display = getWindowManager().getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int width = size.x;
int height = size.y;
Now you can measure your screen size in pixel which is a better measurement unit than centimeter because all the buttons ,textviews etc.. are measured in this unit. That what I use normally
By using the DisplayMetrics you can get height and width of the screen of any device. Note that width and height are sensitive to rotation.
here is the code.
DisplayMetrics metrics;
int width = 0, height = 0;
In your onCreate Method
metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
height = Math.min(metrics.widthPixels, metrics.heightPixels); //height
width = Math.max(metrics.widthPixels, metrics.heightPixels); //width
Try this.
In your #6, you note that the DecorView seems to provide what you want, but you don't think it is realiable. I believe that is as close as you can come. According to the documentation for Window.getDecorView:
Retrieve the top-level window decor view (containing the standard window frame/decorations and the client's content inside of that), which can be added as a window to the window manager.
The status bar is part of the window decoration mentioned there. Software keyboards and other overlays will receive their own window, so they shouldn't interfere with the relevant values. It is correct that isn't precisely the display metrics, but if your application is full screen it should always be the full screen size filtered through the compatibility translator. Other applications won't have access to your application's Window, so there is no need to worry about some other app changing the attributes while you aren't looking.
Hope that helps.
I should put this as a comment but I don't have the rep for that.
This may not be a totally correct answer but I got my dimensions when I switched the height and width in the DisplayMetrics method.
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
width = metrics.heightPixels;
height = metrics.widthPixels;
as I said this may not be correct but I don't know why but it worked for me.
If you are using api level 17 or higher check out getRealMetrics and getRealSize in Display
For api level 14,15 & 16 look here
I've used Pythagoras theorem to find the diagonal size of Android phone/tablet screen, same principal can be applied to iPhone or Blackberry screen.
DisplayMetrics met = new DisplayMetrics();
this.getWindowManager().getDefaultDisplay().getMetrics(met);// get display metrics object
String strSize =
new DecimalFormat("##.##").format(Math.sqrt(((met.widthPixels / met.xdpi) *
(met.widthPixels / met.xdpi)) +
((met.heightPixels / met.ydpi) * (met.heightPixels / met.ydpi))));
// using Dots per inches with width and height
Pythagoras must have been a genios, he knew smart phone programming so many years ago :p
I use the below method to get the width of the device :
public static int getDeviceWidth(Context context){
WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
int width=display.getWidth();
return width;
}
I think this function will help you to simply get the width and height of your android screen size. The function returns the width and height as an array of integers as shown below
private int[] getScreenSIze(){
DisplayMetrics displaymetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(displaymetrics);
int h = displaymetrics.heightPixels;
int w = displaymetrics.widthPixels;
int[] size={w,h};
return size;
}
and on your create method output your width and height as shown below
int[] screenSize= getScreenSIze();
int width=screenSize[0];
int height=screenSize[1];
screenSizes.setText("Phone Screen sizes \n\n width = "+width+" \n Height = "+height);
Download source code and test it on your android studio
This works for me:
int width = Resources.getSystem().getDisplayMetrics().widthPixels;
int height = Resources.getSystem().getDisplayMetrics().heightPixels;
I used this to update width of my items in a horizontal recycler view.(according to my requirement)
Hope it helps someone!
For this solution in Kotlin, try this:
private fun yourFunction(){
val metrics = DisplayMetrics()
windowManager.defaultDisplay.getMetrics(metrics)
val width = metrics.widthPixels
val height = metrics.heightPixels
}

Spinning wheel half way off screen android

I have a requirement for a spinning wheel graphic that is half-off the bottom of the screen and then animates (spins) when users take action.
I can place the wheel graphic off the screen by calling:
Animation animation = new TranslateAnimation(Animation.ABSOLUTE,0,Animation.ABSOLUTE, 0,Animation.ABSOLUTE,wheelPos, Animation.ABSOLUTE, wheelPos);
animation.setDuration(1);
animation.setFillAfter(true);
wheel.startAnimation(animation);
That is fine, I can set the width to whatever I want via LayoutParams.
But how can I make the wheel the same size for different screen sizes? For example, I need to place the wheel Y pixels off the screen (wheelPos variable) above, but on a Nexus S versus Nexus 7 how can I calculate an appropriate Y value?
The same goes for width, how can I calculate a width so that it appears exactly the same size?
I note the Catch android app https://catch.com/ - if I expand their wheel menu, it's size is identical on the Nexus S versus Nexus 7 - how might they have achieved that?
Developer of Catch here. Thanks for the email pointing us to your question here.
For our wheel menu, its width and positioning are specified within XML layout files, using dp/dip (density-independent pixels). For a given dimension, say, 300dp, it will appear the same size on any Android device; the system will scale that value depending on whether the device's screen is low, medium, high, xhigh, etc. density.
So, set your width and Y offset using dp and you should be good to go. You can do it completely programmatically if you wish:
final int wheelWidth = 300;
final int wheelYoffset = 64;
DisplayMetrics dm = getResources().getDisplayMetrics();
final float scaledWheelWidth = TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, wheelWidth, dm);
final float scaledWheelYoffset = TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, wheelYoffset, dm);
I personally find it much easier to maintain all of my UI dimensions as resources. In res/values/dimens.xml I'd add:
<dimen name="wheel_width">300dp</dimen>
<dimen name="wheel_y_offset">64dp</dimen>
and then if I needed to use those dimensions in code, I can grab them with a one-liner:
final float scaledWheelWidth = getResources().getDimensionPixelSize(R.dimen.wheel_width);
final float scaledWheelYoffset = getResources().getDimensionPixelOffset(R.dimen.wheel_y_offset);
Using dp for layout is one of the keystone principles of making an Android UI that scales nicely to different devices, and is especially critical for anything you expect your user to touch/interact with, since you can size your hit targets during development and rest assured that they will be physically similarly-sized no matter what device your app is running on.

Android: How to have different text sizes for different screen sizes with dynamic TextViews?

I have a TableLayout on my app where I am adding rows programatically by getting data from the local SQLite DB. Since I also create the TextViews on each row programatically I need to specify one text size for them, and that size won't be suitable for all screen sizes. If I pick one that looks good on a smartphone, for instance, it will look too small on large tablets.
If I had the TextViews on the XML I could simply create a different layout for each screen size, but how can I achieve that flexibility in text size creating the TextViews programatically?
Thanks a lot in advance.
I ended up solving it with the approach below. Not the most elegant, but worked pretty well:
DisplayMetrics dm = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(dm);
double x = Math.pow(dm.widthPixels/dm.xdpi,2);
double y = Math.pow(dm.heightPixels/dm.ydpi,2);
double screenInches = Math.sqrt(x+y);
int textsize = 0;
if(screenInches<5)
textsize = 16;
else if(screenInches<7.5)
textsize = 22;
else
textsize = 24;

How to set text size relative to bitmap resolution?

Hey I'm trying to write text to a bitmap, And i have no idea how to set the text size relative.
I've found some who set text size as DIP using the density, which i assume is OK
but if i try and write text on a smaller image text becomes huge.
This is the code i have :
private static final float GESTURE_THRESHOLD_DIP = 95.0f;
Resources resources = gContext.getResources();
float scale = resources.getDisplayMetrics().density;
paint.setTextSize((int) (GESTURE_THRESHOLD_DIP * scale + 0.5f));
How can i set text size to be relative to the paint size?
Well in the end i just checked what was the resolution of the images it looks good and calculated that height-width result divided to X gave me the number i wanted,
so i just divided the font by 6.
It will fail on several occasions but it's better then what i had.
Please someone answer a better solution.

Android: intelligent way of sizing UI components for all screens?

I've been having trouble finding a generic way to size UI components so they look good on all devices. I have some ideas but could use any feedback on them or suggestions for better strategies.
Take a simple situation like a dialog with a single EditText which a user will enter a fairly long String into. On smaller devices I would like the EditText to be as wide as possible (because its likely that the maximum size possible on these devices isn't all that large). However, if I set the width of this EditText to FILL_PARENT, the dialog will look silly on tablets, because it will be much, much wider than it needs to be. Also, setting the width to some hard coded DIP value, like 500, isn't great because it doesn't maximize available space on smaller devices, won't expand to take up additional space if the device is rotated, and could be an issue on devices narrowers than 500 DIP.
What I would like to do is approximate the behavior FILL_PARENT by hardcoding the width of the EditText to of the screen's width, but to prevent the EditText from growing to wide on large devices by not allowing the width to be larger than some DIP value, like 500.
I have encountered 2 problems with this strategy:
1: If I set the EditText's width to the screen's width, the EditText doesn't fit on the screen (as shown in the below image). I fixed this by setting the width to 90% of screen width, but this is questionable (what if the device's dialogs have larger margins around them?).
2: My app sets android:configChanges flag in its application manifest such that dialogs don't get dismissed on rotation. But this means that dialogs don't get resized on rotation. So, if the device rotates from landscape to portrait while the dialog is visible, then the EditText will be too wide for the screen; and if it goes the opposite direction, then the EditText will not take up all the available space. I guess this would be fixable by relaying out my dialog on rotate, but it seems painful/ugly for my Activity to have to keep track of the visible Dialog and force it to relayout on rotation (particularly because each dialog would then have re-populate any field values when after relayout).
So, any thoughts on improving my solution, or on alternatives?
class SampleDialog extends Dialog
{
public SampleDialog(Context context)
{
super(context);
setContentView(getContentView());
}
private View getContentView()
{
TextView label = new TextView(getContext());
label.setText("A label:");
int fiveHundredDips = (int) TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, 500, activity.getResources().getDisplayMetrics());
Display display = getWindowManager().getDefaultDisplay();
float width = .9f * display.getWidth();
Math.min(width, fiveHundredDips);
LinearLayout.LayoutParams linearParams = new LinearLayout.LayoutParams((int) width, LinearLayout.LayoutParams.WRAP_CONTENT);
EditText editText = new EditText(getContext());
editText.setLayoutParams(linearParams);
LinearLayout layout = new LinearLayout(getContext());
layout.addView(label);
layout.addView(editText);
return layout;
}
}
}
You could use different folders in your resources folder, which define different qualifiers for different devices. You can then specify say on a small device you would like a dimension to be 'x' big, and on a tablet to be 'x' big.
Another solution would be to programatically detect if the device is a Tablet, and perform actions based on that.
I would recommend you look into resource qualifiers, which are a very powerful tool in Android.
Take a look at the android:minWidth property. It's available on TextView as well as others. It seems the minWidth (set using dip units) would be a good option for you. You can make the text boxes large enough but not too large.
These values can be set programmatically. You might also find the following code useful in determining what values you want to use for the minWidth:
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
Log.d("density", metrics.density);
Log.d("width dip", (int) (metrics.widthPixels / metrics.density));
Log.d("height dip", (int) (metrics.heightPixels / metrics.density));

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