Shadows for an object, whether it is text or other graphics such as images, shapes, icons, windows, or folders, serve as a fundamental visual anchor that provides a three-dimensional lift to complement a professional interface. By creating a separation between the object and its background, the user's eye easily distinguishes what is interactive and what is static.
Total Launcher relies on Android's native rendering engine, which features specific behaviors. Use these two concepts when working with graphic objects:
Image (foreground) property (the first element)Background property in that dialog. An example of that dialog is shown here. 3 to the shape, and set the Alpha Fill opacity to 1% (e.g., ARGB 01000000).Margins in the direction the shadow falls. The margin value must be equal to or greater than the shadow's radius to prevent the soft edges of the shadow from hitting the object's invisible bounding box and clipping.00 (e.g., ARGB 00000000). The rendering engine assumes the object is completely invisible and instantly deletes the shape, border, and shadow from the screen to save processing power.Suggest setting to try first.Background menu is a single-occupancy slot. The slot accommodates a Shape resource or a Shadow resource, but cannot stack them directly inside the same menu field at the same time.
Total Launcher offers a “library” for its user-created shadow presets used for visual depth and separation from background objects. The library is viewed by navigating to the Main Menu > Launcher options > Resources > Shadow as shown in this dialog.
Common uses for shadow resources include:
Offset Y and Radius values to background shapes to create panels that appear elevated far above the wallpaper. Radius and low Offset values behind icons or small shapes to create tactile, clickable elements that mimic physical hardware keys. Total Launcher provides no core library of shadows, only the space to store user-created shadow effects.
Shadows can be created at any time and added to 'Resource - Shadow' by navigating to
Main Menu > Launcher options > Resources > Shadow > Add iconShadows can be created “on-the-fly” when working with an object at
Object Design menu > Options > Background > ShadowThe Shadow dialog and the description of its elements are shown below:
| Shadow Add Dialog | Element Descriptions |
|---|---|
The Shadow Add dialog | • Label: - Enter a filename (no spaces/only underscore _ for separators) to ID when saved.• Shadow color: - See a full review of TL's Color Picker here. See also the discussion below for successful color selection for shadows on different backgrounds. • Shadow radius: - Controls the spread/softness of the shadow. “Radius” technically measures a distance (in pixels) the blur extends from the object's edge. (A technical review of “Radius” is here.) Visually it determines how “fuzzy” the shadow appears. » Low values (1-5): Tight, hard-edged shadow mimicking harsh light source. » High values (10+): Wide, soft-edged shadow mimicking a large, diffused light source. ⇒ Note: If Offset X/Y = 0, the shadow remains perfectly centered behind the object; a higher radius will make it “glow” out from all sides. • Shadow offset X: - Controls the horizontal position of the shadow relative to the object. Positive values push the shadow to the right; negative values push the shadow to the left. • Shadow offset Y: - Controls the vertical position of the shadow relative to the object. Positive values push the shadow downwards; negative values push the shadow upwards. |
The following procedure outlines the standard method for applying a shadow resource to an object:
Image and assign the primary foreground element (a specific shape or image).Background to open its dialog.Shadow then select the required shadow preset (or tap the + icon to create a new one).MarginsSuggestion icon to produce it.The following are common design methods utilizing shadows to enhance overall layout:
In modern UI design, light is usually treated as coming from directly above or slightly “front-and-top.” This means the X offset is often 0 (centered horizontally), and the Y offset is positive (pushing the shadow down). Below are suggested settings for the X/Y Offsets and the Radius if this style is desired.
| Style | Offset X | Offset Y | Radius | Appearance |
|---|---|---|---|---|
| Subtle Lift | 0 | 2 | 4 | Clean, professional, slightly elevated |
| Floating Card | 0 | 8 | 12 | High elevation, like a physical card held over the screen |
| Retro / Pop | 4 | 4 | 2 | Distinct, “sticker-like” sharp edge |
| Soft Glow | 0 | 0 | 20 | High-end “aura” effect (only works if radius is high). |
00 since this causes the rendering engine to skip the calculation and delete the shadow and border entirely to save processing power. See the technical discussion here.01 combined with a thick border. See the technical discussion here.While Rule 1 states that Margin must be ≥ (Radius + Offset), high-radius shadows require a “Safety Buffer”.
20, multiply the required margin by 1.2.50 and Offset is 10, do not set the Margin to 60. Set it to 72 to account for the “tail” of the Gaussian blur.Design Tip: To test shadows effectively, always set the launcher wallpaper to the color recommended in the “Best Use On” column of the configuration tables. Testing a “Light Mode” shadow on a “Dark Mode” background will always result in a “Contrast Wall” failure.
When configuring a Graphic Object's Options (gear) menu, the Background property is a single-occupancy slot.
Image (foreground) slot, while the Shadow preset resides in the Background slot.Total Launcher processes shadows using native drawing routines, which require dynamic graphic calculations.
25) to multiple overlapping objects or within scrolling containers causes noticeable stuttering or frame rate drops on older devices.Shadow radius value moderate, or utilizing pre-rendered PNG images with built-in shadows for static, complex graphics.
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