page.title=Building a Simple User Interface parent.title=Building Your First App parent.link=index.html trainingnavtop=true previous.title=Running Your App previous.link=running-app.html next.title=Starting Another Activity next.link=starting-activity.html @jd:body
The graphical user interface for an Android app is built using a hierarchy of {@link android.view.View} and {@link android.view.ViewGroup} objects. {@link android.view.View} objects are usually UI widgets such as a button or text field and {@link android.view.ViewGroup} objects are invisible view containers that define how the child views are laid out, such as in a grid or a vertical list.
Android provides an XML vocabulary that corresponds to the subclasses of {@link android.view.View} and {@link android.view.ViewGroup} so you can define your UI in XML with a hierarchy of view elements.
Separating the UI layout into XML files is important for several reasons, but it's especially important on Android because it allows you to define alternative layouts for different screen sizes. For example, you can create two versions of a layout and tell the system to use one on "small" screens and the other on "large" screens. For more information, see the class about Supporting Different Hardware.
Figure 1. Illustration of how {@link android.view.ViewGroup} objects form branches in the layout and contain {@link android.view.View} objects.
In this lesson, you'll create a layout in XML that includes a text input field and a button. In the following lesson, you'll respond when the button is pressed by sending the content of the text field to another activity.
Open the main.xml
file from the res/layout/
directory (every new Android project includes this file by default).
Note: In Eclipse, when you open a layout file, you’re first shown the ADT Layout Editor. This is an editor that helps you build layouts using WYSIWYG tools. For this lesson, you’re going to work directly with the XML, so click the main.xml tab at the bottom of the screen to open the XML editor.
By default, the main.xml
file includes a layout with a {@link
android.widget.LinearLayout} root view group and a {@link android.widget.TextView} child view.
You’re going to re-use the {@link android.widget.LinearLayout} in this lesson, but change its
contents and layout orientation.
First, delete the {@link android.widget.TextView} element and change the value
{@code
android:orientation} to be "horizontal"
. The result looks like this:
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="horizontal" > </LinearLayout>
{@link android.widget.LinearLayout} is a view group (a subclass of {@link android.view.ViewGroup}) that lays out child views in either a vertical or horizontal orientation, as specified by the {@code android:orientation} attribute. Each child of a {@link android.widget.LinearLayout} appears on the screen in the order in which it appears in the XML.
The other two attributes, {@code android:layout_width} and {@code android:layout_height}, are required for all views in order to specify their size.
Because the {@link android.widget.LinearLayout} is the root view in the layout, it should fill
the entire screen area that's
available to the app by setting the width and height to
"fill_parent"
.
Note: Beginning with Android 2.2 (API level 8),
"fill_parent"
has been renamed "match_parent"
to better reflect the
behavior. The reason is that if you set a view to "fill_parent"
it does not expand to
fill the remaining space after sibling views are considered, but instead expands to
match the size of the parent view no matter what—it will overlap any sibling
views.
For more information about layout properties, see the XML Layout guide.
To create a user-editable text field, add an {@link android.widget.EditText <EditText>} element inside the {@link android.widget.LinearLayout <LinearLayout>}. The {@link android.widget.EditText} class is a subclass of {@link android.view.View} that displays an editable text field.
Like every {@link android.view.View} object, you must define certain XML attributes to specify the {@link android.widget.EditText} object's properties. Here’s how you should declare it inside the {@link android.widget.LinearLayout <LinearLayout>} element:
<EditText android:id="@+id/edit_message" android:layout_width="wrap_content" android:layout_height="wrap_content" android:hint="@string/edit_message" />
A resource object is simply a unique integer name that's associated with an app resource, such as a bitmap, layout file, or string.
Every resource has a corresponding resource object defined in your project's {@code gen/R.java} file. You can use the object names in the {@code R} class to refer to your resources, such as when you need to specify a string value for the {@code android:hint} attribute. You can also create arbitrary resource IDs that you associate with a view using the {@code android:id} attribute, which allows you to reference that view from other code.
The SDK tools generate the {@code R.java} each time you compile your app. You should never modify this file by hand.
About these attributes:
The at-symbol (@
) is required when you want to refer to a resource object from
XML, followed by the resource type ({@code id} in this case), then the resource name ({@code
edit_message}). (Other resources can use the same name as long as they are not the same
resource type—for example, the string resource uses the same name.)
The plus-symbol (+
) is needed only when you're defining a resource ID for the
first time. It tells the SDK tools that the resource ID needs to be created. Thus, when the app is
compiled, the SDK tools use the ID value, edit_message
, to create a new identifier in
your project's {@code gen/R.java} file that is now assiciated with the {@link
android.widget.EditText} element. Once the resource ID is created, other references to the ID do not
need the plus symbol. This is the only attribute that may need the plus-symbol. See the sidebox for
more information about resource objects.
"wrap_content"
value
specifies that the view should be only as big as needed to fit the contents of the view. If you
were to instead use "fill_parent"
, then the {@link android.widget.EditText}
element would fill the screen, because it'd match the size of the parent {@link
android.widget.LinearLayout}. For more information, see the XML Layouts guide.When you need to add text in the user interface, you should always specify each string of text in a resource file. String resources allow you to maintain a single location for all string values, which makes it easier to find and update text. Externalizing the strings also allows you to localize your app to different languages by providing alternative definitions for each string.
By default, your Android project includes a string resource file at
res/values/strings.xml
. Open this file, delete the existing "hello"
string, and add one for the
"edit_message"
string used by the {@link android.widget.EditText <EditText>}
element.
While you’re in this file, also add a string for the button you’ll soon add, called
"button_send"
.
The result for strings.xml
looks like this:
<?xml version="1.0" encoding="utf-8"?> <resources> <string name="app_name">My First App</string> <string name="edit_message">Enter a message</string> <string name="button_send">Send</string> </resources>
For more information about using string resources to localize your app for several languages, see the Supporting Various Devices class.
Now add a {@link android.widget.Button <Button>} to the layout, immediately following the {@link android.widget.EditText <EditText>} element:
<Button android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/button_send" />
The height and width are set to "wrap_content"
so the button is only as big as
necessary to fit the button's text.
The layout is currently designed so that both the {@link android.widget.EditText} and {@link android.widget.Button} widgets are only as big as necessary to fit their content, as shown in figure 2.
Figure 2. The {@link android.widget.EditText} and {@link
android.widget.Button} widgets have their widths set to
"wrap_content"
.
This works fine for the button, but not as well for the text field, because the user might type something longer and there's extra space left on the screen. So, it'd be nice to fill that width using the text field. {@link android.widget.LinearLayout} enables such a design with the weight property, which you can specify using the {@code android:layout_weight} attribute.
The weight value allows you to specify the amount of remaining space each view should consume, relative to the amount consumed by sibling views, just like the ingredients in a drink recipe: "2 parts vodka, 1 part coffee liquer" means two-thirds of the drink is vodka. For example, if you give one view a weight of 2 and another one a weight of 1, the sum is 3, so the first view gets 2/3 of the remaining space and the second view gets the rest. If you give a third view a weight of 1, then the first view now gets 1/2 the remaining space, while the remaining two each get 1/4.
The default weight for all views is 0, so if you specify any weight value greater than 0 to only one view, then that view fills whatever space remains after each view is given the space it requires. So, to fill the remaining space with the {@link android.widget.EditText} element, give it a weight of 1 and leave the button with no weight.
<EditText android:layout_weight="1" ... />
In order to improve the layout efficiency when you specify the weight, you should change the
width of the {@link android.widget.EditText} to be
zero (0dp). Setting the width to zero improves layout performance because using
"wrap_content"
as the width requires the system to calculate a width that is
ultimately irrelevant because the weight value requires another width calculation to fill the
remaining space.
<EditText android:layout_weight="1" android:layout_width="0dp" ... />
Figure 3 shows the result when you assign all weight to the {@link android.widget.EditText} element.
Figure 3. The {@link android.widget.EditText} widget is given all the layout weight, so fills the remaining space in the {@link android.widget.LinearLayout}.
Here’s how your complete layout file should now look:
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="horizontal"> <EditText android:id="@+id/edit_message" android:layout_weight="1" android:layout_width="0dp" android:layout_height="wrap_content" android:hint="@string/edit_message" /> <Button android:id="@+id/button_send" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/button_send" /> </LinearLayout>
This layout is applied by the default {@link android.app.Activity} class that the SDK tools generated when you created the project, so you can now run the app to see the results:
ant debug adb install bin/MyFirstApp-debug.apk
Continue to the next lesson to learn how you can respond to button presses, read content from the text field, start another activity, and more.