I am successfully building a 9patch drawable at runtime on Android 3.0+ using the excellent gist provided by Brian Griffey (found here).
Essentially I load the raw (
It's working for me after I updated the code. I think the color size made it unhappy for some reason(Based on the comments in the android source code each patch has a color hint, setting fewer than the number of sections in this case 9 appears to cause problems). I haven't tested with your image yet.
public static NinePatch createFixedNinePatch(Resources res, Bitmap bitmap, int top, int left, int bottom, int right, String srcName){
ByteBuffer buffer = getByteBufferFixed(top, left, bottom, right);
NinePatch patch = new NinePatch(bitmap, buffer.array(), srcName);
return patch;
}
public static ByteBuffer getByteBufferFixed(int top, int left, int bottom, int right) {
//Docs check the NinePatchChunkFile
ByteBuffer buffer = ByteBuffer.allocate(84).order(ByteOrder.nativeOrder());
//was translated
buffer.put((byte)0x01);
//divx size
buffer.put((byte)0x02);
//divy size
buffer.put((byte)0x02);
//color size
buffer.put(( byte)0x09);
//skip
buffer.putInt(0);
buffer.putInt(0);
//padding
buffer.putInt(0);
buffer.putInt(0);
buffer.putInt(0);
buffer.putInt(0);
//skip 4 bytes
buffer.putInt(0);
buffer.putInt(left);
buffer.putInt(right);
buffer.putInt(top);
buffer.putInt(bottom);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
buffer.putInt(NO_COLOR);
return buffer;
}
Putting together all I've spotted so far, and honing it a bit:
There doesn't seem to be a difference in the Res_png_9patch
structure (which the byte chunk goes into) between android versions (see http://code.metager.de/source/xref/android), so that doesn't look like the cause.
Other answers about nine patch drawables suggest that each region (especially stretchable ones) should be at least 2x2 pixels (if not 3x3), but outside of that smaller is better.
However, the way some of the byte chunk is allocated looks like it could be updated. Try setting the 4th byte to 9 (the number of patches, I think), adding 7 more NO_COLOR
s to the the end and moving its size up to 56 + (7 x 4) = 84 bytes
Looks like working with 9patches is described in depth on SO already - Create a NinePatch/NinePatchDrawable in runtime
Not really an answer to the question, but a useful workaround...
I've always found working with 9-patch files at runtime to be hairy. I have been successfully able to use FrameLayouts and automatic resizing of text to accomplish my desired effects. If your app will just be using this 9-patch, and not specifically allowing the user to download it as an image (an android 9-patch image generator, so to speak), I would advise you to look into that.