Make a consistency in file naming, moving some of the assets to a better place
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@@ -52,27 +52,27 @@ However, if you seek fidelity, you’ll find that `lineHeight` on Android differ
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Let us take a look at some examples; one with a single line, then two lines, then three lines with line height set to `24pt/sp`.
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As you can probably tell, Android `TextViews` are always smaller than the ones given to a developer from a design tool and those implemented on the web. In reality, Android’s `lineHeight` is not line-height at all! **It’s just a smart version of line-spacing.**
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Now you might ask yourself, “*How can I calculate the height of each `TextView`, then?*”
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When you use a `TextView`, it has one parameter turned on by default: **`includeFontPadding`**. `includeFontPadding` increases the height of a `TextView` to give room to ascenders and descenders that might not fit within the regular bounds.
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Now that we know how Android’s typography works, let’s look at an example.
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Here’s a simple mockup, detailing the spacing between a title and a subtitle. It is built at `1x`, with Figma, meaning line height defines the final height of a text box — not the text size. (This is how most design tools work)
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*Of course, because it’s Android, the line height has no effect on the height of the `TextView`, and the layout is therefore `8dp` too short of the mockups.*
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@@ -82,7 +82,7 @@ But even if it did have an effect, the problems wouldn’t stop there; the issue
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Designers, like myself, like to see perfect alignment. We like consistent values and visual rhythm.
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Unfortunately, translating values from a design tool wasn’t possible. You had the option to either pixel nudge (pictured above, right), or forget about alignment altogether, thus leading to an incorrect implementation that would, yet again, be shorter than the mockups.
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@@ -90,13 +90,13 @@ Unfortunately, translating values from a design tool wasn’t possible. You had
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_`firstBaselineToTopHeight`_ and _`lastBaselineToBottomHeight`_ are powerful tools for Android design. They do as the name suggests: If _`firstBaselineToTopHeight`_ is set to `56sp`, then that’ll become the distance between the first baseline and the top of a `TextView`.
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This means that designers, alongside developers, can force the bounds of a `TextView` to match the design specs and open the door to perfect implementations of their mockups.
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This is something I’ve personally tested in an app I designed. [**Memoire**, a note-taking app](http://tiny.cc/getmemoire) for Android, is a 1:1 recreation of its mockups — for every single screen. This was made possible due to these APIs — *and because [**@sasikanth**](https://twitter.com/its\_sasikanth) is not confrontational* — since text is what almost always makes baseline alignment and hard grids impossible to implement in production.
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`video: title: "Near-perfect duplication of guidelines against Memoire's mockups and actual app": ./images/Memoire_Bounds_and_Baselines.mp4`
|
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`video: title: "Near-perfect duplication of guidelines against Memoire's mockups and actual app": ./memoire_bounds_and_baselines.mp4`
|
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*Memoire’s TextViews are all customized using these APIs.*
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@@ -104,7 +104,7 @@ This is something I’ve personally tested in an app I designed. [**Memoire**, a
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In reality, the new attributes were actually made to be used when creating layouts: you want to make sure the baseline is a certain distance from another element, and it also helps to align the first and lastBaseline to a `4dp` grid. This mirrors the way iOS layouts are built.
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**However, there’s one giant flaw: You can’t align a `TextView`’s `firstBaseline` to another `TextView`’s `lastBaseline`.** So a problem immediately arises due to this limitation:
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@@ -112,13 +112,13 @@ In reality, the new attributes were actually made to be used when creating layou
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As you might imagine, **if we want to keep our text aligned to a baseline grid, we need to ensure that the height of each `TextView` is a multiple of 4 while doing so.** This means we must apply first and lastBaseline attributes to both / all of the stacked TextViews — and that becomes hard to maintain.
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|✅ Good|🛑 Bad|
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|--|--|
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|Applying `firstBaseline` and `lastBaseline` in styles allows you to know exactly what the distance between baselines is, without having to set them one by one to ensure they properly align to a `4dp` grid. | Without applying `firstBaseline` and `lastBaseline` in styles, you can’t detect what the default values are, so you are forced to apply these one by one to every `TextView` to ensure they align to a `4dp` grid. |
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`video: title: "A comparison of how text spacing is applied on iOS and Android": ./images/iOS_vs_Android.mp4`
|
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`video: title: "A comparison of how text spacing is applied on iOS and Android": ./ios_vs_android.mp4`
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The solution is to apply them in your `styles.xml` so that, when themed, the `TextView` is given the right text size, height, font, and baseline properties.
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@@ -128,7 +128,7 @@ The solution is to apply them in your `styles.xml` so that, when themed, the `Te
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The overrides will take precedence to whatever value you set in your **`styles.xml`**, requiring you to hunt down occurrences until you can find a layout that was broken due to the change. Let’s look at an example:
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`video: title: "Allowing margin changes instead will let the text grow to it's expected sie without having issues with the baseline not being centered": ./images/Dont_Override.mp4`
|
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`video: title: "Allowing margin changes instead will let the text grow to it's expected sie without having issues with the baseline not being centered": ./dont_override.mp4`
|
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|
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Implementing margins instead of overriding values also matches the way layouts work within Android Studio and design tools like Sketch and Figma. It also ensures that your layouts can scale well to different font sizes.
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@@ -138,7 +138,7 @@ It’s actually pretty simple. Let’s walk through how to adapt one of Material
|
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**Step 1: Place a text box of the text style you’d like to adapt — in this case, Headline 6.**
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*Text box within Figma.*
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@@ -146,7 +146,7 @@ Here we can see that the text box has a height of `32`. This is inherited from t
|
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|
||||
> Headline 6 = `20` (text size) `* 1.33` (`includeFontPadding`) = `26.667sp`
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|
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|
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*`TextView` on Android.*
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||||
@@ -154,27 +154,27 @@ Now resize your Figma text box to `26.6` — *it will round it to `27`, but that
|
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**Step 2: With the resized text box, align its baseline with the nearest `4dp` breakpoint in your grid.**
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||||

|
||||

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*Baseline now sits on the `4dp` grid.*
|
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|
||||
**Step 3: Measure the distance between the baseline and the top and bottom of the text box.**
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||||

|
||||

|
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|
||||
*`firstBaselineToTopHeight`: `20.66` | `lastBaselineToBottomHeight`: `6.0`*
|
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|
||||
**Step 4: Now right click the text box and select Frame Selection.**
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||||

|
||||

|
||||
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||||
*When created from an object, a frame’s dimensions are dependent on the content inside it.*
|
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|
||||
**Step 5: While holding Ctrl / Command, drag the frame handles and resize it so that the top and bottom align with the nearest baselines beyond the minimum values.**
|
||||
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||||

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||||

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||||
**NOTE: Keep in mind we must not resize the text box with it. Holding Ctrl / Command is very, very important.**
|
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|
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@@ -184,23 +184,23 @@ The same thing was done to the last baseline and the bottom; we changed it from
|
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||||
**Step 6: Select the text box inside the frame, and set the text to Grow Vertically.**
|
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||||

|
||||

|
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|
||||
This will cause the text box to return to its original height of `32sp` — inherited from the line height.
|
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|
||||

|
||||
|
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*The text box is 1sp down from the frame, but that’s normal. We no longer care about the text box height.*
|
||||
|
||||
**Step 7: With the text box selected, set its constraints to *Left & Right* and *Top & Bottom*.**
|
||||
|
||||

|
||||

|
||||
|
||||
*Now your text box will resize with your frame. This is essential when using the text components.*
|
||||
|
||||
You would need to find these values for every text style in your app, but if you’re taking the Material Design Type Spec as a base for your own, I have already measured and picked the right values for each! _**Resources at the end.**_
|
||||
|
||||

|
||||

|
||||
|
||||
## How to implement these values (as a developer)
|
||||
|
||||
@@ -227,7 +227,7 @@ We first set up a `TextAppearance` — which your app probably already has —
|
||||
|
||||
Let’s use Memoire once again as an example.
|
||||
|
||||

|
||||

|
||||
|
||||
### Each has a different function:
|
||||
|
||||
@@ -238,7 +238,7 @@ For example, _**`textAppearanceCaption`**_, _**`textAppearanceBody1`**_, etc.
|
||||
|
||||
**`TextStyle`:** Applied to `TextView`s in layouts, to ensure `4dp` alignment.
|
||||
|
||||

|
||||

|
||||
|
||||
*What happens to a `TextView` when a `TextStyle` is properly applied.*
|
||||
|
||||
@@ -252,7 +252,7 @@ When setting a style to a `TextView`, keep in mind that `firstBaseline` and `las
|
||||
|
||||
Applying a `TextStyle` to a component — instead of a `TextAppearance` — causes serious issues.
|
||||
|
||||

|
||||

|
||||
|
||||
*Uh-oh…*
|
||||
|
||||
@@ -264,7 +264,7 @@ As far as other issues, I haven’t been able to find any.
|
||||
|
||||
Now that you’ve scrolled all the way down without reading a single word, here’s all the stuff you’ll need:
|
||||
|
||||

|
||||

|
||||
|
||||
*Figma document with code and layout samples.*
|
||||
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@@ -30,11 +30,11 @@ Unfortunately, I've had difficulties getting the same Android Studio development
|
||||
|
||||
- The other folder is one that lives under `Assets` called `AndroidCode`, which contains copied-and-pasted files from `AndroidStudioDev` that are only the related source files I need to call.
|
||||
|
||||

|
||||

|
||||
|
||||
Once the copying of the files from the Android Studio environment to `Assets` has finished, you'll need to mark it as being included in the Android build within Unity's inspector window that comes up when you highlight the source file.
|
||||
|
||||

|
||||

|
||||
|
||||
> If you forget to do this, your class or file may not be found. This is an important step to keep in mind during debugging.
|
||||
|
||||
@@ -56,11 +56,11 @@ Luckily for us, managing Android code dependencies in Unity has a thought-out so
|
||||
|
||||
In your project, you'll then want to select `Assets > Import Package > Custom Package` in order to import the downloaded plugin.
|
||||
|
||||

|
||||

|
||||
|
||||
Then, you'll see a dialog screen that'll ask what files you want to import with your Unity Package. Ensure that all of the files are selected, then press "Import".
|
||||
|
||||

|
||||

|
||||
|
||||
> Your screen may look slightly different from the one above. That's okay — so long as all of the files are selected, pressing "Import" is perfectly fine.
|
||||
|
||||
@@ -93,7 +93,7 @@ The only rule with this file structure is that your file must end with `Dependen
|
||||
|
||||
After creating the files, in the menubar, go to `Assets > Play Services Resolver > Android Resolver > Resolve`, and it should go fetch the AAR files related to those specific libraries and download them.
|
||||
|
||||

|
||||

|
||||
|
||||
So long as your file ends with `Dependencies.xml`, it should be picked up by the plugin to resolve the AAR files.
|
||||
|
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