Android 菜单按钮可用性
过去,我将游戏选项保留在物理菜单按钮后面,原因如下:
- 我不需要在游戏中使用屏幕按钮。
- 菜单动作符合android用户体验;这不是我的应用程序独有的东西。
在某些情况下,Android 在底部系统栏中提供了软菜单按钮。但展望未来(例如,使用最近的设备和 targetSdkVersions),似乎没有保证可以在不实现新 ActionBar 的情况下拥有菜单按钮。
如果我的理解是正确的,我会看到以下选项:
- 使用 ActionBar。告别大块屏幕空间,尤其是横向屏幕。
- 实现我自己的屏幕菜单按钮。我在其他游戏中也看到过这种情况,它让我觉得不一致且糟糕。
- 目标是旧的 sdk 版本。我不喜欢这个。
我的理解正确吗?有人对我的清单有其他建议吗?
相关链接:
http://developer.android.com/design/patterns/compatibility.html
In the past I've kept my game's options behind the physical menu button for these reasons:
- I don't have to have on-screen buttons in-game.
- The menu action is consistent with the android user experience; it's not something unique to my app.
In some situations Android provides a soft menu button in the bottom system bar. Looking forward, though (e.g. with recent devices and targetSdkVersions), it seems there's no guaranteed way to have a menu button without implementing the new ActionBar.
If my understanding is correct, I see these options:
- Use the ActionBar. Say goodbye to a big chunk of screen real-estate, especially in landscape orientation.
- Implement my own on-screen menu button. I've seen this in other games, and it strikes me as inconsistent and terrible.
- Target an old sdk version. I don't like this.
Is my understanding correct? Anyone have additional suggestions for my list?
relevant links:
http://developer.android.com/design/patterns/compatibility.html
Android Menu Button on 4.0 Devices
Android 3.0 statusbar & targetSdkVersion in manifest, menu button
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您可以实现自己的小型透明菜单按钮。很多游戏都是这么做的。这样您就不会依赖任何人,也不会丢失任何屏幕空间。
编辑:您的菜单按钮可以遵循您的游戏设计。
You could implement a tiny , transparent menu button of your own. Many games do that. That way you are not dependent on anyone and you don't loose any screen space.
Edit : Your menu button could then have follow your game's design.
是的。
你对“可怕”的定义和我的不同。恕我直言,任何拥有自己风格化图形和外观的游戏(即任何使用 Canvas 或 OpenGL 的游戏)都应该从一开始就实现自己的“菜单”,因此很大程度上会被忽视这些变化。
Yes.
Your definition of "terrible" differs from mine. IMHO, any game that has its own stylized graphics and look (i.e., just about anything using the
Canvas
or OpenGL) should have implemented its own "menu" from the outset, and therefore largely would be oblivious to these changes.