I am trying to make a tile game that has 6 tiles in each row. The tiles are a fixed size, 80x80 and fit snuggly on a 480x854 screen (since 6*80=480). I am trying to make sure that my application works for other densities/sizes, but the logic is confusing to me. What is the best way that I can be sure I h开发者_运维技巧andle other densities correctly? I've read http://developer.android.com/guide/practices/screens_support.html entirely, but am still confused. Even if I scale images for different densities, can't I still run into the problem that the screen won't have enough pixels to support my "6 tiles in a row"? As an example, let's say the device was 320x480, but also high density. No scaling would be done, and my 480px wouldn't fit on the 320px screen. I am trying to not hardcode for pixels, but don't see another option. Any input appreciated.
Assuming you are using ImageViews
, you just need to make sure the images are large enough that they don't get blurred on larger screens and then set the correct scale type for each ImageView
:
http://developer.android.com/reference/android/widget/ImageView.html#attr_android:scaleType
Android should handle the rest for you.
I've decided that I don't think there is an intended way to solve this problem. I will have to rely on the fact that there are only a few screen sizes right now and make a "best fit" for the common sizes.
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