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Android Handling Different Screen Resolutions

Ive tested it on iPad 2 and it runs perfect but for iPhone 4 the sides are clippe. 2 use sp instead of dp when give font size.


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Android handling different screen resolutions. As a result android system has defined a set of associated minimum resolutions for each set of generalized screen sizes. 1 In android Application project anatomy 4 folder 1 hdpimdpildpi and xhdpi in res folder you can put your images here for multiple screen size devices. Or it looks good on a 47 android display but not on a 55.

The GameWindow component allows switching resolutions and aspect ratios while testing on the desktop during runtime. For example the App looks good on iPhone 6 but on iPhone 5 everything is displaced. If you need to create mockups for the full gamut of Android devices starting with a max resolution of 640960 12801920 in design and resizing.

Mdpi hdpi xhdpi xxhdpi. So I just want to figure out how to handle that it looks good on different resolutions. So the developers should use the same unit while defining the layouts.

But lets say I want to test the App on a bigger or smaller screen. Multi-Resolution Handling Components of Felgo. Props to Josef for original answer.

I borrowed the names from android. This is a answer to a question I foundI want my game to run full screen. Basically we are mainly this things by three ways.

Int width displaygetWidth. Provide different bitmap drawables for different screen densities. However if you want to support all Android devices you have lots of higher limitations.

So you probably run into things like such as having the resolution of 20002000 on your Sprite Kit that looks great on your iPhone and all iOS devices but looks horrible on say 20 Android devices out there that have max. And the same for Windows Phone. The ideal solution is to design the user interface of your application so that it appears correctly on the widest possible range of devices.

Handling Different Device Displays Android devices come in a variety of different screen sizes and resolutions. The following is a list of useful Felgo components for handling different screen sizes and a quick explanation of them. If you are using eclipse you can have several different sized images put into the drawable-ldpi drawable-mdpi and drawable-hdpi and the android engine will automatically choose which image will be appropriate for the screen resolution.

3 us dp in place of px. 1 have 4 folders with different quality assets. There will list only 5 because 1 one of them the low-density bucket 120 DPI is not very common anymore.

Explicitly declare in the manifest which screen sizes your application supports. Provide different layouts for different screen sizes. That allows you to quickly test how your app looks like on different aspect ratios.

To design user interfaces for different screen sizes there should be some minimum amount of space available. The first step is to get the screen height and width of the device itself then stretchshrink or pad your bitmap as needed. Assetsmdpi is for resolutions like 320×480 assetshdpi 480×800 assetsxhdpi 720×1280 assetsxxhdpi 1080×1920 I still havent decided what to do for tablets but it will be something similar.

Display display getWindowManagergetDefaultDisplay. The system automatically choose images from these folder according to device. These minimum size ranges are in dp units.

This SO answer has source that should help copied below. Int height displaygetHeight. Handle multiple resolutions in android.

Just press Ctrl or Cmd on Mac the number keys 1-7 to switch between the most used resolutions for devices including iPhone 4 iPhone 5 iPad and Androids Nexus device resolutions. What the Android team did is that they looked at the different screens available and created 6 logical density buckets to group the different screen densities. This makes it great for testing how the game will look like on different devices.


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