diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 545807eb18942..52a7421507cec 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -484,9 +484,31 @@ UI Guidelines
The following documents discuss detailed guidelines for the common types of +icons used throughout Android applications:
+ +To get started creating your icons more quickly, you can download -the Android Icon Templates Pack. For more information, see -Using the Android Icon Template Pack.
+the Android Icon Templates Pack. + + + + + +The Android Icon Templates Pack is a collection of template designs, +textures, and layer styles that make it easier for you to create icons that +conform to the guidelines given in this document. We recommend downloading the +template pack archive before you start designing your icons.
+ +The icon templates are provided in the Adobe Photoshop file format (.psd), +which preserves the layers and design treatments we used when creating the +standard icons for the Android platform. You can load the template files into +any compatible image-editing program, although your ability to work directly +with the layers and treatments may vary based on the program you are using.
+ +You can obtain the latest Icon Templates Pack archive using the link below: +
+ +Download the Icon Templates +Pack for Android 2.3 » + +
For previous versions of the Icon Templates Pack, see the Downloads +section in the box at the top-right corner of this page.
+ + +In general, the recommended approach is to create a separate set of icons for -each of the three generalized screen densities listed in Table 1, below, then +each of the three generalized screen densities listed in Table 1. Then, store them in density-specific resource directories in your application. When your application runs, the Android platform will check the characteristics of the device screen and load icons from the appropriate density-specific @@ -98,59 +143,27 @@ your application, see Resource directory qualifiers for screen size and density.
-The baseline screen density for Android devices is medium
-(mdpi). For this reason, a recommended approach to creating icon
-sets for multiple screen densities is to:
res/drawable-mdpi/
-directory (or in the default res/drawable/ directory),res/drawable-hdpi/ directory,
-andres/drawable-ldpi/
-directory.For tips on how to create and manage icon sets for multiple densities, see -Tips for Designers.
+Tips for Designers. -Table 1. Summary of +
Table 1. Summary of finished icon dimensions for each of the three generalized screen densities, by icon type.
-| Icon Type | Standard Asset Sizes (in Pixels), for Generalized Screen Densities | |||||
|---|---|---|---|---|---|---|
| + |
|
|
- + |
|
Launcher | -+ | 36 x 36 px | -+ | 48 x 48 px | -+ | 72 x 72 px | @@ -175,1057 +188,113 @@ Generalized Screen DensitiesMenu | -+ | 36 x 36 px | -+ | 48 x 48 px | -+ | 72 x 72 px |
| - Status Bar + Status Bar (Android 2.3 and later) | -- 24 x 24 px + |
+ 12w x 19h px + (preferred, width may vary) |
- - 32 x 32 px + |
+ 16w x 25h px + (preferred, width may vary) |
- - 48 x 48 px + |
+ 24w x 38h px + (preferred, width may vary) |
| + Status Bar (Android 2.2 and below) + | ++ 19 x 19 px + | + ++ 25 x 25 px + | ++ 38 x 38 px + | +|||
| Tab | -+ | 24 x 24 px | -+ | 32 x 32 px | -+ | 48 x 48 px |
| Dialog | -+ | 24 x 24 px | -+ | 32 x 32 px | -+ | 48 x 48 px |
| List View | -+ | 24 x 24 px | -+ | 32 x 32 px | -+ | 48 x 48 px |
A Launcher icon is a graphic that represents your application on the device’s -Home screen and in the Launcher window.
-The user opens the Launcher by touching the icon at the bottom of the Home -screen. The Launcher opens and exposes the icons for all of the installed -applications, which are arranged in a grid. The user selects an application and -opens it by touching the Launcher icon or by means of any hardware navigation -controls available, such as a trackball or d-pad.
-The user can also drag an icon out of the Launcher window and onto the Home -screen itself, for more convenient access to the application. In this case, the -system displays your application's Launcher icon against the Home screen -wallpaper, rendering it at the same dimensions as it is rendered inside the -Launcher.
- -The system manages the scaling of all Launcher icons so that they rendered at -a uniform height and width. The actual pixel dimensions of the rendered Launcher -icons on any given device varies, based on the size and pixel-density -characteristics of the device's screen. To ensure the best possible rendering -for your icons, supply versions of the icons that are designed for low, medium, -and high density screens. For information, see Providing Density-Specific Icon Sets, above, or Tips for Designers, below.
- -The launcher icons that you create should follow the general style principles -below. The guidelines aren't meant to restrict what you can do with your icons, -but rather they are meant to emphasize the common approaches that your icons can -share with others on the device. Figure 1, at right, provides examples.
- -- Figure 1. Illustration of Launcher icon style.
-Clean and contemporary:
- -Simple and iconic:
-Tactile and textured:
-Forward-facing and top-lit:
-To look at more examples of the Launcher icons used by built-in Android -applications, see Standard Launcher Icons in the -Icons Appendix of this document.
- - - -Below are some "do and don't" examples to consider when creating icons for -your application.
- - -
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-Android Launcher icons are...- -
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-Android Launcher icons are not...- -
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-Figure 2. Side-by-side examples of "do's and don'ts" for -Android launcher icons.
-Launcher icons should make use of tactile, top-lit, textured materials. Even -if your icon is just a simple shape, you should try to render in a way that -makes it appear to be sculpted from some real-world material.
- -The Launcher icons for the platform's default applications use the set of -materials shown in Figure 3, below. Your icons can use these materials or you -can create new materials.
- -Android launcher icons usually consist of a smaller shape within a -larger base shape and combine one neutral and one primary color. Icons may -use a combination of neutral colors but should maintain a fairly high level of -contrast. Icons should not use more than one primary color per icon, if -possible.
- -Launcher icons should use a limited color palette that includes a range -of neutral and primary colors. The icons should not be over-saturated.
- -The recommended color palette to use for Launcher icons is shown in Figure 4. -You can use elements of the palette for both the base color and the highlight -color. You can use the colors of the palette in conjunction with a -white-to-black vertical linear gradient overlay. This creates the impression -that the icon is lit from above and keeps the color less saturated.
- - - --Figure 3. Example materials that you can use to create -your icons.
--Figure 4. Examples of materials combined with base -and highlight colors from the recommended palette.
-When you combine the materials above with a color highlight from the
-recommended pallete, you can create materials combinations such as those shown
-in Figure 5. To get you started, the icons pack
-includes a Photoshop template file (Launcher-icon-template.psd)
-that provides all of the default materials, colors, and gradients.
-Figure 5. Recommended color palette for icons.
-Launcher icons should use a variety of shapes and forms and those must be -scaled and positioned to create consistent visual weight.
- -Launcher icons should use a variety of shapes and forms and those must be -scaled and positioned inside the asset to create consistent visual weight with -other
- -Figure 6 illustrates various ways of positioning the icon inside the asset. -As detailed in the table below, you should size the icons smaller than the -actual bounds of the asset, to create a consistent visual weight and to -allow for the inclusion of shadows. If your icon is square or nearly square, it -should be scaled even smaller.
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- Figure - 6. Icon sizing and positioning inside the bounds of the - icon asset. - |
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Included in the Android Icon Templates Pack 2.0 is a template containing -palettes for default icon materials and colors. The template is provided in .psd -format for Adobe Photoshop or similar raster image editor.
- -To get started, first download the Android Icon -Templates Pack 2.0 ».
- -Once you've downloaded the pack, unzip it and open the file
-Launcher-icon-template.psd in Adobe Photoshop or similar raster
-image editing program. Notice the palettes for materials and colors. You can
-use as the template as a starting point for creating your Launcher icons.
After you create your icon, you can add a shadow effect according to the -specification below, as appropriate for the size of image you are creating.
- - -|
- |
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- Shadow for WVGA (high density) sreens: -
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- Shadow for HVGA (medium density) sreens: -
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When the shadow is added and the icon is complete, export it as a PNG file -with transparency enabled, ensuring that you size the icon at 72 x 72px for -high-density screens and 48 x 48px for medium density screens. For more -information about why you should provide different Launcher assets for high-, -medium, and low-density screens, see Supporting Multiple -Screens.
- - - -Menu icons are graphical elements placed in the pop-up menu shown to users -when they press the Menu button. They are drawn in a flat-front perspective. -Elements in a menu icon must not be visualized in 3D or perspective.
- -As described in Providing Density-Specific Icon -Sets, above, you should create separate icon sets for low-, normal, and -high-density screens. This ensures that your icons will display properly across -the range of devices on which your application can be installed. See Table 1 for a listing of the recommended finished icon -sizes for each density. Also, see Tips for Designers -for suggestions on how to work with multiple sets of icons.
- -|
- |
-
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-Figure 7. Safeframe and corner-rounding for menu -icons. Icon size is 48x48. - |
-
Menu icons are flat and pictured face on. A slight deboss and some other -effects, which are shown below, are used to create depth.
- -|
- |
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-Figure 8. Light, effects, and shadows for menu icons. -
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-Color palette- -
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-Step by step- -
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Below are some "do and don't" examples to consider when creating menu icons for -your application.
- - -Status bar icons are used to represent notifications from your application in -the status bar. Graphically, they are very similar to menu icons, but are -smaller and higher in contrast.
- -As described in Providing Density-Specific Icon -Sets, above, you should create separate icon sets for low-, normal, and -high-density screens. This ensures that your icons will display properly across -the range of devices on which your application can be installed. See Table 1 for a listing of the recommended finished icon -sizes for each density. Also, see Tips for Designers -for suggestions on how to work with multiple sets of icons.
- -|
- |
-
-
-
-Figure 9. Safeframe and corner-rounding for status bar -icons. Icon size is 25x25. - |
-
Status bar icons are slightly debossed, high in contrast, and pictured -face-on to enhance clarity at small sizes.
- -|
- |
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-Figure 10. Light, effects, and shadows for status bar icons. -
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-Color palette- -Only status bar icons related to the phone function use full color; all other status bar icons should remain monochromatic. - -
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-Step by step- -
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Below are some "do and don't" examples to consider when creating status bar icons for -your application.
- - -Tab icons are graphical elements used to represent individual tabs in a -multi-tab interface. Each tab icon has two states: unselected and selected.
- -As described in Providing Density-Specific Icon -Sets, above, you should create separate icon sets for low-, normal, and -high-density screens. This ensures that your icons will display properly across -the range of devices on which your application can be installed. See Table 1 for a listing of the recommended finished icon -sizes for each density. Also, see Tips for Designers -for suggestions on how to work with multiple sets of icons.
- -|
- |
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-Figure 11. Safeframe and fill gradient for unselected tab -icons. Icon size is 32x32. - |
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-Figure 12. Safeframe and fill gradient for tab icons in -selected state. Icon size is 32x32. - |
-
Unselected tab icons look just like the selected tab icons, but with a -fainter inner shadow, and the same front part gradient as the dialog icons.
- -|
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-Figure 13. Light, effects, and shadows for unselected -tab icons. -
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-Step by step- -
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The selected tab icons have the same fill gradient and effects as the menu -icon, but with no outer glow.
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-Figure 14. Light, effects, and shadows for selected tab -icons. -
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-Color palette- -
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-Step by step- -
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Dialog icons are shown in pop-up dialog boxes that prompt the user for -interaction. They use a light gradient and inner -shadow in order to stand out against a dark background.
- -As described in Providing Density-Specific Icon -Sets, above, you should create separate icon sets for low-, normal, and -high-density screens. This ensures that your icons will display properly across -the range of devices on which your application can be installed. See Table 1 for a listing of the recommended finished icon -sizes for each density. Also, see Tips for Designers -for suggestions on how to work with multiple sets of icons.
-|
- |
-
-
-
-Figure 15. Safeframe and fill gradient for dialog icons. -Icon size is 32x32. - |
-
Dialog icons are flat and pictured face-on. In order to stand out against a -dark background, they are built up using a light gradient and inner shadow.
- -|
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-Figure 16. Light, effects, and shadows for dialog -icons. -
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-Step by step- -
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List view icons look a lot like dialog icons, but they use an inner shadow -effect where the light source is above the object. They are also designed to be -used only in a {@link android.widget.ListView}. Examples include the Android -Market application home screen and the driving directions screen in the Maps -application.
- -As described in Providing Density-Specific Icon -Sets, above, you should create separate icon sets for low-, normal, and -high-density screens. This ensures that your icons will display properly across -the range of devices on which your application can be installed. See Table 1 for a listing of the recommended finished icon -sizes for each density. Also, see Tips for Designers -for suggestions on how to work with multiple sets of icons.
- -|
- |
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-Figure 17. Safeframe and fill gradient for list view -icons. Icon size is 32x32. - |
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List view icons are flat and pictured face-on with an inner shadow. Built up -by a light gradient and inner shadow, they stand out well on a dark -background.
- -|
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-Figure 18. Light, effects, and shadows for list view -icons. -
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-Step by step- -
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Here are some tips that you might find useful as you develop icons or other drawable assets for your application. The tips assume that you are using -Photoshop or similar raster image-editing program.
+Adobe Photoshop or a similar raster and vector image-editing program. -Try to name files so that related assets will group together inside a directory when they are sorted alphabetically. In particular, it helps to use a @@ -1254,7 +323,7 @@ common prefix for each icon type. For example:
ic_stat_sys or ic_stat_notifyic_stat_notifyic_stat_notify_msg.pngDeveloping multiple sets of assets for different screen densities means -creating multiple copies of files. To help keep the multiple copies of files -safe and easier to find, we recommend creating a directory structure in your -working space that organizes asset files per resolution. For example:
+Supporting multiple screen densities means you must create multiple versions +of the same icon. To help keep the multiple copies of files safe and easier to +find, we recommend creating a directory structure in your working space that +organizes asset files per resolution. For example:
assets/...
ldpi/...
@@ -1314,148 +383,57 @@ application:
finished_asset.png
-Since medium density is the baseline for Android, begin your designing work
-by creating the mdpi assets. See Table
-1, above, for the actual pixel dimensions of various icon types. When
-possible, use vector art or paths within Photoshop layers so that it will be
-easier to scale the assets up or down later.
For each discreet asset, or set of like assets that share the same bounding
-box dimensions, create a working Photoshop file and save it in the
-_pre_production directory. For example:
-ic_tabs_phone_mdpi.psd. This will make it easier to locate and edit
-individual assets if changes are required. It's also helpful to use a
-density-specific suffix in the filename for the working file, to avoid confusion
-when editing the files. For example: _mdpi.psd.
Many image-editing programs such as Adobe Photoshop allow you to use a +combination of vector shapes and raster layers and effects. When possible, +use vector shapes so that if the need arises, assets can be scaled up without +loss of detail and edge crispness.
-From the mdpi working files, save individual flattened assets to
-the corresponding density-specific resource directory (in this case,
-mdpi/) in your working space.
Using vectors also makes it easy to align edges and corners to pixel +boundaries at smaller resolutions. -
When you are finished working with your medium-density assets, copy the
-working files from the your workspace's mdpi/_pre_production
-directory to the corresponding locations in the ldpi and
-hdpi directories. If any of the working files use a
-density-specific suffix, rename the suffix to match the intended density.
Next, open each working file in the high- and low-density directories and
-scale the image up or down to match the intended density. To create an
-hdpi asset, scale the image by 150%. To create an ldpi
-asset, scale the image down by 75%. To scale the images, follow these steps:
Because you will need to create assets for different screen densities, as +shown in Table 1, it is best to start your icon +designs on large artboards with dimensions that are multiples of the target icon +sizes. For example, launcher +icons are 72, 48, or 36 pixels wide, depending on screen density. If you +initially draw launcher icons on an 864x864 artboard, it will be easier and +cleaner to tweak the icons when you scale the artboard down to the target +sizes for final asset creation.
-hdpi assets and "75" for ldpi assets.It's also beneficial to add guide lines (also known as guides) to your large +artboard for the recommended safe margins at the highest target density. +Continuing with the example above, per the guidelines, +launcher icon content should be 60x60 pixels (56x56 for square icons) within the +full 72x72 asset, or a safe margin of 6 pixels on each side. On an 864x864 +artboard, this corresponds to horizontal and vertical guide lines 72 pixels from +each side of the artboard.
-After you scale each image, save it to the target density-specific resource -directory.
+ -If you are scaling a nine-patch image, see the section below for notes on how -to handle the tick marks at the edge of the image.
- - -If you scaled an image up from a bitmap layer, rather than from a vector
-layer, those layers may need to be redrawn manually to accommodate the higher
-density. For example if a 60x60 circle was painted as a bitmap for
+layer, those layers will need to be redrawn manually to appear crisp at higher
+densities. For example if a 60x60 circle was painted as a bitmap for
mdpi it will need to be repainted as a 90x90 circle for
hdpi.
Nine-patch images include tick marks at the outer edge of the image. When you -scale a nine-patch image, the tick marks are also scaled, which produces an -inaccurate result. The recommended way to handle the scaling of nine-patch -images is to remove the tick marks from the source image before scaling and then -manually replace the tick marks at the proper size after scaling.
+To more easily determine the tick marks after the working file has been -scaled to a new resolution, first create a temporary duplicate flattened image -which includes the tick marks:
- -After creating the temporary copy, go back to the working file and crop -the tick marks out of the working file before scaling the image:
-Scale the working file to the target density. With the working file scaled -and the canvas enlarged so that the tick marks can be repainted:
- -To determine tick marks, go back to duplicate flattened image and scale it to -the target resolution.
- -Copy the scaled duplicate flattened image into a new layer in the working -file to use as reference. Create a new layer in which to paint new tick marks at -the single pixel outer edge of the image. Note tickmarks must be 100% opaque -black, without transparency, and all other areas of the tick mark region must be -100% transparent, otherwise the system will not interpret the nine-patch image -correctly.
- -Using the scaled duplicate flattened image as reference paint new tick marks -in the new layer that align with the reference layer. Note round up pixels for -tick marks. Any pixels that are partially opaque in the reference layer should -be fully opaqe in the new layer.
- - -While it is desirable to scale layer styles for the most part (such as for
-Gradient Overlay or Inner Glow), you may need to manually reset the Stroke and
-Drop Shadow in the scaled image to 1 px before saving, especially when scaling
-to hdpi.
-
-
If an asset is a nine-patch asset (with tick marks), be sure to save the asset
-in PNG format with a filename that includes the .9.png suffix. If
-the filename does not use the suffix, the system won't recognize the image as a
-nine-patch asset and won't resize it as intended.
To help keep each image asset as small as possible, make sure to remove the -Photoshop headers from the file. To remove the Photoshop header, follow these -steps:
+To help keep each image asset as small as possible, make sure to remove any +unnecessary headers from the file, such as Adobe Fireworks metadata or Adobe +Photoshop headers. To remove the Photoshop header, follow these steps:
It is also useful to use PNG file size optimization tools such as OptiPNG or Pngcrush. -
Corresponding icon asset files for each density must use the same filename,
-but be stored in density-specific resource directories. This allows the system
-to look up and load the proper resource according to the screen characteristics
-of the device. For this reason, make sure that the set of assets in each
-directory is consistent and that the files do not use density-specific suffixes.
-For more information about density-specific resources and how the system uses
-them to meet the needs of different devices, see Make sure that corresponding assets for different densities use the same
+filenames
+
+ Corresponding icon asset files for each density must use the same
+filename, but be stored in density-specific resource directories. This
+allows the system to look up and load the proper resource according to the
+screen characteristics of the device. For this reason, make sure that the set of
+assets in each directory is consistent and that the files do not use
+density-specific suffixes. For more information about density-specific resources
+and how the system uses them to meet the needs of different devices, see Supporting Multiple
Screens. The Android Icon Templates Pack is a collection of template designs, filters,
-and settings that make it easier for you to create icons that conform to the
-general specifications given in this document. We recommend downloading the
-template pack archive before you get started with your icon design. The icon templates are provided in Adobe Photoshop and Adobe Illustrator file
-formats, which preserves the layers and design treatments we used when creating the
-standard icons for the Android platform. You can load the template files into any
-compatible image-editing program, although your ability to work directly with the
-layers and treatments may vary based on the program you are using. You can obtain the Icon Templates Pack archive using the link below: Download the Icon Templates
-Pack »
-
-
-Using the Android Icon Templates Pack
-
-Icon appendix
Shown below are examples of launcher icons used by Android applications. The
-icons are provided for your reference only — please do not reuse these
-icons in your applications..
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Shown below are standard menu icons that are used in the Android -system. Because these resources can change between platform versions, you -should not reference the system's copy of the resources. If you want -use any icons or other internal drawable resources, you should store a -local copy of those icons or drawables in your application resources, -then reference the local copy from your application code. In that way, you can -maintain control over the appearance of your icons, even if the system's -copy changes. Note that the list below is not intended to be complete.
- - -|
- Add |
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- Call |
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- Camera |
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- Clear / Close / Cancel / Discard |
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- Compass |
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- Delete |
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- Directions |
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- Edit |
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- Gallery |
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- Help |
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- Info / details |
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- Map mode |
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- My Location |
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- More |
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- Preferences |
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- Rotate |
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- Save |
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- Send |
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- Search |
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- Share |
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- Upload |
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- View |
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- Zoom |
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Shown below are standard status bar icons that are used in the Android -platform. Because these resources can change between platform versions, you -should not reference the system's copy of the resources. If you want -use any icons or other internal drawable resources, you should store a -local copy of those icons or drawables in your application resources, -then reference the local copy from your application code. In that way, you can -maintain control over the appearance of your icons, even if the system's -copy changes. Note that the list below is not intended to be complete.
- - -|
- Bluetooth |
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- Email |
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- IM |
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- Voicemail |
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- Warning |
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- Call |
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- Call forward |
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- Call on hold |
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- Missed call |
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Creating a unified look and feel throughout a user interface adds value to -your product. Streamlining the graphic style will also make the UI seem more -professional to the user.
- -This document shows you how to create icons for various parts -of your application’s user interface that fit the style set by the Android UI -team. Following these guidelines will help you to create a polished and unified -experience for the user.
- -To get started creating conforming icons more quickly, you can download -the Android Icon Templates Pack. For more information, see -Using the Android Icon Template Pack.
- -A launcher icon is the graphic that represents your application on an Android -device’s Home screen. It is a simplified 3D icon with a fixed perspective. The -required perspective is shown in Figure 1.
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- Figure 1. Perspective angles for launcher icons (90° is -vertical). -
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-Figure 2. Rounded corners for launcher icons. - |
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Launcher icons are simplified 3D icons using light and shadows for -definition. A light source is placed slightly to the left in front of the icon, -and therefore the shadow expands to the right and back.
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-Figure 3. Light, effects, and shadows for launcher icons. -
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-Launcher icon color palette- -
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-Step by step- -
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Menu icons are graphical elements placed in the pop-up menu shown to users -when they press the Menu button. They are drawn in a flat-front perspective. -Elements in a menu icon must not be visualized in 3D or perspective.
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-Figure 4. Safeframe and corner-rounding for menu -icons. Icon size is 48x48. - |
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Menu icons are flat and pictured face on. A slight deboss and some other -effects, which are shown below, are used to create depth.
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-Figure 5. Light, effects, and shadows for launcher icons. -
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-Color palette- -
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-Step by step- -
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Status bar icons are used to represent notifications from your application in -the status bar. Graphically, they are very similar to menu icons, but are -smaller and higher in contrast.
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-Figure 6. Safeframe and corner-rounding for status bar -icons. Icon size is 25x25. - |
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Status bar icons are slightly debossed, high in contrast, and pictured -face-on to enhance clarity at small sizes.
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-Figure 7. Light, effects, and shadows for launcher icons. -
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-Color palette- -Only status bar icons related to the phone function use full color; all other status bar icons should remain monochromatic. - -
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-Step by step- -
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Tab icons are graphical elements used to represent individual tabs in a -multi-tab interface. Each tab icon has two states: unselected and selected.
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-Figure 8. Safeframe and fill gradient for unselected tab -icons. Icon size is 32x32. - |
-
|
- |
-
-
-
-Figure 9. Safeframe and fill gradient for tab icons in -selected state. Icon size is 32x32. - |
-
Unselected tab icons look just like the selected tab icons, but with a -fainter inner shadow, and the same front part gradient as the dialog icons.
- -|
- |
-
-
-
-Figure 10. Light, effects, and shadows for unselected -tab icons. -
-
-
|
-
-
-Step by step- -
|
-
The selected tab icons have the same fill gradient and effects as the menu -icon, but with no outer glow.
- -|
- |
-
-
-
-Figure 11. Light, effects, and shadows for selected tab -icons. -
-
-
|
-
-
-Color palette- -
|
-
-
-
-Step by step- -
|
-
Dialog icons are shown in pop-up dialog boxes that prompt the user for -interaction. They use a light gradient and inner -shadow in order to stand out against a dark background.
- -|
- |
-
-
-
-Figure 12. Safeframe and fill gradient for dialog icons. -Icon size is 32x32. - |
-
Dialog icons are flat and pictured face-on. In order to stand out against a -dark background, they are built up using a light gradient and inner shadow.
- -|
- |
-
-
-
-Figure 13. Light, effects, and shadows for dialog -icons. -
-
-
|
-
-
-Step by step- -
|
-
List view icons look a lot like dialog icons, but they use an inner shadow -effect where the light source is above the object. They are also designed to be -used only in a list view. Examples include the Android Market application home -screen and the driving directions screen in the Maps application.
- -|
- |
-
-
-
-Figure 14. Safeframe and fill gradient for list view -icons. Icon size is 32x32. - |
-
List view icons are flat and pictured face-on with an inner shadow. Built up -by a light gradient and inner shadow, they stand out well on a dark -background.
- -|
- |
-
-
-
-Figure 15. Light, effects, and shadows for list view -icons. -
-
-
|
-|||||||||
-
-Step by step- -
|
-
Below are some "do and don't" guidelines to consider when creating icons for -your application. By following the guidelines, you can ensure that your icons -will work well with other parts of the Android platform UI and will meet the -expectations of your application's users.
- -
-
-Do...- -
|
-
-
-Don’t...- -
|
-
|
- |
-|
The Android Icon Templates Pack is a collection of template designs, filters, -and settings that make it easier for you to create icons that conform to the -general specifications given in this document. We recommend downloading the -template pack archive before you get started with your icon design.
- -The icon templates are provided in Adobe Photoshop and Adobe Illustrator file -formats, which preserves the layers and design treatments we used when creating the -standard icons for the Android platform. You can load the template files into any -compatible image-editing program, although your ability to work directly with the -layers and treatments may vary based on the program you are using.
- -You can obtain the Icon Templates Pack archive using the link below:
- -Download the Icon Templates -Pack » - - -
Shown below are examples of launcher icons used by Android applications. The -icons are provided for your reference only — please do not reuse these -icons in your applications.. - -
|
- Alarm Clock |
-
-
-
- Browser |
-
-
-
- Calculator |
-
-
-
- Calendar |
-
-
-
- Camcorder |
-
-
-
- Camera |
-
-
-
- Contacts |
-
-
|
- Dialer |
-
-
-
- Email |
-
-
-
- Gallery |
-
-
-
- Generic application |
-
-
-
- Gmail |
-
-
-
- Google Talk |
-
-
-
- IM |
-
-
|
- Maps |
-
-
-
- Market |
-
-
-
- Messaging |
-
-
-
- Music |
-
-
-
- Settings |
-
-
-
- Voice Dialer |
-
-
-
- Voice Search |
-
-
|
- YouTube |
-
Shown below are standard menu icons that are included in the Android platform -(as of Android 1.5). You can reference any of these icon resources from your -application as needed, but make sure that the action you assign to the icon is -consistent with that listed. Note that this is not a complete list of icons and -that the actual appearance of standard icons may change across platform -versions.
- -To reference one of the icons from your code, use
-android.R.drawable.<icon_resource_identifier>. For example,
-you can call a menu item's {@link android.view.MenuItem#setIcon(android.graphics.drawable.Drawable) setIcon()}
-method and pass the resource name:
.setIcon(android.R.drawable.ic_menu_more);.
-
-
You could reference the same icon from a layout file using
-android:icon="@android:drawable/ic_menu_more">.
To determine the resource ID for an icon listed below, hover over the icon or -simply look at image filenames, which use the format -"<icon_resource_identifier>.png".
- -|
- Add |
-
-
-
- Call |
-
-
-
- Camera |
-
-
-
- Clear / Close / Cancel / Discard |
-
-
-
- Compass |
-
-
-
- Delete |
-
-
-
- Directions |
-
-
|
- Edit |
-
-
-
- Gallery |
-
-
-
- Help |
-
-
-
- Info / details |
-
-
-
- Map mode |
-
-
-
- My Location |
-
-
-
- More |
-
-
|
- Preferences |
-
-
-
- Rotate |
-
-
-
- Save |
-
-
-
- Send |
-
-
-
- Search |
-
-
-
- Share |
-
-
-
- Upload |
-
-
|
- View |
-
-
-
- Zoom |
-
-
Shown below are standard status bar icons included in the Android platform -(as of Android 1.5). You can reference any of these icon resources from your -application as needed, but make sure that the meaning of the icon is consistent -with the standard meaning listed. Note that this is not a complete list of icons -and that the actual appearance of standard icons may change across platform -versions.
- -To reference one of the icons from your code, use
-android.R.drawable.<icon_resource_identifier>. For example,
-you can construct a simple notification that references one of the icons like
-this:
new Notification(R.drawable.stat_notify_calendar,
-"sample text", System.currentTimeMillis());
To determine the resource ID for an icon listed below, hover over the icon -or simply look at the image filename, which use the format -"<icon_resource_identifier>.png".
- - -|
- Bluetooth |
-
-
-
- Email |
-
-
-
- IM |
-
-
-
- Voicemail |
-
-
-
- Warning |
-
-
-
- Call |
-
-
-
- Call forward |
-
-
|
- Call on hold |
-
-
-
- Missed call |
-
-
Dialog icons are shown in pop-up dialog boxes that prompt the user for +interaction. They use a light gradient and inner +shadow in order to stand out against a dark background.
+ +As described in Providing +Density-Specific Icon Sets, you should create separate icon sets for low-, +medium-, and high-density screens. This ensures that your icons will display +properly across the range of devices on which your application can be installed. +See Table 1 for a listing of the recommended finished icon sizes for each +density. Also, see Tips for Designers +for suggestions on how to work with multiple sets of icons.
+ + +Table 1. Summary of finished dialog +icon dimensions for each of the three generalized screen densities.
+ +|
+ |
+
+ |
+
+ |
+
|---|---|---|
| + 24 x 24 px + | ++ 32 x 32 px + | ++ 48 x 48 px + | +
Final art must be exported as a transparent PNG file. Do not include +a background color.
+ +Templates for creating icons in Adobe Photoshop are available in the Icon +Templates Pack.
+ +The following guidelines describe how to design dialog icons for all versions +of the Android platform.
+ +|
+ |
+
+
+
+Figure 1. Safeframe and fill gradient for dialog icons. +Icon size is 32x32. + |
+
Dialog icons are flat and pictured face-on. In order to stand out against a +dark background, they are built up using a light gradient and inner shadow.
+ +|
+ |
+
+
+
+Figure 2. Light, effects, and shadows for dialog +icons. +
+
+
|
+
+
+Step by step+ +
|
+
A Launcher icon is a graphic that represents your application on the device's +Home screen and in the Launcher window.
+ +The user opens the Launcher by touching the icon at the bottom of the Home +screen. The Launcher opens and exposes the icons for all of the installed +applications. The user selects an application and opens it by touching the +Launcher icon or by means of any hardware navigation controls available, such as +a trackball or d-pad.
+ +As described in Providing +Density-Specific Icon Sets, you should create separate icons for low-, +medium-, and high-density screens. This ensures that your icons will display +properly across the range of devices on which your application can be installed. +See Tips for Designers for +suggestions on how to work with multiple sets of icons.
+ + + +If you are publishing +your application on Android Market, you will also need to provide a 512x512 +pixel, high-resolution application icon in the developer console at upload-time. +This icon will be used in various locations in Android Market and does +not replace your launcher icon.
+ +For tips and recommendations on creating high-resolution launcher icons that +can easily be scaled up to 512x512, see + +Tips for Designers.
+ +For information and specifications about high-resolution application +icons in Android Market, see the following article:
+ ++ Graphic Assets for your Application (Android Market Help) » + + + + +
Starting with Android 2.0, launcher icons should be front-facing, instead of +at a three-quarter perspective. The following guidelines describe how to design +launcher icons for Android 2.0 (API Level 5) and later.
+ +The launcher icons that you create should follow the general style principles +below. The guidelines aren't meant to restrict what you can do with your icons, +but rather they are meant to emphasize the common approaches that your icons can +share with others on the device. Figure 1, at right, provides examples.
+ ++ Figure 1. Example launcher icons for Android 2.0 and + greater. +
+Clean and contemporary:
+ +Simple and iconic:
+Tactile and textured:
+Forward-facing and top-lit:
+Note: Android applies separate text labels +using the application name when displaying launcher icons, so you should avoid +embedding text in your icon and instead focus on designing a distinct and +memorable icon.
+ + + +Launcher icons should use a variety of shapes and forms that are scaled and +positioned inside the asset to create consistent visual weight with other +icons.
+ +Figure 2 illustrates various ways of positioning the icon inside the +asset. You should size the icons smaller than the actual bounds of the +asset to create a consistent visual weight and to allow for shadows. If +your icon is square or nearly square, it should be scaled even smaller.
+ +In order to indicate the recommended size for the icon, each example in +Figure 2 includes three different guide rectangles:
+ +
+
|
+
+ |
+
+
|
+
+
+ |
+
+
|
+
+
+ |
+
| + |
+ Figure 2. + Launcher icon sizing and positioning inside the bounds of the + icon asset. + |
+
Launcher icons should make use of tactile, top-lit, textured materials. Even +if your icon is just a simple shape, you should try to render in a way that +makes it appear to be sculpted from some real-world material.
+ +Android launcher icons usually consist of a smaller shape within a +larger base shape and combine one neutral and one primary color. Icons may +use a combination of neutral colors but should maintain a fairly high level of +contrast. Icons should not use more than one primary color per icon, if +possible.
+ +Launcher icons should use a limited color palette that includes a range +of neutral and primary colors. The icons should not be over-saturated.
+ +The recommended color palette to use for Launcher icons is shown in Figure 3. +You can use elements of the palette for both the base color and the highlight +color. You can use the colors of the palette in conjunction with a +white-to-black vertical linear gradient overlay. This creates the impression +that the icon is lit from above and keeps the color less saturated.
+ ++Figure 3. Recommended color palette for icons.
+ +When you combine the materials in Figure 4 with a color highlight from the
+recommended palette above, you can create materials combinations such as those
+shown in Figure 5. To get you started, the
+Icon Templates Pack
+includes a Photoshop file (ic_launcher_template/example_materials.psd)
+that provides all of the default materials, colors, and gradients.
|
+ +Figure 4. Example materials that you can use to create +your icons. + |
+
+ +Figure 5. Examples of materials combined with base +and highlight colors from the recommended palette. + |
+
Launcher icons are flat and the perspective is straight-on, rather than at an +angle. A drop shadow is used to create a sense of depth. Launcher icons can use +varying textures and lighting effects, but must be lit directly from above +(straight down).
+ +In order to maintain consistency, all launcher icons should use the same +drop shadow effect, as shown in Figure 6.
+ +|
+ |
+
+
+
+Figure 6. Style, light and effects for launcher icons. +
+
+ Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities. +
|
+
Below are some "do and don't" examples to consider when creating icons for +your application.
+ + +
+
+Android Launcher icons are...+ +
|
+
+
+Android Launcher icons are not...+ +
|
+
+Figure 7. Side-by-side examples of "do's and don'ts" for +Android launcher icons.
+ + + + + +Shown below are examples of high-density launcher icons used by +Android applications. The icons are provided for your reference only — +please do not reuse these icons in your applications..
+ +The following guidelines describe how to design launcher icons for Android +1.6 (API Level 4) and earlier. Launcher icons for Android 1.6 and below are +simplified 3D icons with a fixed perspective. The required perspective is shown +in Figure 8.
+ +|
+ |
+
+
+
+Figure 8. Rounded corners and perspective angles for + launcher icons (90° is vertical). +
+
+
|
+
Launcher icons are simplified 3D icons using light and shadows for +definition. A light source is placed slightly to the left in front of the icon, +and therefore the shadow expands to the right and back.
+ +|
+ |
+
+
+
+Figure 9. Light, effects, and shadows for launcher icons. +
+
+
|
+
+
+Launcher icon color palette+ +
|
+
+
+
+Step by step+ +
|
+
List view icons look a lot like dialog icons, but they use an inner shadow +effect where the light source is above the object. They are also designed to be +used only in a {@link android.widget.ListView}. Examples include the Settings +application.
+ +As described in Providing +Density-Specific Icon Sets, you should create separate icon sets for low-, +medium-, and high-density screens. This ensures that your icons will display +properly across the range of devices on which your application can be installed. +See Table 1 for a listing of the recommended finished icon sizes for each +density. Also, see Tips for Designers +for suggestions on how to work with multiple sets of icons.
+ + +Table 1. Summary of finished list view +icon dimensions for each of the three generalized screen densities.
+ +|
+ |
+
+ |
+
+ |
+
|---|---|---|
| + 24 x 24 px + | ++ 32 x 32 px + | ++ 48 x 48 px + | +
Final art must be exported as a transparent PNG file. Do not include +a background color.
+ +Templates for creating icons in Adobe Photoshop are available in the Icon +Templates Pack.
+ +The following guidelines describe how to design dialog icons for all versions +of the Android platform.
+ +|
+ |
+
+
+
+Figure 1. Safeframe and fill gradient for list view +icons. Icon size is 32x32. + |
+
List view icons are flat and pictured face-on with an inner shadow. Built up +by a light gradient and inner shadow, they stand out well on a dark +background.
+ +|
+ |
+
+
+
+Figure 2. Light, effects, and shadows for list view +icons. +
+
+
|
+|||||||||
+
+Step by step+ +
|
+
Menu icons are graphical elements placed in the options menu shown to users +when they press the Menu button. They are drawn in a flat-front perspective and +in greyscale. Elements in a menu icon must not be visualized in 3D or +perspective.
+ +As described in Providing +Density-Specific Icon Sets, you should create separate icon sets for low-, +medium-, and high-density screens. This ensures that your icons will display +properly across the range of devices on which your application can be installed. +See Tips for Designers +for suggestions on how to work with multiple sets of icons.
+ +Final art must be exported as a transparent PNG file. Do not include +a background color.
+ +Templates for creating icons in Adobe Photoshop are available in the Icon +Templates Pack.
+ + +Caution: The style and content sizing of
+menu icons have changed in Android 2.3 compared to
+previous versions:
+
+1. Icons have a larger safe frame; icon content is smaller within the full
+asset. Final asset sizes have not changed.
+
+2. The color palette is slightly lighter.
+
+3. No outer glow effects are applied.
+
+4. Menu icons can now be rendered on either dark or light backgrounds.
+
+
The following guidelines describe how to design menu icons for Android +2.3 (API Level 9) and later.
+ +Menu icons can use a variety of shapes and forms and must be scaled and +positioned inside the asset to create consistent visual weight with other +icons.
+ +Figure 1 illustrates various ways of positioning the icon inside the +asset. You should size the icons smaller than the actual bounds of the +asset, to create a consistent visual weight. If your icon is square or +nearly square, it should be scaled even smaller.
+ +In order to indicate the recommended size for the icon, each example in +Figure 1 includes three different guide rectangles:
+ +
+
|
+
+ |
+
+
|
+
+
+ |
+
+
|
+
+
+ |
+
| + |
+ Figure 1. + Menu icon sizing and positioning inside the bounds of the + icon asset. + |
+
Menu icons are flat, pictured face on, and greyscale. A slight deboss and +some other effects, which are shown below, are used to create depth. Menu icons +should include rounded corners, but only when logically appropriate.
+ +In order to maintain consistency, all menu icons must use the same +color palette and effects, as shown in Figure 2.
+ + + +|
+ |
+
+
+
+Figure 2. Style, light and effects for menu icons. +
+
+ Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities. +
|
+
Below are some "do and don't" examples to consider when creating menu icons for +your application.
+ + +Shown below are standard high-density menu icons that are used in the Android +platform.
+ +Warning: Because these resources can change
+between platform versions, you should not reference these icons using the
+Android platform resource IDs (i.e. menu icons under
+android.R.drawable). If you want to use any icons or other internal
+drawable resources, you should store a local copy of those icons or drawables in
+your application resources, then reference the local copy from your application
+code. In that way, you can maintain control over the appearance of your icons,
+even if the system's copy changes. Note that the grid below is not intended to
+be complete.
The following guidelines describe how to design menu icons for Android 2.2 +(API Level 4) and earlier. Menu icons in Android 2.2 and below are drawn in a +flat-front perspective. Elements in a menu icon must not be visualized in 3D or +perspective.
+ +|
+ |
+
+
+
+Figure 3. Safeframe and corner-rounding for menu +icons. Icon size is 48x48. + |
+
Menu icons are flat and pictured face on. A slight deboss and some other +effects, which are shown below, are used to create depth.
+ +|
+ |
+
+
+
+Figure 4. Light, effects, and shadows for launcher icons. +
+
+
|
+
+
+Color palette+ +
|
+
+
+
+Step by step+ +
|
+
Status bar icons are used to represent notifications from your application in +the status bar.
+ +As described in Providing +Density-Specific Icon Sets, you should create separate icon sets for low-, +medium-, and high-density screens. This ensures that your icons will display +properly across the range of devices on which your application can be installed. +See Tips for Designers for +suggestions on how to work with multiple sets of icons.
+ +Final art must be exported as a transparent PNG file. Do not include +a background color.
+ +Templates for creating icons in Adobe Photoshop are available in the Icon +Templates Pack.
+ + +Warning:
+
+The style and dimensions of status bar icons have changed drastically in
+Android 2.3 compared to previous versions. To
+provide support for all Android versions, developers should:
+
+1. Place status bar icons for Android 2.3 and higher in the
+drawable-hdpi-v9, drawable-mdpi-v9, and drawable-ldpi-v9 directories.
+
+2. Place status bar icons for previous versions in
+drawable-hdpi, drawable-mdpi, and drawable-ldpi directories.
+
+
The following guidelines describe how to design status bar icons for Android +2.3 (API Level 9) and later.
+ +Status bar icons should use simple shapes and forms and those must be +scaled and positioned inside the final asset.
+ +Figure 1 illustrates various ways of positioning the icon inside the +asset. You should size the icons smaller than the actual bounds of the +asset. Status bar icons may vary in width, but only +minimally.
+ +In order to indicate the recommended size for the icon, each example in +Figure 1 includes two different guide rectangles:
+ +
+
|
+
+ |
+
+
|
+
+
+ |
+
+
|
+
+
+ |
+
| + |
+ Figure 1. + Status bar icon sizing and positioning inside the bounds of the + icon asset. + |
+
Status bar icons are flat, matte, and pictured face-on.
+ + +|
+ |
+
+
+
+Figure 2. Style and effects for status icons. +
+
+ Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities. +
|
+
Below are some "do and don't" examples to consider when creating status bar icons for +your application.
+ + +Shown below are standard high-density status bar icons that are used in +the Android platform.
+ +Warning: Because these resources can change
+between platform versions, you should not reference these icons using the
+Android platform resource IDs (i.e. status bar icons under
+android.R.drawable). If you want to use any icons or other internal
+drawable resources, you should store a local copy of those icons or drawables in
+your application resources, then reference the local copy from your application
+code. In that way, you can maintain control over the appearance of your icons,
+even if the system's copy changes. Note that the grid below is not intended to
+be complete.
The following guidelines describe how to design status bar icons for Android +2.2 (API Level 8) and earlier.
+ +|
+ |
+
+
+
+Figure 3. Safeframe and corner-rounding for status bar +icons. Icon size is 25x25. + |
+
Status bar icons are slightly debossed, high in contrast, and pictured +face-on to enhance clarity at small sizes.
+ +|
+ |
+
+
+
+Figure 4. Light, effects, and shadows for status bar icons. +
+
+
|
+
+
+Color palette+ +Only status bar icons related to the phone function use full color; all other status bar icons should remain monochromatic. + +
|
+
+
+
+Step by step+ +
|
+
Tab icons are graphical elements used to represent individual tabs in a +multi-tab interface. Each tab icon has two states: unselected and selected.
+ +As described in Providing +Density-Specific Icon Sets, you should create separate icon sets for low-, +medium-, and high-density screens. This ensures that your icons will display +properly across the range of devices on which your application can be installed. +See Tips for Designers +for suggestions on how to work with multiple sets of icons.
+ +Final art must be exported as a transparent PNG file. Do not include +a background color.
+ +Templates for creating icons in Adobe Photoshop are available in the Icon +Templates Pack.
+ + + +Warning:
+
+The style of tab icons has changed drastically in
+Android 2.0 compared to previous versions. To
+provide support for all Android versions, developers should:
+
+1. Place tab icons for Android 2.0 and higher in the
+drawable-hdpi-v5, drawable-mdpi-v5, and drawable-ldpi-v5 directories.
+
+2. Place tab icons for previous versions in
+drawable-hdpi, drawable-mdpi, and drawable-ldpi directories.
+
+3. Set android:targetSdkVersion to 5 or higher in the
+<uses-sdk>
+in the application manifest.
+This will inform the system that it should render tabs using the new tab style.
+
+
Tab icons should have two states: unselected and selected. To provide icons +with multiple states, developers must create a +state +list drawable for each an icon, which is an XML file that lists which image +to use for the different UI states.
+ +For example, for a tab widget with tabs named 'Friends' and 'Coworkers', +you can use a directory structure similar to the one below:
+ +res/... + drawable/... + ic_tab_friends.xml + ic_tab_coworkers.xml + drawable-ldpi/... + ic_tab_friends_selected.png + ic_tab_friends_unselected.png + ic_tab_coworkers_selected.png + ic_tab_coworkers_unselected.png + drawable-mdpi/... + ic_tab_friends_selected.png + ic_tab_friends_unselected.png + ic_tab_coworkers_selected.png + ic_tab_coworkers_unselected.png + drawable-hdpi/... + ... + drawable-ldpi-v5/... + ... + drawable-mdpi-v5/... + ... + drawable-hdpi-v5/... + ...+ +
The contents of the XML files listed above should reference the corresponding
+selected and unselected icon drawables. For example, below is the code
+for ic_tab_friends.xml:
+<?xml version="1.0" encoding="utf-8"?> +<selector xmlns:android="http://schemas.android.com/apk/res/android"> + <!-- selected state --> + <item android:drawable="@drawable/ic_tab_friends_selected" + android:state_selected="true" + android:state_pressed="false" /> + <!-- unselected state (default) --> + <item android:drawable="@drawable/ic_tab_friends_unselected" /> +</selector> ++ + + + +
The following guidelines describe how to design tab icons for Android +2.0 (API Level 5) and later.
+ +Tab icons should use simple shapes and forms and those must be +scaled and positioned inside the final asset.
+ +Figure 1 illustrates various ways of positioning the icon inside the +asset. You should size the icons smaller than the actual bounds of the +asset.
+ +In order to indicate the recommended size for the icon, each example in +Figure 1 includes three different guide rectangles:
+ +
+
|
+
+ |
+
+
|
+
+
+ |
+
+
|
+
+
+ |
+
| + |
+ Figure 1. + Tab icon sizing and positioning inside the bounds of the + icon asset. + |
+
Tab icons are flat, matte, and pictured face-on.
+ +Tab icons should have two states: selected and unselected.
+ +|
+ |
+
+
+
+Figure 2. Style and effects for unselected tab icons. +
+
+ Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities. +
|
+
|
+ |
+
+
+
+Figure 3. Style and effects for selected tab icons. +
+
+ Note: all pixel dimensions are for medium density and should be scaled appropriately for other densities. +
|
+
Below are some "do and don't" examples to consider when creating tab icons for +your application.
+ + +Shown below are standard high-density tab icons that are used in +the Android platform.
+ +Warning: +Because these resources can change between platform versions, you +should not reference the system's copy of the resources. If you want to +use any icons or other internal drawable resources, you should store a +local copy of those icons or drawables in your application resources, +then reference the local copy from your application code. In that way, you can +maintain control over the appearance of your icons, even if the system's +copy changes. Note that the grid below is not intended to be complete.
+ +The following guidelines describe how to design tab icons for Android +1.6 (API Level 4) and earlier.
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+Figure 3. Safeframe and fill gradient for unselected tab +icons. Icon size is 32x32. + |
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+Figure 4. Safeframe and fill gradient for tab icons in +selected state. Icon size is 32x32. + |
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Unselected tab icons look just like the selected tab icons, but with a +fainter inner shadow, and the same front part gradient as the dialog icons.
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+Figure 5. Light, effects, and shadows for unselected +tab icons. +
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+Step by step+ +
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The selected tab icons have the same fill gradient and effects as the menu +icon, but with no outer glow.
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+Figure 6. Light, effects, and shadows for selected tab +icons. +
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+Color palette+ +
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+Step by step+ +
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