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 <hack...@android.com> 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 <nooniensoong2...@gmail.com>
> 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
> hack...@android.com
>
> 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.
>
>
> >
>

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