Reputation: 3875
Edited Question:
Mobile Resolution:
I would like to design different screen dpi like following resolutions.
320x480,
480×800,
540x960,
720x1280 (Samsung S3),
1080x1920 (S4, Nexus5,Nexus 5x, Moto G4),
2560 x 1440 (Nexus 6, Nexus 6p, Samsung edge)
Tablet Resolution:
480x800 (micromax) ,
600x1024 (samsung tab2),
800x1280 (nexus 7),
1200x1920 (new nexus 7),
2048x1536 (nexus 9)
I want to use different font sizes depending on the device display resolution.
Q1) What is the best
way to solve this problem
?
Q2) What is best option doing throw coding or XML?
Q3) Which drawable folder is represent which device resolution?
Q4) Application Launcher icon size for different resolution?
Upvotes: 84
Views: 102209
Reputation: 3875
App launcher icon size in pixels for different resolution
Mobile Resolution
Use following folders if you wish to have tablet-specific layouts:
layout-large-mdpi (1024x600)
layout-large-tvdpi (800x1280)
layout-large-xhdpi (1200x1920)
layout-xlarge-mdpi (1280x800)
layout-xlarge-xhdpi (2560x1600)
Mobile
res/drawable (default)
res/drawable-ldpi/ (240x320 and nearer resolution)
res/drawable-mdpi/ (320x480 and nearer resolution)
res/drawable-hdpi/ (480x800, 540x960 and nearer resolution)
res/drawable-xhdpi/ (720x1280 - Samsung S3, Micromax Canvas HD etc)
res/drawable-xxhdpi/ (1080x1920 - Samsung S4, HTC one, Nexus 5, etc)
res/drawable-xxxhdpi/ (1440X2560 - Nexus 6,Samsung S6edge).
Tablet Resolution:
NOTE: Always try to use SP whenever you deal with
textSize
, liketextsize=12sp
Use predefined textAppearance
:
It will set text size automatically as per device density.
<TextView android:textAppearance="?android:attr/textAppearanceSmall"/>
<TextView android:textAppearance="?android:attr/textAppearanceMedium"/>
<TextView android:textAppearance="?android:attr/textAppearanceLarge" />
Sample usage:
<TextView
style="@android:style/TextAppearance.Small"
android:text="Sample Text - Small" />
<TextView
style="@android:style/TextAppearance.Medium"
android:text="Sample Text - Medium" />
<TextView
style="@android:style/TextAppearance.Large"
android:text="Sample Text - Large" />
Use dimension.xml
for each device:
From Google IO Pdf, we see structure below:
Mobile:
res/values/dimens.xml(default)
res/values-ldpi/dimens.xml (240x320 and nearer resolution)
res/values-mdpi/dimens.xml (320x480 and nearer resolution)
res/values-hdpi/dimens.xml (480x800, 540x960 and nearer resolution)
res/values-xhdpi/dimens.xml (720x1280 - Samsung S3, Micromax Canvas HD, etc)
res/values-xxhdpi/dimens.xml (1080x1920 - Samsung S4, HTC one, etc)
res/values-xxxhdpi/dimens.xml (1440X2560 - Nexus 6,Samsung S6edge).
Tablet:
For tablet you can use more specific folder like values-xlarge
, values-large
.
res/values-large/dimens.xml (480x800)
res/values-large-mdpi/dimens.xml (600x1024)
or
res/values-sw600dp/dimens.xml (600x1024)
res/values-sw720dp/dimens.xml (800x1280)
res/values-xlarge-xhdpi/dimens.xml (2560x1600 - Nexus 10")
res/values-large-xhdpi/dimens.xml (1200x1920 - Nexus 7"(latest))
For further information:
Refer to Supporting Multiple Screens.
See Page# 77 of Google IO Pdf for Design device density. In that, you will find the way to handle
dimens.xml
for different different devices.- Getting Your Apps Ready for Nexus 6 and Nexus 9.
The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is the baseline density assumed by the system for a "medium" density screen. At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The conversion of dp units to screen pixels is simple:
px = dp * (dpi / 160)
. For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels. You should always use dp units when defining your application's UI, to ensure proper display of your UI on screens with different densities.
Upvotes: 194
Reputation: 2535
For nexus 6 device support , create drawable-560dpi folder and put all images in it.
Upvotes: 1
Reputation: 137
I have created a function which convert size of dp to the size according to screen size and it is working well for me. Any one having problem with text size according to screen should give this a try.
public float convertFromDp(int input) {
final float scale = getResources().getDisplayMetrics().density;
return ((input - 0.5f) / scale);
}
simple give the value given by it to the text view size programically as below
tvTextView1.setTextSize(convertFromDp(24));
Upvotes: 1
Reputation: 1564
First you create the different values folders for different screens.and put the size according to the screens
in res->values->dimens.xml
file and call the simple font size using "@dimen/text_size"
.
res/values/dimens.xml
res/values-small/dimens.xml
res/values-normal/dimens.xml
res/values-xlarge/dimens.xml
//for small
<?xml version="1.0" encoding="utf-8"?>
<resources>
<dimen name="text_size">15sp</dimen>
</resources>
//for normal
<?xml version="1.0" encoding="utf-8"?>
<resources>
<dimen name="text_size">20sp</dimen>
</resources>
//for large
<?xml version="1.0" encoding="utf-8"?>
<resources>
<dimen name="text_size">30sp</dimen>
</resources>
//for xlarge
<?xml version="1.0" encoding="utf-8"?>
<resources>
<dimen name="text_size">40sp</dimen>
</resources>
and retrieve the font size in TextView
as given below.
<TextView
android:id="@+id/lblHeader"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="@dimen/text_size"
android:textStyle="bold"
android:typeface="serif" />
Upvotes: 25
Reputation: 7822
To avoid the problems of different screen resolutions and different densities, I size and position everything based on the percentage width and height of the screen. If text is resized based on the percentage width or height of the screen, the font will be the correct size on all devices and all resolutions. To get the correct font size based on a width and height of its space, simply use this function:
private float SetTextSize(String text, int width, int height)
{
Paint paint = new Paint();
float textWidth = paint.measureText(text);
float textSize = (int) ((width / textWidth) * paint.getTextSize());
paint.setTextSize(textSize);
textWidth = paint.measureText(text);
textSize = (int) ((width / textWidth) * paint.getTextSize());
// Re-measure with font size near our desired result
paint.setTextSize(textSize);
// Check height constraints
FontMetricsInt metrics = paint.getFontMetricsInt();
float textHeight = metrics.descent - metrics.ascent;
if (textHeight > height)
{
textSize = (int) (textSize * (height / textHeight));
paint.setTextSize(textSize);
}
return textSize;
}
Here's the code to get the width and height of the screen:
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB_MR2)
{
Point size = new Point();
getWindowManager().getDefaultDisplay().getSize(size);
screenWidth = size.x;
screenHeight = size.y;
}
else
{
Display display = getWindowManager().getDefaultDisplay();
screenWidth = display.getWidth();
screenHeight = display.getHeight();
}
To get the font size you want, simply make up an area based on the screen width and screen height and tweak it until the font size looks right. Once you get it looking right, it should look right on all devices.
float textSize = SetTextSize("text", (int) (screenWidth * 0.1), (int) (screenHeight * 0.15));
I hope this helps you
Upvotes: 9
Reputation: 186
I think this is a good answer:
Text size and different android screen sizes
But here how you can do it with screen resolution :
You can create "values" resource directory for each resolution like
values-wWIDTHp-hHEIGHTdp (you can also use values-wWIDTHp or values-hHEIGHTdp)
for example: 320*480 will be values-w320p-h480dp
In each dir (including default values dir) create a file named "dimens.xml" with content:
for exmaple (the value related to the resolution):
<dimen name="def_font_size">10sp</dimen>
Now you can use the "@dimen/def_font_size" or create a style in the default values directory.
Add this to the "styles.xml":
<style name="FontSize">
<item name="android:textSize">@dimen/def_font_size</item>
</style>
Upvotes: 3
Reputation: 4775
Basically you need to create a Text Style something like this:
<style name="CodeFont">
<item name="android:textSize">30sp</item>
</style>
read more about it here http://developer.android.com/guide/topics/ui/themes.html
And using the android support for different screens guide to create the different sizes you want for different screens in the right res folders as described in: http://developer.android.com/guide/practices/screens_support.html
Side note: I don't really understand in what situation would you want to do that, using SP units for font sizes will scale the fonts to look more or less the same size on different phones.
Upvotes: 8
Reputation: 2119
First your application design for one resolution .
example : suppose your mobile resolution 380*480
mobile screen width:380
textView size is 80dp
Assume : if width is 380dp then 100 % then
textview width 80dp then how many %(per).
ower answer is: 25 %
find screen size programmatically using belove formula
DisplayMetric displaymetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(displaymetrics);
ScreenHeight = displaymetrics.heightPixels;
ScreenWidth = displaymetrics.widthPixels;
txt_height = (int)((ScreenHeight*14.58)/100);
txt_width = (int)((ScreenWidth*37.5)/100);
LinearLayout.LayoutParams normal_param = new LinearLayout.LayoutParams(txt_height ,txt_width );
txt_Name.setLayoutParams(normal_param);
Upvotes: 4