Download drawables for android






















Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast An oral history of Stack Overflow — told by its founding team. Millinery on the Stack: Join us for Winter Summer? Bash, ! Featured on Meta. New responsive Activity page. Linked 1. Maximize device availability. Art assets. OpenGL and Vulkan. Game Mode. Best practices. Building effective unit tests. Automating UI tests.

Testing app component integrations. Android Vitals. Optimizing for Battery Life. System tracing. Build and test apps for accessibility. Advanced topics. Protecting against security threats with SafetyNet. Build for Billions. Build for Enterprise. App feedback. Device management. Dedicated devices. Android versions. Android Developers. There are several different types of drawables: Bitmap File A bitmap graphic file. Creates a BitmapDrawable. Creates a NinePatchDrawable.

Layer List A Drawable that manages an array of other Drawables. These are drawn in array order, so the element with the largest index is be drawn on top. Creates a LayerDrawable. State List An XML file that references different bitmap graphics for different states for example, to use a different image when a button is pressed.

Creates a StateListDrawable. Level List An XML file that defines a drawable that manages a number of alternate Drawables, each assigned a maximum numerical value. Creates a LevelListDrawable. Transition Drawable An XML file that defines a drawable that can cross-fade between two drawable resources.

Creates a TransitionDrawable. Inset Drawable An XML file that defines a drawable that insets another drawable by a specified distance. This is useful when a View needs a background drawable that is smaller than the View's actual bounds.

Creates a ClipDrawable. Scale Drawable An XML file that defines a drawable that changes the size of another Drawable based on its current level value. Creates a GradientDrawable. Bitmap A bitmap image. Bitmap file A bitmap file is a. Kotlin val shape: Drawable? Place the object in the center of its container in both the vertical and horizontal axis, not changing its size.

Grow the horizontal and vertical size of the object if needed so it completely fills its container. This is the default. The clip is based on the vertical gravity: a top gravity clips the bottom edge, a bottom gravity clips the top edge, and neither clips both edges. The clip is based on the horizontal gravity: a left gravity clips the right edge, a right gravity clips the left edge, and neither clips both edges. Repeats the shader's image horizontally and vertically, alternating mirror images so that adjacent images always seam.

Put the object at the top of its container, not changing its size. When clipOrientation is "vertical" , clipping occurs at the bottom of the drawable. Put the object at the bottom of its container, not changing its size. When clipOrientation is "vertical" , clipping occurs at the top of the drawable. Put the object at the left edge of its container, not changing its size. When clipOrientation is "horizontal" , clipping occurs at the right side of the drawable.

Does the APK installer takes care of removing the not needed images or playstore itself has multiple APKs for based on phone resolution and triggers correct download, which will help download size and time.

Add a comment. Active Oldest Votes. It depends on how you configure your project default apk: yes, everthying bundle: it will smartly download accordingly to each device. Bundle made easy the previous dedicated multi-apk Aditionally there are other more advanced distributions: dynamic apps: different modules of the project are dowloaded on demand expansion files: for heavy app that need a lot of assets I think is more than 1 giga or 2.

It is downloaded separately than the initial installation instant apps: is one or more isolated modules from the project available from api level 21 and above maybe 23 cant remember now , has to weight less than 5mb and does not need installations the behaviour is comparable to a web page. Improve this answer. The APK which is a zip file holds the resources, so those aren't unzipped when the app is installed: See: Android: Are raw resources stored locally on the filesystem?

Morrison Chang Morrison Chang Star 7. Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats 6 commits. Failed to load latest commit information. When dealing with multiple instances of an image resource, instead of directly transforming the Drawable object you should perform a tween animation.

For more information about using project resources, see Resources and assets. Note: When using image resources as the source of your drawables, be sure the images are the appropriate size for various pixel densities.

If the images are not correct they will be scaled up to fit, which can cause artifacting in your drawables. For more information, read Support different pixel densities. If there is a Drawable object that you'd like to create, which isn't initially dependent on variables defined by your code or user interaction, then defining the Drawable in XML is a good option.

Even if you expect your Drawable to change its properties during the user's interaction with your app, you should consider defining the object in XML, as you can modify properties after the object has been instantiated.

Any Drawable subclass that supports the inflate method can be defined in XML and instantiated by your app. Each drawable class that supports XML inflation utilizes specific XML attributes that help define the object properties. The following code instantiates the TransitionDrawable and sets it as the content of an ImageView object:. A ShapeDrawable object can be a good option when you want to dynamically draw a two-dimensional graphic.

You can programmatically draw primitive shapes on a ShapeDrawable object and apply the styles that your app needs. ShapeDrawable is a subclass of Drawable. For this reason, you can use a ShapeDrawable wherever a Drawable is expected. For example, you can use a ShapeDrawable object to set the background of a view by passing it to the setBackgroundDrawable method of the view.

You can also draw your shape as its own custom view and add it to a layout in your app. Because ShapeDrawable has its own draw method, you can create a subclass of View that draws the ShapeDrawable object during the onDraw event, as shown in the following code example:. You can use the CustomDrawableView class in the code sample above as you would use any other custom view. For example, you can programmatically add it to an activity in your app, as shown in the following example:.

The ShapeDrawable class, like many other drawable types in the android. Some example properties you might want to adjust include alpha transparency, color filter, dither, opacity, and color. You can also define primitive drawable shapes using XML resources.

For more information, see Shape drawable in Drawable resource types. A NinePatchDrawable graphic is a stretchable bitmap image that you can use as the background of a view. Android automatically resizes the graphic to accommodate the contents of the view. An example use of a NinePatch image is the background used by standard Android buttons—buttons must stretch to accommodate strings of various lengths.

It must be saved with the 9. Use the border to define the stretchable and static areas of the image. You indicate a stretchable section by drawing one or more 1-pixel wide black line s in the left and top part of the border the other border pixels should be fully transparent or white.

You can have as many stretchable sections as you want. The relative size of the stretchable sections stays the same, so the largest section always remains the largest. You can also define an optional drawable section of the image effectively, the padding lines by drawing a line on the right and a line on the bottom. If a View object sets the NinePatch graphic as its background and then specifies the view's text, it stretches itself so that all the text occupies only the area designated by the right and bottom lines if included.

If the padding lines aren't included, Android uses the left and top lines to define this drawable area. To clarify the difference between the lines, the left and top lines define which pixels of the image are allowed to be replicated in order to stretch the image. The bottom and right lines define the relative area within the image that the contents of the view are allowed to occupy. This NinePatch graphic defines one stretchable area with the left and top lines, and the drawable area with the bottom and right lines.

In the top image, the dotted grey lines identify the regions of the image that are replicated in order to stretch the image. The pink rectangle in the bottom image identifies the region in which the contents of the view are allowed. If the contents don't fit in this region, then the image is stretched to make them fit.

It even raises warnings if the region you've defined for the stretchable area is at risk of producing drawing artifacts as a result of the pixel replication. Notice how the width and height of the button varies with the text, and the background image stretches to accommodate it.

When you want to create some custom drawings, you can do so by extending the Drawable class or any of its subclasses. The most important method to implement is draw Canvas because this provides the Canvas object you must use to provide your drawing instructions.

The following code shows a simple subclass of Drawable that draws a circle:. Then you can add your drawable wherever you'd like, such as to an ImageView as shown here:.

On Android 7. You can tint them with color resources or theme attributes that resolve to color resources for example,? Usually, you create these assets only once and color them automatically to match your theme.



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