I'm trying to develop for Android, using Lua and Corona Simulator. The maximum image size that Android accepts is 2048x2048 pixels. I currently have an imagesheet that's 148 pixels high and 4690 pixels wide. The sheet consists of 35 images on a single line. Is there a way I can break this imagesheet up in multiple lines of frames and still use the Simple animation method listed here (http://docs.coronalabs.com/api/library/graphics/newImageSheet.html) rather than the complex one, or do I really have to declare each frame individually?
I have tried scaling the image down to a width of 1995 pixels, and then scaling it back up inside the program, but this (obviously) resulted in terrible resolution. I also tried (although this was with another image that presented the same issue) breaking the image up into two lines, so it was twice as high and half as wide, but I couldn't get this to work with the Simple method in Corona I mentioned above. The Complex method seems like a last resort, because it's a ton of work and code declaring each frame in the imagesheet individually by x, y, width and height.
The sequence navigates your texture image from left to right, top to bottom. So use a 5x7 grid of sub-images (5 rows, 7 columns, instead of 1 row, 35 columns), sequenced in this manner. Your image would then be 740 x 938.
Alternately, you could have multiple image sheets and switch between them as required.
I'm trying to make a 9 patch image to be a header of my application but it doesn't work.
This is the image:
As you can already imagine, I want only the middle (blank) part to be streched and nothing else. It works normally in eclipse screen preview but it stretches it as if it wasn't 9 patch when i run it on my device.
I've had problems like this before so I'm clearly doing something wrong with 9 patches, I looked up a lot of info and tutorials on 9 patches and I just don't seem to get it. Could someone give me a good explanation where exactly to put the black dots for it to work and why?
When you put those extra lines in an image, they work like this:
Top and Left extra lines define the vertical and horizontal pixels which will be stretchable (the intersection is called stretchable area).
Bottom and Right extra lines are optional and define the padding. In this case, the intersection is the region in which the content will be placed (the rest is the padding).
I recommend you to use the 9 Patch editor included with the Android sdk. It is called draw9patch and can be found at <android-sdk-root>/tools. You will be able to see a preview of your image with 9patch.
Links:
Draw 9-patch
NinePatch
2D Graphics - Nine Patch
I can't believe it, the next thing I tried after asking a question worked. The fact that I had TWO lines in the bottom was the problem. I just put a single line BETWEEN the images in the bottom and it worked.
Like this:
If anyone still gives me a good explanation for each of the four sides of the image (why and where should the dots be put), I will still accept that answer.
I recently heard about 9-patch images. I know its 9 tiled and is stretchable. I'd like to know more about it.
How can I create a 9-patch image?
Is there any tool? Can I create it from AndroidSDK or code?
Main Advantages of 9-patch over regular png?
(is it stretchable dynamically/ automatically according to screen?)
The SDK and Android Studio both ship with the "Draw 9-patch" tool ("draw9patch" in the SDK tools folder) which is a simple editor. Here is a nicer one which is also open source. It has a simple but clever default image.
The official documentation has improved over the years. In summary, nine patch images' most important advantage is that they can specify (non-contiguous) areas to scale:
A NinePatch graphic is a standard PNG image that includes an extra
1-pixel border. It must be saved with the 9.png extension in the
res/drawable/ directory of your project.
Use the border to define the stretchable and static areas of the
image. You indicate a stretchable section by drawing one (or more)
1-pixel wide black line(s) in the left and top part of the border (the
other border pixels should be fully transparent or white). You can
have as many stretchable sections as you want. The relative size of
the stretchable sections stays the same, so the largest section always
remains the largest.
You can also define an optional drawable section of the image
(effectively, the padding lines) by drawing a line on the right and a
line on the bottom. If a View object sets the NinePatch graphic as its
background and then specifies the view's text, it stretches itself so
that all the text occupies only the area designated by the right and
bottom lines (if included). If the padding lines aren't included,
Android uses the left and top lines to define this drawable area.
But the docs lack good examples. This tutorial has some great examples at the end that answer the second part of your question, explaining how the scaling works - not just for buttons - but also frames, and it has a complete example project that you can download and play with.
Most of the examples talk about creating a 9-patch image, but implementation details are usually left at a high level.
Nick's post above - with the good 9-patch tutorial that provides a working project download file , saved the day.
Here are the main implementation details that worked for me (once you have a 9-patch image ready to go):
Reference the drawable with the name but don't include .9.png (auto-complete in eclipse will take care of this)
Make sure you only have 1 image under the main /drawable folder (not a version for each dpi folder)
The image must be specified using :background, not :src (this got me stuck for a while)
android:background="#drawable/splash_logo"
Make sure the image and layout that contains it are using:
android:layout_width="fill_parent"
android:layout_height="fill_parent"
How can I create a 9-patch image? Is there any tool? Can I create it from AndroidSDK or code?
When you search a major search engine for android 9-patch tool, the very first hit is for the Android developer documentation page on the draw9patch tool.
Main Advantages of 9-patch over regular png? (is it stretchable dynamically/ automatically according to screen?)
The Android developer documentation contains other pages that describe nine-patch PNG files. This documentation includes passages like:
A NinePatchDrawable graphic is a stretchable bitmap image, which Android will automatically resize to accommodate the contents of the View in which you have placed it as the background. An example use of a NinePatch is the backgrounds used by standard Android buttons — buttons must stretch to accommodate strings of various lengths.
With 9-patch image you can choose which part of your image may be stretched.
It must be png image and name must end with .9.png (something.9.png)
http://developer.android.com/tools/help/draw9patch.html
Simple tool for all densities:
http://android-ui-utils.googlecode.com/hg/asset-studio/dist/nine-patches.html
1.What are NinePatch images?
NinePatch images are PNG images that mark the parts of an image that can be stretched. They have an extension like image_name.9.png.
2.Where they are stored in android project ?
res/drawable/image_name.9.png
3.How to create NinePatch image for your anndroid app ?
Android SDK includes a WYSIWIG draw9patch.jar tool inside your Android SDK /tools folder.
Main Advantages of 9-patch over regular png
Actually 9 Patch images are stretchable, repeatable images reduced to their smallest size.the image won't stretch and loose proportions in different screen sizes. One more and biggest advantage is memory.
Same small size memory can be reused for different screen size devices. Well-designed 9-patch images are less error-prone and have high re-usability .
https://developer.android.com/studio/write/draw9patch.html
This is good tool:
Click here.
9 Patch images are stretchable, repeatable images reduced to their smallest size. The simplest example would be if you were to take a rounded div and slice it up into 9 squares like you would a tic-tac-toe board. The four corners wouldn't change sizes at all but would be static while the other 5 pieces would be stretched or repeated to allow the whole image to scale appropriately.
With that explanation and the advent of CSS3 you might think that there is no reason to use 9 patch images but the name '9 patch' is a misnomer. The images can be sliced up into even smaller pieces.
9 Patch images contain an index of which piece is what by adding a 1px border to the image. The colors in the border determine if a piece is static (doesn't scale), it stretches, or it repeats.
Google Slideshow: https://docs.google.com/present/view?id=dc7ghz8w_34f8338rcg
See also the Android developer info about 9-patch images: http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch
Step 1, Since you are not familiar yet, prepare a xxxhdpi png big image to play around first.
Step 2, That image desired expandable field must shorter (by removing redundant/repeated color part) as possible since 9-patch no such thing "reduce", but "expand" the image.
I personally use the ImageMagick command line tool to convert it, e.g.:
convert -trim 'my_image.png' png32:my_image_trim.png #trim extra transparent surrounded image
rm lala*; convert my_image_trim.png -crop 310 +repage +adjoin png32:lala%02d.png #cut redundant/repeat center part
convert +append lala02.png lala05.png png32:out_right.png #append left/right images side by side
convert -resize 144x144\! out_right.png png32:my_image.png #resize to the desired dpi
There is one pitfall when convert: I must prefix with png32, or else will get black 9-patch image, see this thread.
Step 3, Copy image to Android Studio drawable, then right-click and choose menu item "Create 9-Patch file...". A .9.png new image will be generated with the same image name. Now can just delete the original image. Careful when playing around with refactor to rename for backup since it will rename the XML image id too, and make you wonder why the 9-patch image not working since XML still referring non-9-patch image.
Step 4, Left and top 2 black lines form an expandable rectangular area, while right and bottom 2 black lines form a text rectangular area.
Your image size will grow on your declared expandable area as text growing. While the text area means text only allow in that area.
You don't have to draw the black dot/lines from scratch for simple usage, 4 black lines already existed behind the top, left, bottom, right on that image if your 9-Patch image generated by Android Studio. "Zoom in" to bigger if you can't see to drag that lines.
The original position of 2 black lines, vertical and horizontal, both declare an expandable area:
The original position of left vertical line is between upper left to bottom left
The original position of top horizontal line is between upper left to top right.
The original position of 2 black lines, vertical and horizontal, both declare a text area:
The original position of right vertical line is between upper right
to bottom right.
The original position of bottom horizontal line is
between bottom left to bottom right.
Above is the original position of black lines before you start to drag to narrow down the length, to adjust the start position and end position of that lines.
Both expandable and text areas can be different depends on your needs. But normally expandable area should equal OR less than text area, a classic example will be chat bubble image:
The image above has equal top and bottom black lines width but right black line is higher than left line, which also means that text consistently stay up to half of bottom curve in either minimum size or expanded size. And it only expand in body of text area.
Now you will know the two benefits of 9-Patch: the bottom and right line together form a text area which perfectly ensures text never overflow to outside of image curve ! And also defined which portion of text area responsible to expand the image as text growing, while keep the curve without scaling.
Hover the line will able to see the x,y positions in pixels, it help to measures both lines are equal or less in position.
You should remember the position of line when dragging, since left line can drag to right side, and the right line can drag to left side, and you may get lost of which line is expandable line and which line is text line.
There are 2 important checkboxes you should tick, i.e. "Show patches" and "Show bad patches" checkboxes.
In "Show bad patches" checkbox, if you drawing the expandable area but covering the curved line of your image instead of a straight line, then it will mark that area as red to warn you. You can narrow your line to dismiss that red warning, or just ignore it. Keep in mind that, the red warning may misleading which may actually be caused by the opposite line, in that case, you need to narrow the opposite line to dismiss that red warning.
Step 5, In xml, you can refer to that image as TextView background like below, use wrap_content to make it expandable:
<LinearLayout
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:background="#drawable/your_9_patch_image_name_excluded_.9"
android:orientation="vertical">
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
/>
<2nd TextView />
</LinearLayout>
When first time playing around with it, ensures no padding on textview or fancy parent layout, or else you may wonder why not working as expected.
Button background example:
<Button
android:id="#+id/btn2"
android:layout_width="wrap_content"
android:layout_height="40dp"
android:background="#drawable/your_9_patch_image_name_excluded_.9"
android:layout_gravity="center"
/>
I 've a big png which has some buttons "drawn" on it as images. Can I use it in a way that it can be shared as both background and buttons?
For example, I can load it as a background which will have "buttons" in , say, position X 5 Y 5 to position X 100 Y 100, and "button" in position X 110 Y 110 to X 200 Y 200.
If this is possible, can I also have "two state" buttons? Different image for "pressed" etc.
Best Regards.
Based on what you've said, it sounds like a good solution might be separating the buttons from the rest of the png. Set the button-less image as the background of your parent layout, then add your buttons on top of it. If the buttons cannot be decoupled from the rest of the background, you'll probably need to use completely transparent buttons.
Something to keep in mind would be that, because screen sizes differ, what your intend to do probably best achieved by adding the buttons programatically and setting their size and position relative to the current screen size. Also good to remember is that, due to this fragmentation, setting an image with the android:background attribute could possibly resize and distort your image, changing the target location for your buttons.
As for multi-state buttons, here's the part of the dev guide that can help you: (What you'll need is the android:state_pressed attribute)
http://developer.android.com/guide/topics/resources/drawable-resource.html#StateList
If you need further help, it might be easier if you give it a try yourself and see what issues arise, so that you can focus your question, post some code, and get a more detailed response. What you're asking is pretty broad. Good luck!
Id like to have a button shaped like a cloud. A 9 patch might be unusable since every time I create large borders around my cloud image, I get warnings about "bad patches" in the 9 patch tool. Using 1px borders gives weird results too 1. When replacing my resource with the btn_default from api 4 I get expected results, ruling out xml issues.
Without using 9 patches, wrap_content seems to work no more, growing the image to 100% width regardless of content. The 9 patch used is shown below.
I wouldn't mind some distortion, as long as content does not overflow. What would be the best solution?
I am not allowed to post images yet, apparently. Please see
zip containing screenshots and 9patch
Nice question.
I think there is no way to use those images and you might need to change them, but I will leave you some tips or things I would try:
To avoid overflow you will need to define the fill area. You can try just adding a fill area but not a scale area. If this works, you will have the cloud image with the text inside it.
Remember that 9patches scale up and not down.
Here is a link with a very good explanation of how everything works.
If nothing worked so far I would ask the designer to create a new image resource with a stretchable area. For instance, having cloud shape just in the corners.