1page.title=Supporting Different Screens 2parent.title=Supporting Different Devices 3parent.link=index.html 4 5trainingnavtop=true 6previous.title=Supporting Different Languages 7previous.link=languages.html 8next.title=Supporting Different Platform Versions 9next.link=platforms.html 10 11@jd:body 12 13<div id="tb-wrapper"> 14 <div id="tb"> 15 16 <h2>This lesson teaches you to</h2> 17 <ol> 18 <li><a href="#create-layouts">Create Different Layouts</a></li> 19 <li><a href="#create-bitmaps">Create Different Bitmaps</a></li> 20 </ol> 21 22 <h2>You should also read</h2> 23 <ul> 24 <li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple 25Screens</a></li> 26 <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple 27Screens</a></li> 28 <li><a href="{@docRoot}design/style/iconography.html">Iconography design guide</a></li> 29 </ul> 30 </div> 31</div> 32 33<p>Android categorizes device screens using two general properties: size and density. You should 34expect that your app will be installed on devices with screens that range in both size 35and density. As such, you should include some alternative resources that optimize your app’s 36appearance for different screen sizes and densities.</p> 37 38<ul> 39 <li>There are four generalized sizes: small, normal, large, xlarge</li> 40 <li>And four generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra high 41(xhdpi)</li> 42</ul> 43 44<p>To declare different layouts and bitmaps you'd like to use for different screens, you must place 45these alternative resources in separate directories, similar to how you do for different language 46strings.</p> 47 48<p>Also be aware that the screens orientation (landscape or portrait) is considered a variation of 49screen size, so many apps should revise the layout to optimize the user experience in each 50orientation.</p> 51 52 53<h2 id="create-layouts">Create Different Layouts</h2> 54 55<p>To optimize your user experience on different screen sizes, you should create a unique layout XML 56file for each screen size you want to support. Each layout should be 57saved into the appropriate resources directory, named with a <code>-<screen_size></code> 58suffix. For example, a unique layout for large screens should be saved under 59<code>res/layout-large/</code>.</p> 60 61<p class="note"><strong>Note:</strong> Android automatically scales your layout in order to 62properly fit the screen. Thus, your layouts for different screen sizes don't 63need to worry about the absolute size of UI elements but instead focus on the layout structure that 64affects the user experience (such as the size or position of important views relative to sibling 65views).</p> 66 67<p>For example, this project includes a default layout and an alternative layout for <em>large</em> 68screens:</p> 69 70<pre class="classic no-pretty-print"> 71MyProject/ 72 res/ 73 layout/ 74 main.xml 75 layout-large/ 76 main.xml 77</pre> 78 79<p>The file names must be exactly the same, but their contents are different in order to provide 80an optimized UI for the corresponding screen size.</p> 81 82<p>Simply reference the layout file in your app as usual:</p> 83 84<pre> 85@Override 86 protected void onCreate(Bundle savedInstanceState) { 87 super.onCreate(savedInstanceState); 88 setContentView(R.layout.main); 89} 90</pre> 91 92<p>The system loads the layout file from the appropriate layout directory based on screen size of 93the device on which your app is running. More information about how Android selects the 94appropriate resource is available in the <a 95href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">Providing Resources</a> 96guide.</p> 97 98<p>As another example, here's a project with an alternative layout for landscape orientation:</p> 99 100<pre class="classic no-pretty-print"> 101MyProject/ 102 res/ 103 layout/ 104 main.xml 105 layout-land/ 106 main.xml 107</pre> 108 109<p>By default, the <code>layout/main.xml</code> file is used for portrait orientation.</p> 110 111<p>If you want a provide a special layout for landscape, including while on large screens, then 112you need to use both the <code>large</code> and <code>land</code> qualifier:</p> 113 114<pre class="classic no-pretty-print"> 115MyProject/ 116 res/ 117 layout/ # default (portrait) 118 main.xml 119 layout-land/ # landscape 120 main.xml 121 layout-large/ # large (portrait) 122 main.xml 123 layout-large-land/ # large landscape 124 main.xml 125</pre> 126 127<p class="note"><strong>Note:</strong> Android 3.2 and above supports an advanced method of 128defining screen sizes that allows you to specify resources for screen sizes based on 129the minimum width and height in terms of density-independent pixels. This lesson does not cover 130this new technique. For more information, read <a 131href="{@docRoot}training/multiscreen/index.html">Designing for Multiple 132Screens</a>.</p> 133 134 135 136<h2 id="create-bitmaps">Create Different Bitmaps</h2> 137 138<p>You should always provide bitmap resources that are properly scaled to each of the generalized 139density buckets: low, medium, high and extra-high density. This helps you achieve good graphical 140quality and performance on all screen densities.</p> 141 142<p>To generate these images, you should start with your raw resource in vector format and generate 143the images for each density using the following size scale:</p> 144<ul> 145<li>xhdpi: 2.0</li> 146<li>hdpi: 1.5</li> 147<li>mdpi: 1.0 (baseline)</li> 148<li>ldpi: 0.75</li> 149</ul> 150 151<p>This means that if you generate a 200x200 image for xhdpi devices, you should generate the same 152resource in 150x150 for hdpi, 100x100 for mdpi, and 75x75 for ldpi devices.</p> 153 154<p>Then, place the files in the appropriate drawable resource directory:</p> 155 156<pre class="classic no-pretty-print"> 157MyProject/ 158 res/ 159 drawable-xhdpi/ 160 awesomeimage.png 161 drawable-hdpi/ 162 awesomeimage.png 163 drawable-mdpi/ 164 awesomeimage.png 165 drawable-ldpi/ 166 awesomeimage.png 167</pre> 168 169<p>Any time you reference <code>@drawable/awesomeimage</code>, the system selects the 170appropriate bitmap based on the screen's density.</p> 171 172<p class="note"><strong>Note:</strong> Low-density (ldpi) resources aren’t always necessary. When 173you provide hdpi assets, the system scales them down by one half to properly fit ldpi 174screens.</p> 175 176<p>For more tips and guidelines about creating icon assets for your app, see the 177<a href="{@docRoot}design/style/iconography.html">Iconography design guide</a>.</p> 178 179 180 181