[android-developers] Re: Drawable Query

2012-10-10 Thread Piren
Sadly, Android doesn't support sub folders. Nothing to do here.


On Tuesday, October 9, 2012 8:47:47 PM UTC+2, Daz wrote:

 I am working on a simple animation using the animation-list attribute.  I 
 have all my sequenced images in the drawable-xhdpi folder and the first 
 line of my XML looks like this:

 item android:drawable=@drawable/animation_0 android:duration=30 
 /

 To keep things tidy, I decided to create a new folder called seq inside 
 of the drawable-xhdpi and moved my images inside.  Of course I got errors 
 in my animation.xml file, so I changed the first line to:

 item android:drawable=@drawable/seq/animation_0 android:duration=
 30 /

 Still showing an error so could someone help.  Thanks.



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[android-developers] Re: Drawable Query

2012-10-10 Thread bob
 

Sounds like you want to use assets instead of resources.  Assets support 
subfolders.



On Tuesday, October 9, 2012 1:47:47 PM UTC-5, Daz wrote:

 I am working on a simple animation using the animation-list attribute.  I 
 have all my sequenced images in the drawable-xhdpi folder and the first 
 line of my XML looks like this:

 item android:drawable=@drawable/animation_0 android:duration=30 
 /

 To keep things tidy, I decided to create a new folder called seq inside 
 of the drawable-xhdpi and moved my images inside.  Of course I got errors 
 in my animation.xml file, so I changed the first line to:

 item android:drawable=@drawable/seq/animation_0 android:duration=
 30 /

 Still showing an error so could someone help.  Thanks.



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[android-developers] Re: Drawable is not drawn after setDrawableByLayerId

2012-07-13 Thread Randall Mitchell
Since this hits the top of my search list for this issue, I thought I would 
give this thread an answer...

From what I can tell, LayerDrawable. setDrawableByLayerId is useless on 
lots of devices (strangely works well on Nexus S).  I suggest building a 
new LayerDrawable instead.

On Wednesday, February 3, 2010 1:06:12 PM UTC-6, tt6 wrote:


 Hi,

 I'm having a problem with displaying a drawable. I have a ImageButton
 and a LayerDrawable. I set up an array of Drawable that has one
 Drawable for the background (index 0) and one for the image (index 1).
 The button would display different background on different states of
 the button. What I've done is when the button state changes I replace
 the background Drawable like:

   elements[0] = background drawable object
   elements[1] = image drawable object
   layers = new LayerDrawable(elements);
   layers.setId(0, 0);
   layers.setId(1, 1);
 ...

   LayerDrawable ld = (LayerDrawable)button.getDrawable();
   boolean result = ld.setDrawableByLayerId(0, new
 backgroundDrawable);
 ...

 The problem is the initial old background is gone but the new one is
 not displayed. What have I done wrong or missed?

 Thank you!



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[android-developers] Re: Drawable set on an ImageView ignores setBounds and reverts to original bounds on orientation change.

2012-02-26 Thread Kiran Rao
Anyone? I'd appreciate any pointers. I can't even figure out whether
this is a bug or a coding error.

On Feb 24, 10:49 am, Kiran Rao techie.curi...@gmail.com wrote:
 I've been struggling with this strange problem for quite some time. A
 brief summary of the issue is this:

 An ImageView's Drawable in portrait orientation with a certain bounds
 set on it, on changing orientation and returning to portrait, does not
 retain the set bounds. Instead it reverts to its original bounds. This
 is in spite of forcefully setting the explicit bounds on orientation
 change. Do note that any bounds that you later set on Click etc are
 obeyed.

 I worked around this by abandoning the ImageView in favor of a custom
 View object and setting the Drawable using drawBitmap() within
 onDraw(). But could anyone point out what I was doing wrong in the
 ImageView approach?

 Links describing the issue in detail:
 1) StackOverflow thread -http://stackoverflow.com/q/9237932/570930
 2) Sample project illustrating the issue, a debug version which logs
 in more detail, and my solution involving custom View - Uploaded on
 Google Project Hosting 
 -http://code.google.com/p/android-drawable--invalidation-on-orientatio...

 Thanks in Advance

 Regards,
 
 Kiran Rao.

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[android-developers] Re: drawable resources is stored in RAM at startup?

2010-11-19 Thread viktor

Thanks,

could any explain why this happened, I want to know memory strategy
for Drawable?

On 19 Лис, 22:04, Dianne Hackborn hack...@android.com wrote:
 You shouldn't modify a Drawable without first calling .mutate() on it (and
 using the Drawable that is returned, no the original).









 On Fri, Nov 19, 2010 at 6:39 AM, viktor victor.scherb...@gmail.com wrote:
  Hi everyone,

  Drawable resource is set as background for second layouts (Second
  activity).

  My problem is,  I get Drawable from resources end set color filter to
  that, than I set this drawable to layout (First activity).

  On second activity I don't set color filter but background remain the
  same.

  How does an app work with resources, is it cache effect or reference
  to the same drawable in RAM?

  Thanks

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Re: [android-developers] Re: drawable resources is stored in RAM at startup?

2010-11-19 Thread Dianne Hackborn
On Fri, Nov 19, 2010 at 1:39 PM, viktor victor.scherb...@gmail.com wrote:

 could any explain why this happened, I want to know memory strategy
 for Drawable?


It generally is described in the documentation for that method:

http://developer.android.com/reference/android/graphics/drawable/Drawable.html#mutate()

Because drawables are used a *lot* it is very valuable to not have to have a
totally separate copy of each of them for the vast majority of cases where
this isn't needed.

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hack...@android.com

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provide private support, and so won't reply to such e-mails.  All such
questions should be posted on public forums, where I and others can see and
answer them.

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[android-developers] Re: Drawable not maintaining size within an ImageView

2010-06-30 Thread Cardy
Sorry! Just to clarify, I've also tried setting the ImageView's layout
params as per the example using:

drawableContainer.setLayoutParams(new
LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));

Thanks!

On Jun 30, 10:04 am, Cardy andy.ca...@gmail.com wrote:
 Hi,

 I'm trying to add a drawable to a layout, using an ImageView, but the
 drawable doesn't maintain its size and is rendered at 1dp x 1dp.

 I've called ImageView.setAdjustViewBounds as per the android
 documentation but this doesn't seem to help. The Drawable is only
 visible when the ImageView's height and width are set and the drawable
 is then rendered at those dimensions.

 Here's the code and layout:

 rect_blue.xml
 ---

 ?xml version=1.0 encoding=utf-8?
 shape xmlns:android=http://schemas.android.com/apk/res/android;
 android:height=50dp android:width=100dp android:shape=rectangle
     solid android:color=#00FF /
     corners android:radius=5dp /
 /shape

 FlipView.java (Derived from FrameLayout)
 ---

 ImageView drawableContainer = new ImageView(context);
 drawableContainer.setImageResource(R.drawable.rect_blue);
 drawableContainer.setAdjustViewBounds(true);

 this.AddView(drawableContainer);

 Layout Overview
 --

 RelativeLayout
      - FrameLayout
           - ImageView (With drawable set as content)

 I'm sure I'm doing pretty much exacly the same as the example 
 here:http://developer.android.com/guide/topics/graphics/2d-graphics.html.
 Could it be because I'm using a FrameLayout that this is not working?

 Thanks!

 Andy

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[android-developers] Re: Drawable resource images

2010-05-28 Thread John Gaby
Thanks for the reply.  Is there a maximum length to the name of a
drawable resource?


On May 28, 4:02 pm, Mark Murphy mmur...@commonsware.com wrote:
 John Gaby wrote:
  Can I have sub-folders to hold my drawable resources.  For example can
  I store an image in, say, 'res/drawable/content/images/myimage.jpg'
  and then find that resource via a call to:

  id =
  context.getResources().getIdentifier(com.mycompany.myprog:drawable/
  content/images/myimage, null, null);

 No, sorry.

  Also, are jpeg files supported and drawable resources?

 Yes:

 http://developer.android.com/guide/appendix/media-formats.html

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 Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy

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Re: [android-developers] Re: Drawable resource images

2010-05-28 Thread Mark Murphy
John Gaby wrote:
 Thanks for the reply.  Is there a maximum length to the name of a
 drawable resource?

Probably. Whatever the maximum length of a Java identifier is would
likely be the limiting factor. Don't know what that is off the top of my
head though. 256? 128?

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Re: [android-developers] Re: Drawable resource images

2010-05-28 Thread Romain Guy
According to the Java Language Specifications:

An identifier is an unlimited-length sequence of Java letters and
Java digits, the first of which must be a Java letter.

(Section 3.8)

On Fri, May 28, 2010 at 4:18 PM, Mark Murphy mmur...@commonsware.com wrote:
 John Gaby wrote:
 Thanks for the reply.  Is there a maximum length to the name of a
 drawable resource?

 Probably. Whatever the maximum length of a Java identifier is would
 likely be the limiting factor. Don't know what that is off the top of my
 head though. 256? 128?

 --
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 http://commonsware.com | http://github.com/commonsguy
 http://commonsware.com/blog | http://twitter.com/commonsguy

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[android-developers] Re: Drawable resource XML alias

2010-05-16 Thread skink


On May 15, 4:38 pm, String sterling.ud...@googlemail.com wrote:
 On May 15, 7:07 am, skink psk...@gmail.com wrote:

  BitmapDrawable bd = (BitmapDrawable) res.getDrawable(R.drawable.name2)

  and then:

  bd.getBitmap() IIRC

 Ha, that did the trick. Apparently Resources.getDrawable() works with
 an XML drawable proxy, but BitmapFactory.decodeResource() does not.

 Unless someone has a good explanation why this would be so, I'm
 inclined to call that a bug and write it up at b.android.com. Anyone?


no, it's not a bug

everything in res/drawable/*.xml is a Drawable (BitmapDrawable,
GradientDrawable, etc), you can decode only ordinary images
(.png, .jog, .gif) - however i'm not sure if you can decode .9.pngs
(nine patch drawables)

pskink

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[android-developers] Re: Drawable resource XML alias

2010-05-15 Thread skink


On May 15, 2:59 am, String sterling.ud...@googlemail.com wrote:
 On May 14, 6:12 pm, Mark Murphy mmur...@commonsware.com wrote:

 http://idunnolol.com/android/drawables.html

 Thanks for this link. Hadn't seen that one before.

  Your syntax may work just as is.

 Unfortunately, it doesn't. I thought it looked plausible too, but
 naturally I tried it (along with a host of other variations) before
 posting here. A call to BitmapFactory.decodeResource(resources,
 R.drawable.name2) returns null with every XML syntax I've tried,
 including the one from my original post.

 So, has anyone gotten this to work?



bitmap tag defines BitmapDrawable

so you can call:

BitmapDrawable bd = (BitmapDrawable) res.getDrawable(R.drawable.name2)

and then:

bd.getBitmap() IIRC

pskink

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[android-developers] Re: Drawable resource XML alias

2010-05-15 Thread String
On May 15, 7:07 am, skink psk...@gmail.com wrote:

 BitmapDrawable bd = (BitmapDrawable) res.getDrawable(R.drawable.name2)

 and then:

 bd.getBitmap() IIRC

Ha, that did the trick. Apparently Resources.getDrawable() works with
an XML drawable proxy, but BitmapFactory.decodeResource() does not.

Unless someone has a good explanation why this would be so, I'm
inclined to call that a bug and write it up at b.android.com. Anyone?

FWIW, my final XML syntax looks like this:

?xml version=1.0 encoding=UTF-8?
bitmap xmlns:android=http://schemas.android.com/apk/res/android;
android:src=@drawable/name1/bitmap

I'm not sure if the android namespace is required, but it works like
this, and it's probably good practice.

String

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[android-developers] Re: Drawable resource XML alias

2010-05-14 Thread String
On May 14, 6:12 pm, Mark Murphy mmur...@commonsware.com wrote:

 http://idunnolol.com/android/drawables.html

Thanks for this link. Hadn't seen that one before.

 Your syntax may work just as is.

Unfortunately, it doesn't. I thought it looked plausible too, but
naturally I tried it (along with a host of other variations) before
posting here. A call to BitmapFactory.decodeResource(resources,
R.drawable.name2) returns null with every XML syntax I've tried,
including the one from my original post.

So, has anyone gotten this to work?

String

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[android-developers] Re: drawable-hdpi not appearing in eclipse emulator

2010-05-12 Thread String
In fairness, Cameron, the docs don't actually say that
android:anyDensity=false causes resources to be pulled from mdpi.
The documentation for that attribute is buried in the middle of the
Support for Multiple Screens page, and mostly talks about pixel
density math. The confusion is compounded by the fact that, as Dianne
says, the system is able to pull some resources from other directories
anyway.

I know it caused me some hair-pulling when I first started into
serious multiple-density support; adding a sentence like the system
will pull resources from the mdpi folder to the docs could be of real
benefit.

String

On May 12, 4:40 am, Dianne Hackborn hack...@android.com wrote:
 Again, if you want to support multiple densities DON'T SAY YOU DON'T SUPPORT
 THEM.  Seriously! :)  The first thing to do is get rid of
 android:anyDensity=false so the system doesn't try to make your app think
 it is running in mdpi.

 If you still have problems after that, then we can talk about that.  But
 until you stop telling the system to do this to you, I don't see much of a
 problem that it is in fact doing it.

 On Tue, May 11, 2010 at 1:45 PM, Cameron.M.Johnson 





 cameron.m.john...@gmail.com wrote:
  This is from the Android Dev Guide http://developer.android.com/guide/
  practices/screens_support.html

  Pre-scaling of resources (such as image assets)

  For example, if the current screen's density is high, the platform
  loads resources that are tagged with the qualifier hdpi and uses them
  without scaling. If no such resources are available, the platform uses
  the default resources instead, scaling them from the baseline density
  (medium) to high.

  This is what I based my question off of. Here it says as long as I
  have the hdpi qualifier, it will automatically choose images from that
  folder for a high density screen. Is this not correct or am I missing
  something?

  I could always hard code statements to check the current screens
  density and preload the PNG graphics that correspond to it. I am just
  curious if this actually works. The upscaling of the graphics work,
  but not the automatic qualifier choosing.

  Cam

  On May 11, 1:28 pm, Dianne Hackborn hack...@android.com wrote:
   You told it you don't support densities with android:anyDensity=false.
    Thus it will run your app as if it is the original density, mdpi.  In
  some
   cases the framework may be able to actually load the correct density
   resource and seamlessly use it while you still think you are running in
   mdpi... but not always, and really, if you are coding your app to support
   multiple densities, you shouldn't tell Android that you don't support
   densities. :)

   On Tue, May 11, 2010 at 12:01 PM, Cameron.M.Johnson 

   cameron.m.john...@gmail.com wrote:
Hi there,

So I have this game running on Android 1.6, and I put the different
density images in their respective folders

res/drawable-hdpi/image.png
res/drawable-mdpi/image.png
res/drawable-ldpi/image.png

I made each image a different color so I can tell if it is loading the
right image. When I test my program on different density screens it
only chooses the mdpi images. It scales them to match the correct dpi
but doesn't choose the right folder. It just defaults to mdpi.

In the manifest I have,
android:normalScreens=true android:anyDensity=false

Anyone have a similar problem? I'm sure it is something simple that I
am overlooking but I can't figure it out. From what I read on the
Android Support Multiple Screens guide is that you should just have to
put the different density images in their correct folders and Android
will do the rest.

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   answer them.

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[android-developers] Re: drawable-hdpi not appearing in eclipse emulator

2010-05-11 Thread Cameron.M.Johnson
This is from the Android Dev Guide http://developer.android.com/guide/
practices/screens_support.html

Pre-scaling of resources (such as image assets)

For example, if the current screen's density is high, the platform
loads resources that are tagged with the qualifier hdpi and uses them
without scaling. If no such resources are available, the platform uses
the default resources instead, scaling them from the baseline density
(medium) to high.

This is what I based my question off of. Here it says as long as I
have the hdpi qualifier, it will automatically choose images from that
folder for a high density screen. Is this not correct or am I missing
something?

I could always hard code statements to check the current screens
density and preload the PNG graphics that correspond to it. I am just
curious if this actually works. The upscaling of the graphics work,
but not the automatic qualifier choosing.

Cam




On May 11, 1:28 pm, Dianne Hackborn hack...@android.com wrote:
 You told it you don't support densities with android:anyDensity=false.
  Thus it will run your app as if it is the original density, mdpi.  In some
 cases the framework may be able to actually load the correct density
 resource and seamlessly use it while you still think you are running in
 mdpi... but not always, and really, if you are coding your app to support
 multiple densities, you shouldn't tell Android that you don't support
 densities. :)

 On Tue, May 11, 2010 at 12:01 PM, Cameron.M.Johnson 



 cameron.m.john...@gmail.com wrote:
  Hi there,

  So I have this game running on Android 1.6, and I put the different
  density images in their respective folders

  res/drawable-hdpi/image.png
  res/drawable-mdpi/image.png
  res/drawable-ldpi/image.png

  I made each image a different color so I can tell if it is loading the
  right image. When I test my program on different density screens it
  only chooses the mdpi images. It scales them to match the correct dpi
  but doesn't choose the right folder. It just defaults to mdpi.

  In the manifest I have,
  android:normalScreens=true android:anyDensity=false

  Anyone have a similar problem? I'm sure it is something simple that I
  am overlooking but I can't figure it out. From what I read on the
  Android Support Multiple Screens guide is that you should just have to
  put the different density images in their correct folders and Android
  will do the rest.

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 Note: please don't send private questions to me, as I don't have time to
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 answer them.

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Re: [android-developers] Re: drawable-hdpi not appearing in eclipse emulator

2010-05-11 Thread Dianne Hackborn
Again, if you want to support multiple densities DON'T SAY YOU DON'T SUPPORT
THEM.  Seriously! :)  The first thing to do is get rid of
android:anyDensity=false so the system doesn't try to make your app think
it is running in mdpi.

If you still have problems after that, then we can talk about that.  But
until you stop telling the system to do this to you, I don't see much of a
problem that it is in fact doing it.

On Tue, May 11, 2010 at 1:45 PM, Cameron.M.Johnson 
cameron.m.john...@gmail.com wrote:

 This is from the Android Dev Guide http://developer.android.com/guide/
 practices/screens_support.html

 Pre-scaling of resources (such as image assets)

 For example, if the current screen's density is high, the platform
 loads resources that are tagged with the qualifier hdpi and uses them
 without scaling. If no such resources are available, the platform uses
 the default resources instead, scaling them from the baseline density
 (medium) to high.

 This is what I based my question off of. Here it says as long as I
 have the hdpi qualifier, it will automatically choose images from that
 folder for a high density screen. Is this not correct or am I missing
 something?

 I could always hard code statements to check the current screens
 density and preload the PNG graphics that correspond to it. I am just
 curious if this actually works. The upscaling of the graphics work,
 but not the automatic qualifier choosing.

 Cam




 On May 11, 1:28 pm, Dianne Hackborn hack...@android.com wrote:
  You told it you don't support densities with android:anyDensity=false.
   Thus it will run your app as if it is the original density, mdpi.  In
 some
  cases the framework may be able to actually load the correct density
  resource and seamlessly use it while you still think you are running in
  mdpi... but not always, and really, if you are coding your app to support
  multiple densities, you shouldn't tell Android that you don't support
  densities. :)
 
  On Tue, May 11, 2010 at 12:01 PM, Cameron.M.Johnson 
 
 
 
  cameron.m.john...@gmail.com wrote:
   Hi there,
 
   So I have this game running on Android 1.6, and I put the different
   density images in their respective folders
 
   res/drawable-hdpi/image.png
   res/drawable-mdpi/image.png
   res/drawable-ldpi/image.png
 
   I made each image a different color so I can tell if it is loading the
   right image. When I test my program on different density screens it
   only chooses the mdpi images. It scales them to match the correct dpi
   but doesn't choose the right folder. It just defaults to mdpi.
 
   In the manifest I have,
   android:normalScreens=true android:anyDensity=false
 
   Anyone have a similar problem? I'm sure it is something simple that I
   am overlooking but I can't figure it out. From what I read on the
   Android Support Multiple Screens guide is that you should just have to
   put the different density images in their correct folders and Android
   will do the rest.
 
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  Note: please don't send private questions to me, as I don't have time to
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 and
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Note: please don't send private questions to me, as I don't have time to
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answer 

[android-developers] Re: drawable, drawable-land, drawable-hdpi, drawable-mdpi, drawable-lpdi

2009-11-16 Thread Digital Agua
I looked forever for that, and there it is.

Thanks,
James

On Nov 15, 9:21 pm, adamphillips12 adamphillip...@gmail.com wrote:
 That would work fine but resource types have precedence, you need to
 name them correctly.

 drawable-land-hdpi etc, see the documentation for the full order:

 http://developer.android.com/guide/topics/resources/resources-i18n.ht...

 On Nov 16, 2:18 pm, Digital Agua reltubse...@gmail.com wrote:

  I have a question that I hope someone can help me out with. I have an
  app that I started in 1.6. It used images that were specific to
  portrait and landscape layouts. I put these in the corresponding
  drawable folders, for example:

  drawable/image01,png

  drawable-land/image01.png

  when I created a new project with 2.0 it gave me the following
  folders.

  drawable
  drawable-hdpi
  drawable-mdpi
  drawable-lpdi

  when I look at the documentation around these folders it all seems
  very straight forward.

  I assumed that you were able to create the following folders

  drawable-hdpi-land
  drawable-mdpi-land
  drawable-lpdi-land

  and everything would work as before. The image directory would swap
  automagically pulling the appropriately laid out image depending on
  your screen orientation. Unfortunately it does not. The SDK seems to
  get confused, and if I clean the project, the folders come up as
  poorly named.

  Does anybody have any insight as to how this works in 2.0? Any help
  would be greatly appreciated.

  Thanks,

  James



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[android-developers] Re: drawable, drawable-land, drawable-hdpi, drawable-mdpi, drawable-lpdi

2009-11-15 Thread adamphillips12
That would work fine but resource types have precedence, you need to
name them correctly.


drawable-land-hdpi etc, see the documentation for the full order:

http://developer.android.com/guide/topics/resources/resources-i18n.html#AlternateResources

On Nov 16, 2:18 pm, Digital Agua reltubse...@gmail.com wrote:
 I have a question that I hope someone can help me out with. I have an
 app that I started in 1.6. It used images that were specific to
 portrait and landscape layouts. I put these in the corresponding
 drawable folders, for example:

 drawable/image01,png

 drawable-land/image01.png

 when I created a new project with 2.0 it gave me the following
 folders.

 drawable
 drawable-hdpi
 drawable-mdpi
 drawable-lpdi

 when I look at the documentation around these folders it all seems
 very straight forward.

 I assumed that you were able to create the following folders

 drawable-hdpi-land
 drawable-mdpi-land
 drawable-lpdi-land

 and everything would work as before. The image directory would swap
 automagically pulling the appropriately laid out image depending on
 your screen orientation. Unfortunately it does not. The SDK seems to
 get confused, and if I clean the project, the folders come up as
 poorly named.

 Does anybody have any insight as to how this works in 2.0? Any help
 would be greatly appreciated.

 Thanks,

 James

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[android-developers] Re: Drawable tilemode repat only vertically

2009-09-12 Thread xiaowei guo
hi,
only repeat vertically,u can use BitmapDrawable.setTileModeX(int TileMode);

2009/8/19 Klaus Kartou kar...@gmail.com

 Hi!
 Is there a way to specify that a drawable should only be repeated
 vertically and then stretched horizontally?
 At the momemt I use the following which repeates the drawable both in the
 vertical and horizontal direction:

 ?xml version=1.0 encoding=utf-8?
 bitmap xmlns:android=http://schemas.android.com/apk/res/android;
android:src=@drawable/wallpaper
android:tileMode=repeat
 
 /bitmap


 Best regards,
 Klaus


 


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[android-developers] Re: Drawable

2009-08-30 Thread Sasi Kumar

How can we use map to map give one example. plz

On Aug 28, 10:21 am, quill quill...@163.com wrote:
 Use a map to map your key and drawable id.

 On Aug 28, 12:48 pm, Sasi Kumar sasikumar.it1...@gmail.com wrote:

  my code is:-

  Drawabel partlycloud=res.getDrawable(R.drawable.a65_color_31);

  I have more images like

  a65_color_31
  a66_color_31
  a67_color_31
  a68_color_31
  a69_color_31
  a70_color_31
  a71_color_31

  If user gives input as 67 then my drawable should be

  Drawabel partlycloud=res.getDrawable(R.drawable.a67_color_31);

  if it is 70

  Drawabel partlycloud=res.getDrawable(R.drawable.a70_color_31);

  like this i have more than 100 images how can give in simple code with
  less codes.

  please reply me..
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[android-developers] Re: Drawable

2009-08-28 Thread quill

Use a map to map your key and drawable id.

On Aug 28, 12:48 pm, Sasi Kumar sasikumar.it1...@gmail.com wrote:
 my code is:-

 Drawabel partlycloud=res.getDrawable(R.drawable.a65_color_31);

 I have more images like

 a65_color_31
 a66_color_31
 a67_color_31
 a68_color_31
 a69_color_31
 a70_color_31
 a71_color_31

 If user gives input as 67 then my drawable should be

 Drawabel partlycloud=res.getDrawable(R.drawable.a67_color_31);

 if it is 70

 Drawabel partlycloud=res.getDrawable(R.drawable.a70_color_31);

 like this i have more than 100 images how can give in simple code with
 less codes.

 please reply me..
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[android-developers] Re: Drawable

2009-08-27 Thread Desu Vinod Kumar
HI

Put the resources in to the integer array from call like this 


image=BitmapFactory.decodeStream(context.getResources()

.openRawResource(images[i]));




On Fri, Aug 28, 2009 at 10:18 AM, Sasi Kumar sasikumar.it1...@gmail.comwrote:


 my code is:-

 Drawabel partlycloud=res.getDrawable(R.drawable.a65_color_31);

 I have more images like

 a65_color_31
 a66_color_31
 a67_color_31
 a68_color_31
 a69_color_31
 a70_color_31
 a71_color_31

 If user gives input as 67 then my drawable should be

 Drawabel partlycloud=res.getDrawable(R.drawable.a67_color_31);

 if it is 70

 Drawabel partlycloud=res.getDrawable(R.drawable.a70_color_31);


 like this i have more than 100 images how can give in simple code with
 less codes.

 please reply me..




 



-- 
Regards
---
Desu Vinod Kumar
vinny.s...@gmail.com
09176147148

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[android-developers] Re: Drawable cannot draw into Canvas

2009-05-26 Thread Romain Guy

You need to set the bounds of the drawable first.

On Tue, May 26, 2009 at 9:35 AM, Jay pathomp...@gmail.com wrote:

 I want to load an icon from resource and draw over it. But I cannot
 get it into a canvas. Can anyone please help me with the code below.
 If I uncomment c.drawColor(), I get blue color as expected. So the
 problem is on icon.draw().

        Drawable icon = getResources().getDrawable(R.drawable.icon2);
        Bitmap bitmap = Bitmap.createBitmap(icon.getIntrinsicWidth(),
                                            icon.getIntrinsicHeight(),
                                            Bitmap.Config.ARGB_);
        Canvas c = new Canvas(bitmap);
        icon.draw(c);
        //c.drawColor(Color.BLUE);

        ImageView iv = (ImageView)findViewById(R.id.icon);
        iv.setImageBitmap(bitmap);


 Thanks,
 Jay
 




-- 
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Android framework engineer
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Note: please don't send private questions to me, as I don't have time
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[android-developers] Re: Drawable or Uri for Notification icon

2009-04-09 Thread android_dev

Looking for comments on this

On Mar 24, 11:20 pm, android_dev esks...@gmail.com wrote:

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[android-developers] Re: Drawable doesn't load sometimes

2008-12-15 Thread Cheryl Sedota

Romain,

What is the bug number for this?  Was it fixed in the 1.0 r2 SDK?

- Cheryl

On Nov 12, 7:25 am, blindfold seeingwithso...@gmail.com wrote:
 Interesting. In case this Android bug/feature not only applies to
 input streams, this might also explain why I no longer had memory
 related crashes on the G1 after recently switching to using
 BitmapFactory.decodeResource(getResources() instead of getResources
 ().getDrawable() to retrieve background images from my resources.

 Regards

 On Nov 12, 5:30 am, Romain Guy romain...@google.com wrote:

  This is a known bug. Here is a workaround:

                      in = new BufferedInputStream(new
  URL(getUrl(size)).openStream(),
                              IO_BUFFER_SIZE);

                      final ByteArrayOutputStream dataStream = new
  ByteArrayOutputStream();
                      out = new BufferedOutputStream(dataStream, 
  IO_BUFFER_SIZE);
                      copy(in, out);
                      out.flush();

                      final byte[] data = dataStream.toByteArray();
                      bitmap = BitmapFactory.decodeByteArray(data, 0,
  data.length);


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[android-developers] Re: Drawable doesn't load sometimes

2008-12-15 Thread Romain Guy

It wasn't fixed in 1.0r2. We cannot put fixes in the SDK if they are
not available on the phones. Also, the bug is internal, it's not on
the external tracker.

On Mon, Dec 15, 2008 at 11:30 PM, Cheryl Sedota cherylsed...@gmail.com wrote:

 Romain,

 What is the bug number for this?  Was it fixed in the 1.0 r2 SDK?

 - Cheryl

 On Nov 12, 7:25 am, blindfold seeingwithso...@gmail.com wrote:
 Interesting. In case this Android bug/feature not only applies to
 input streams, this might also explain why I no longer had memory
 related crashes on the G1 after recently switching to using
 BitmapFactory.decodeResource(getResources() instead of getResources
 ().getDrawable() to retrieve background images from my resources.

 Regards

 On Nov 12, 5:30 am, Romain Guy romain...@google.com wrote:

  This is a known bug. Here is a workaround:

  in = new BufferedInputStream(new
  URL(getUrl(size)).openStream(),
  IO_BUFFER_SIZE);

  final ByteArrayOutputStream dataStream = new
  ByteArrayOutputStream();
  out = new BufferedOutputStream(dataStream, 
  IO_BUFFER_SIZE);
  copy(in, out);
  out.flush();

  final byte[] data = dataStream.toByteArray();
  bitmap = BitmapFactory.decodeByteArray(data, 0,
  data.length);


 




-- 
Romain Guy
Android framework engineer
romain...@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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[android-developers] Re: Drawable doesn't load sometimes

2008-12-15 Thread Cheryl Sedota

Romain,

Can you please give details on the exact problem with the current 1.0
SDK? Should we avoid Drawables completely in favor of setting resource
id's or bitmap objects?  Or is the problem specific to a use case like
loading remote images (via URL)?  Based on the comment above that
BitmapFactory.decodeResource(getResources()...) behaves better than
getResources().getDrawable() I am assuming local images are
problematic as well?

Thanks!!
Cheryl

On Dec 15, 4:46 pm, Romain Guy romain...@google.com wrote:
 It wasn't fixed in 1.0r2. We cannot put fixes in the SDK if they are
 not available on the phones. Also, the bug is internal, it's not on
 the external tracker.



 On Mon, Dec 15, 2008 at 11:30 PM, Cheryl Sedota cherylsed...@gmail.com 
 wrote:

  Romain,

  What is the bug number for this?  Was it fixed in the 1.0 r2 SDK?

  - Cheryl

  On Nov 12, 7:25 am, blindfold seeingwithso...@gmail.com wrote:
  Interesting. In case this Android bug/feature not only applies to
  input streams, this might also explain why I no longer had memory
  related crashes on the G1 after recently switching to using
  BitmapFactory.decodeResource(getResources() instead of getResources
  ().getDrawable() to retrieve background images from my resources.

  Regards

  On Nov 12, 5:30 am, Romain Guy romain...@google.com wrote:

   This is a known bug. Here is a workaround:

                       in = new BufferedInputStream(new
   URL(getUrl(size)).openStream(),
                               IO_BUFFER_SIZE);

                       final ByteArrayOutputStream dataStream = new
   ByteArrayOutputStream();
                       out = new BufferedOutputStream(dataStream, 
   IO_BUFFER_SIZE);
                       copy(in, out);
                       out.flush();

                       final byte[] data = dataStream.toByteArray();
                       bitmap = BitmapFactory.decodeByteArray(data, 0,
   data.length);

 --
 Romain Guy
 Android framework engineer
 romain...@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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[android-developers] Re: Drawable doesn't load sometimes

2008-12-15 Thread Romain Guy

It has nothing to do with Drawables, it's just a buffering issue with
loading large bitmaps over slow connections. Local images are NOT
problematic at all, and BitmapFactory.decodeResource() is certainly
not better than getResources().getDrawable() since the latter pretty
much uses the former :)

On Tue, Dec 16, 2008 at 12:55 AM, Cheryl Sedota cherylsed...@gmail.com wrote:

 Romain,

 Can you please give details on the exact problem with the current 1.0
 SDK? Should we avoid Drawables completely in favor of setting resource
 id's or bitmap objects?  Or is the problem specific to a use case like
 loading remote images (via URL)?  Based on the comment above that
 BitmapFactory.decodeResource(getResources()...) behaves better than
 getResources().getDrawable() I am assuming local images are
 problematic as well?

 Thanks!!
 Cheryl

 On Dec 15, 4:46 pm, Romain Guy romain...@google.com wrote:
 It wasn't fixed in 1.0r2. We cannot put fixes in the SDK if they are
 not available on the phones. Also, the bug is internal, it's not on
 the external tracker.



 On Mon, Dec 15, 2008 at 11:30 PM, Cheryl Sedota cherylsed...@gmail.com 
 wrote:

  Romain,

  What is the bug number for this?  Was it fixed in the 1.0 r2 SDK?

  - Cheryl

  On Nov 12, 7:25 am, blindfold seeingwithso...@gmail.com wrote:
  Interesting. In case this Android bug/feature not only applies to
  input streams, this might also explain why I no longer had memory
  related crashes on the G1 after recently switching to using
  BitmapFactory.decodeResource(getResources() instead of getResources
  ().getDrawable() to retrieve background images from my resources.

  Regards

  On Nov 12, 5:30 am, Romain Guy romain...@google.com wrote:

   This is a known bug. Here is a workaround:

   in = new BufferedInputStream(new
   URL(getUrl(size)).openStream(),
   IO_BUFFER_SIZE);

   final ByteArrayOutputStream dataStream = new
   ByteArrayOutputStream();
   out = new BufferedOutputStream(dataStream, 
   IO_BUFFER_SIZE);
   copy(in, out);
   out.flush();

   final byte[] data = dataStream.toByteArray();
   bitmap = BitmapFactory.decodeByteArray(data, 0,
   data.length);

 --
 Romain Guy
 Android framework engineer
 romain...@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
 




-- 
Romain Guy
Android framework engineer
romain...@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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[android-developers] Re: Drawable doesn't load sometimes

2008-11-12 Thread blindfold

Interesting. In case this Android bug/feature not only applies to
input streams, this might also explain why I no longer had memory
related crashes on the G1 after recently switching to using
BitmapFactory.decodeResource(getResources() instead of getResources
().getDrawable() to retrieve background images from my resources.

Regards

On Nov 12, 5:30 am, Romain Guy [EMAIL PROTECTED] wrote:
 This is a known bug. Here is a workaround:

                     in = new BufferedInputStream(new
 URL(getUrl(size)).openStream(),
                             IO_BUFFER_SIZE);

                     final ByteArrayOutputStream dataStream = new
 ByteArrayOutputStream();
                     out = new BufferedOutputStream(dataStream, 
 IO_BUFFER_SIZE);
                     copy(in, out);
                     out.flush();

                     final byte[] data = dataStream.toByteArray();
                     bitmap = BitmapFactory.decodeByteArray(data, 0,
 data.length);

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[android-developers] Re: Drawable doesn't load sometimes

2008-11-11 Thread Romain Guy

This is a known bug. Here is a workaround:

in = new BufferedInputStream(new
URL(getUrl(size)).openStream(),
IO_BUFFER_SIZE);

final ByteArrayOutputStream dataStream = new
ByteArrayOutputStream();
out = new BufferedOutputStream(dataStream, IO_BUFFER_SIZE);
copy(in, out);
out.flush();

final byte[] data = dataStream.toByteArray();
bitmap = BitmapFactory.decodeByteArray(data, 0,
data.length);

On Tue, Nov 11, 2008 at 8:14 PM, Obormot [EMAIL PROTECTED] wrote:

 Hi, guys.

 I load Drawables (jpeg pictures) from URLs the following way:
URL urlO = new URL(url);
URLConnection urlC = urlO.openConnection();
InputStream is = urlC.getInputStream();
return Drawable.createFromStream(is, url);

 It's funky that sometimes it returns null and sometimes some
 incompletely loaded drawable.
 I see the following errors in the log:

 11-11 22:01:41.693: DEBUG/skia(1314): xx failure to skip
 request 3954 actual 3372
 11-11 22:01:41.693: DEBUG/skia(1314): xxx jpeg error 91
 Miscellaneous marker 0x%02x, length %u

 As I understand Drawable is somehow asynchronously loaded.
 How would you recommend me go around this issue? I use those drawables
 for example as markers on the map.
 




-- 
Romain Guy
www.curious-creature.org

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[android-developers] Re: Drawable doesn't load sometimes

2008-11-11 Thread Obormot

It did help! Thanks a lot!
Of course, I now create a bunch of unnecessary objects, but hope it'll
be fixed soon...

On Nov 11, 10:30 pm, Romain Guy [EMAIL PROTECTED] wrote:
 This is a known bug. Here is a workaround:

                     in = new BufferedInputStream(new
 URL(getUrl(size)).openStream(),
                             IO_BUFFER_SIZE);

                     final ByteArrayOutputStream dataStream = new
 ByteArrayOutputStream();
                     out = new BufferedOutputStream(dataStream, 
 IO_BUFFER_SIZE);
                     copy(in, out);
                     out.flush();

                     final byte[] data = dataStream.toByteArray();
                     bitmap = BitmapFactory.decodeByteArray(data, 0,
 data.length);



 On Tue, Nov 11, 2008 at 8:14 PM, Obormot [EMAIL PROTECTED] wrote:

  Hi, guys.

  I load Drawables (jpeg pictures) from URLs the following way:
                 URL urlO = new URL(url);
                 URLConnection urlC = urlO.openConnection();
                 InputStream is = urlC.getInputStream();
                 return Drawable.createFromStream(is, url);

  It's funky that sometimes it returns null and sometimes some
  incompletely loaded drawable.
  I see the following errors in the log:

  11-11 22:01:41.693: DEBUG/skia(1314): xx failure to skip
  request 3954 actual 3372
  11-11 22:01:41.693: DEBUG/skia(1314): xxx jpeg error 91
  Miscellaneous marker 0x%02x, length %u

  As I understand Drawable is somehow asynchronously loaded.
  How would you recommend me go around this issue? I use those drawables
  for example as markers on the map.

 --
 Romain Guywww.curious-creature.org
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread Guillaume Perrot

 It's probably because MapView doesn't set the state of the bubbles.
In fact it works well with state_focused, but we have to handle the
focus ourself, I had to override the onTap functions to set the focus
myself.
I am not sure to understand the concept of focused overlay item...

On 12 sep, 18:16, Romain Guy [EMAIL PROTECTED] wrote:
 It's probably because MapView doesn't set the state of the bubbles.
 Have you tried android:state_selected?

 On Fri, Sep 12, 2008 at 4:00 AM, Guillaume Perrot



 [EMAIL PROTECTED] wrote:

  I found two interesting drawables in ApiDemos:

  selector xmlns:android=http://schemas.android.com/apk/res/android;
     item android:state_pressed=true android:drawable=@drawable/
  black_opaque_box /
     item android:drawable=@drawable/black_box /
  /selector

  layer-list xmlns:android=http://schemas.android.com/apk/res/
  android
     item
         android:drawable=@drawable/progress_circular_background /

     itemrotate
         android:pivotX=50%
         android:pivotY=50%
         android:fromDegrees=0
         android:toDegrees=360
         android:drawable=@drawable/progress_particle /
     /item
  /layer-list

  I found no documentation for this kind of drawable.

  In ItemizedOverlay we can use drawables with state_focused is handled.
  I tried to pass the following drawable (bubble.xml)

  selector
   xmlns:android=http://schemas.android.com/apk/res/android;
   item
     android:drawable=@drawable/bubble_normal /
   item
     android:state_focused=true
     android:drawable=@drawable/bubble_focused /
  /selector

  Unfortunately, my map always show bubble_normal even if there is a
  focused item (I checked that).
  I suppose I have to use another tag than selector but I didn't found
  in the documentation which tag to use nor all possible tag list.

 --
 Romain Guywww.curious-creature.org
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread Guillaume Perrot

For those who are interested:

  @Override
  protected boolean onTap(int index)
  {
/* Set focus on tapped item so that he's drawn over others */
setFocus(getItem(index));

/* Consume tap event */
return true;
  }

  @Override
  public boolean onTap(GeoPoint p, MapView mapView)
  {
/*
 * Here, the user tapped outside a location bubble, consume event
to prevent
 * super to remove the focus.
 */
return true;
  }

If you recall populate to update your ItemizedOverlay the focus will
also be lost.

And the sample drawable:

?xml version=1.0 encoding=utf-8?
selector
  xmlns:android=http://schemas.android.com/apk/res/android;
  item
android:state_focused=true
android:drawable=@drawable/bubble_focused /
  item
android:drawable=@drawable/bubble_normal /
/selector

On 22 sep, 10:26, Guillaume Perrot [EMAIL PROTECTED] wrote:
  It's probably because MapView doesn't set the state of the bubbles.

 In fact it works well with state_focused, but we have to handle the
 focus ourself, I had to override the onTap functions to set the focus
 myself.
 I am not sure to understand the concept of focused overlay item...

 On 12 sep, 18:16, Romain Guy [EMAIL PROTECTED] wrote:

  It's probably because MapView doesn't set the state of the bubbles.
  Have you tried android:state_selected?

  On Fri, Sep 12, 2008 at 4:00 AM, Guillaume Perrot

  [EMAIL PROTECTED] wrote:

   I found two interesting drawables in ApiDemos:

   selector xmlns:android=http://schemas.android.com/apk/res/android;
      item android:state_pressed=true android:drawable=@drawable/
   black_opaque_box /
      item android:drawable=@drawable/black_box /
   /selector

   layer-list xmlns:android=http://schemas.android.com/apk/res/
   android
      item
          android:drawable=@drawable/progress_circular_background /

      itemrotate
          android:pivotX=50%
          android:pivotY=50%
          android:fromDegrees=0
          android:toDegrees=360
          android:drawable=@drawable/progress_particle /
      /item
   /layer-list

   I found no documentation for this kind of drawable.

   In ItemizedOverlay we can use drawables with state_focused is handled.
   I tried to pass the following drawable (bubble.xml)

   selector
    xmlns:android=http://schemas.android.com/apk/res/android;
    item
      android:drawable=@drawable/bubble_normal /
    item
      android:state_focused=true
      android:drawable=@drawable/bubble_focused /
   /selector

   Unfortunately, my map always show bubble_normal even if there is a
   focused item (I checked that).
   I suppose I have to use another tag than selector but I didn't found
   in the documentation which tag to use nor all possible tag list.

  --
  Romain Guywww.curious-creature.org
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread Guillaume Perrot

In fact I was hacking focus to handle a selection mechanism.
It will be useful in a next version of the SDK to have both states
handled.
I also found in the documentation: It also dispatches Tap and Focus-
change events to optional listeners. 
But we can only listen to focus-change, I had to implement tap
listener myself.

On 22 sep, 10:37, Guillaume Perrot [EMAIL PROTECTED] wrote:
 For those who are interested:

   @Override
   protected boolean onTap(int index)
   {
     /* Set focus on tapped item so that he's drawn over others */
     setFocus(getItem(index));

     /* Consume tap event */
     return true;
   }

   @Override
   public boolean onTap(GeoPoint p, MapView mapView)
   {
     /*
      * Here, the user tapped outside a location bubble, consume event
 to prevent
      * super to remove the focus.
      */
     return true;
   }

 If you recall populate to update your ItemizedOverlay the focus will
 also be lost.

 And the sample drawable:

 ?xml version=1.0 encoding=utf-8?
 selector
   xmlns:android=http://schemas.android.com/apk/res/android;
   item
     android:state_focused=true
     android:drawable=@drawable/bubble_focused /
   item
     android:drawable=@drawable/bubble_normal /
 /selector

 On 22 sep, 10:26, Guillaume Perrot [EMAIL PROTECTED] wrote:

   It's probably because MapView doesn't set the state of the bubbles.

  In fact it works well with state_focused, but we have to handle the
  focus ourself, I had to override the onTap functions to set the focus
  myself.
  I am not sure to understand the concept of focused overlay item...

  On 12 sep, 18:16, Romain Guy [EMAIL PROTECTED] wrote:

   It's probably because MapView doesn't set the state of the bubbles.
   Have you tried android:state_selected?

   On Fri, Sep 12, 2008 at 4:00 AM, Guillaume Perrot

   [EMAIL PROTECTED] wrote:

I found two interesting drawables in ApiDemos:

selector xmlns:android=http://schemas.android.com/apk/res/android;
   item android:state_pressed=true android:drawable=@drawable/
black_opaque_box /
   item android:drawable=@drawable/black_box /
/selector

layer-list xmlns:android=http://schemas.android.com/apk/res/
android
   item
       android:drawable=@drawable/progress_circular_background /

   itemrotate
       android:pivotX=50%
       android:pivotY=50%
       android:fromDegrees=0
       android:toDegrees=360
       android:drawable=@drawable/progress_particle /
   /item
/layer-list

I found no documentation for this kind of drawable.

In ItemizedOverlay we can use drawables with state_focused is handled.
I tried to pass the following drawable (bubble.xml)

selector
 xmlns:android=http://schemas.android.com/apk/res/android;
 item
   android:drawable=@drawable/bubble_normal /
 item
   android:state_focused=true
   android:drawable=@drawable/bubble_focused /
/selector

Unfortunately, my map always show bubble_normal even if there is a
focused item (I checked that).
I suppose I have to use another tag than selector but I didn't found
in the documentation which tag to use nor all possible tag list.

   --
   Romain Guywww.curious-creature.org
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread hackbod

The selector drawable tries each item in order, until it finds the
first that matches the current state.  So you want the one with the
least specific state (in this case the one that requires no states) to
be after ones with more specific state requirements.

On Sep 12, 4:00 am, Guillaume Perrot [EMAIL PROTECTED] wrote:
 I found two interesting drawables in ApiDemos:

 selector xmlns:android=http://schemas.android.com/apk/res/android;
     item android:state_pressed=true android:drawable=@drawable/
 black_opaque_box /
     item android:drawable=@drawable/black_box /
 /selector

 layer-list xmlns:android=http://schemas.android.com/apk/res/
 android
     item
         android:drawable=@drawable/progress_circular_background /

     itemrotate
         android:pivotX=50%
         android:pivotY=50%
         android:fromDegrees=0
         android:toDegrees=360
         android:drawable=@drawable/progress_particle /
     /item
 /layer-list

 I found no documentation for this kind of drawable.

 In ItemizedOverlay we can use drawables with state_focused is handled.
 I tried to pass the following drawable (bubble.xml)

 selector
   xmlns:android=http://schemas.android.com/apk/res/android;
   item
     android:drawable=@drawable/bubble_normal /
   item
     android:state_focused=true
     android:drawable=@drawable/bubble_focused /
 /selector

 Unfortunately, my map always show bubble_normal even if there is a
 focused item (I checked that).
 I suppose I have to use another tag than selector but I didn't found
 in the documentation which tag to use nor all possible tag list.
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread Guillaume Perrot

Luckily, it's what I've done, but I will try to remember that for
future drawables :p

On 22 sep, 10:51, hackbod [EMAIL PROTECTED] wrote:
 The selector drawable tries each item in order, until it finds the
 first that matches the current state.  So you want the one with the
 least specific state (in this case the one that requires no states) to
 be after ones with more specific state requirements.

 On Sep 12, 4:00 am, Guillaume Perrot [EMAIL PROTECTED] wrote:

  I found two interesting drawables in ApiDemos:

  selector xmlns:android=http://schemas.android.com/apk/res/android;
      item android:state_pressed=true android:drawable=@drawable/
  black_opaque_box /
      item android:drawable=@drawable/black_box /
  /selector

  layer-list xmlns:android=http://schemas.android.com/apk/res/
  android
      item
          android:drawable=@drawable/progress_circular_background /

      itemrotate
          android:pivotX=50%
          android:pivotY=50%
          android:fromDegrees=0
          android:toDegrees=360
          android:drawable=@drawable/progress_particle /
      /item
  /layer-list

  I found no documentation for this kind of drawable.

  In ItemizedOverlay we can use drawables with state_focused is handled.
  I tried to pass the following drawable (bubble.xml)

  selector
    xmlns:android=http://schemas.android.com/apk/res/android;
    item
      android:drawable=@drawable/bubble_normal /
    item
      android:state_focused=true
      android:drawable=@drawable/bubble_focused /
  /selector

  Unfortunately, my map always show bubble_normal even if there is a
  focused item (I checked that).
  I suppose I have to use another tag than selector but I didn't found
  in the documentation which tag to use nor all possible tag list.
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread Guillaume Perrot

Oh, it explains what it fails the first time.
I didn't realize the second time I tested it, I used the right
order.
Thanks for that tip !

On 22 sep, 10:51, hackbod [EMAIL PROTECTED] wrote:
 The selectordrawabletries each item in order, until it finds the
 first that matches the current state.  So you want the one with the
 least specific state (in this case the one that requires no states) to
 be after ones with more specific state requirements.

 On Sep 12, 4:00 am, Guillaume Perrot [EMAIL PROTECTED] wrote:

  I found two interesting drawables in ApiDemos:

  selector xmlns:android=http://schemas.android.com/apk/res/android;
      item android:state_pressed=true android:drawable=@drawable/
  black_opaque_box /
      item android:drawable=@drawable/black_box /
  /selector

  layer-list xmlns:android=http://schemas.android.com/apk/res/
  android
      item
          android:drawable=@drawable/progress_circular_background /

      itemrotate
          android:pivotX=50%
          android:pivotY=50%
          android:fromDegrees=0
          android:toDegrees=360
          android:drawable=@drawable/progress_particle /
      /item
  /layer-list

  I found no documentation for this kind ofdrawable.

  In ItemizedOverlay we can use drawables with state_focused is handled.
  I tried to pass the followingdrawable(bubble.xml)

  selector
    xmlns:android=http://schemas.android.com/apk/res/android;
    item
      android:drawable=@drawable/bubble_normal /
    item
      android:state_focused=true
      android:drawable=@drawable/bubble_focused /
  /selector

  Unfortunately, my map always show bubble_normal even if there is a
  focused item (I checked that).
  I suppose I have to use another tag than selector but I didn't found
  in the documentation which tag to use nor all possible tag list.
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[android-developers] Re: Drawable in XML referencing other drawables by state.

2008-09-22 Thread Guillaume Perrot

I didn't realize I was using the wrong order in my first test, and
the right order in my recent test...
Thanks for the tip hackbod, I'll try to remember that for future
drawables...

On 22 sep, 10:51, hackbod [EMAIL PROTECTED] wrote:
 The selectordrawabletries each item in order, until it finds the
 first that matches the current state.  So you want the one with the
 least specific state (in this case the one that requires no states) to
 be after ones with more specific state requirements.

 On Sep 12, 4:00 am, Guillaume Perrot [EMAIL PROTECTED] wrote:

  I found two interesting drawables in ApiDemos:

  selector xmlns:android=http://schemas.android.com/apk/res/android;
      item android:state_pressed=true android:drawable=@drawable/
  black_opaque_box /
      item android:drawable=@drawable/black_box /
  /selector

  layer-list xmlns:android=http://schemas.android.com/apk/res/
  android
      item
          android:drawable=@drawable/progress_circular_background /

      itemrotate
          android:pivotX=50%
          android:pivotY=50%
          android:fromDegrees=0
          android:toDegrees=360
          android:drawable=@drawable/progress_particle /
      /item
  /layer-list

  I found no documentation for this kind ofdrawable.

  In ItemizedOverlay we can use drawables with state_focused is handled.
  I tried to pass the followingdrawable(bubble.xml)

  selector
    xmlns:android=http://schemas.android.com/apk/res/android;
    item
      android:drawable=@drawable/bubble_normal /
    item
      android:state_focused=true
      android:drawable=@drawable/bubble_focused /
  /selector

  Unfortunately, my map always show bubble_normal even if there is a
  focused item (I checked that).
  I suppose I have to use another tag than selector but I didn't found
  in the documentation which tag to use nor all possible tag list.
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