You don't need to make lots of layouts for the text size. Just put the
size in separate res/values directories, e.g. res/values-mdpi-xlarge/
dimens.xml. For pixel-perfect scaling games I suggest using Open GL.
On 1 Juli, 05:57, keyeslabs keyes...@gmail.com wrote:
Struggling with the same thing.
Struggling with the same thing. Anyone find answers besides just
make lots and lots of layouts based on resolution?
On May 26, 9:14 pm, Robert Green rbgrn@gmail.com wrote:
Not possible, eh?
On May 26, 1:03 pm, Robert Green rbgrn@gmail.com wrote:
I'm a long time Android
If you want to scale text, you can certainly draw your text to a
bitmap and scale that.
On Jul 1, 11:57 am, keyeslabs keyes...@gmail.com wrote:
Struggling with the same thing. Anyone find answers besides just
make lots and lots of layouts based on resolution?
On May 26, 9:14 pm, Robert Green
http://developer.android.com/guide/practices/screens_support.html is a good
read.
'sp' is scale-independent sizing specifically for text that relates to the
user's preferred text size as well as screen density.
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Not possible, eh?
On May 26, 1:03 pm, Robert Green rbgrn@gmail.com wrote:
I'm a long time Android developer (Been here since pre 1.0). My focus
is on games, so I don't care too much about the apps side of things.
Generally I want a game to just consume the screen and everything to
just
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