Android Gallery Adapter with MultiTouch? Custom Gallery or Custom ImageView?
I would like to recreate the same type of app as Gallery3D but simpler: without the 3D animations and basically only keep GridView and Gallery widgets. I would also like to enable multi-touch zooming-dragging-scolling on the selected image and that's where I am struggling. I looked online for simple tutorials and I also looked at the Gallery3D source code but couldn't find a proper solution.
The closest I could get was using the cus开发者_JAVA技巧tom ImageView below in my Gallery Adapter.
It works, I can pinch-and-zoom and drag except that the image goes off the screen and I can't scroll to the next image in the gallery. Also pinch-and-zoom is not perfect because it only scales the image and does not recenter it properly. Should I be adding an onTouchEvent on the Gallery instead ?
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.ScaleGestureDetector;
import android.view.View;
public class MyImageView extends View {
private static final int INVALID_POINTER_ID = -1;
private BitmapDrawable mImage;
private float mPosX;
private float mPosY;
private float mLastTouchX;
private float mLastTouchY;
private int mActivePointerId = INVALID_POINTER_ID;
private ScaleGestureDetector mScaleDetector;
private float mScaleFactor = 1.f;
public MyImageView(Context context, BitmapDrawable bd) {
this(context, null, 0);
mImage = bd;
mImage.setBounds(0, 0, mImage.getIntrinsicWidth(), mImage.getIntrinsicHeight());
}
public MyImageView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public MyImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
mScaleDetector = new ScaleGestureDetector(context, new ScaleListener());
}
@Override
public boolean onTouchEvent(MotionEvent ev) {
// Let the ScaleGestureDetector inspect all events.
mScaleDetector.onTouchEvent(ev);
final int action = ev.getAction();
switch (action & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN: {
final float x = ev.getX();
final float y = ev.getY();
mLastTouchX = x;
mLastTouchY = y;
mActivePointerId = ev.getPointerId(0);
break;
}
case MotionEvent.ACTION_MOVE: {
final int pointerIndex = ev.findPointerIndex(mActivePointerId);
final float x = ev.getX(pointerIndex);
final float y = ev.getY(pointerIndex);
// Only move if the ScaleGestureDetector isn't processing a gesture.
if (!mScaleDetector.isInProgress()) {
final float dx = x - mLastTouchX;
final float dy = y - mLastTouchY;
mPosX += dx;
mPosY += dy;
invalidate();
}
mLastTouchX = x;
mLastTouchY = y;
break;
}
case MotionEvent.ACTION_UP: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_CANCEL: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_POINTER_UP: {
final int pointerIndex = (ev.getAction() & MotionEvent.ACTION_POINTER_INDEX_MASK)
>> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int pointerId = ev.getPointerId(pointerIndex);
if (pointerId == mActivePointerId) {
// This was our active pointer going up. Choose a new
// active pointer and adjust accordingly.
final int newPointerIndex = pointerIndex == 0 ? 1 : 0;
mLastTouchX = ev.getX(newPointerIndex);
mLastTouchY = ev.getY(newPointerIndex);
mActivePointerId = ev.getPointerId(newPointerIndex);
}
break;
}
}
return true;
}
@Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
Log.d("DEBUG", "X: "+mPosX+" Y: "+mPosY);
canvas.translate(mPosX, mPosY);
canvas.scale(mScaleFactor, mScaleFactor);
mImage.draw(canvas);
canvas.restore();
}
private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener {
@Override
public boolean onScale(ScaleGestureDetector detector) {
mScaleFactor *= detector.getScaleFactor();
// Don't let the object get too small or too large.
mScaleFactor = Math.max(0.1f, Math.min(mScaleFactor, 10.0f));
invalidate();
return true;
}
}
}
Thanks
You should have a look at both of these tutorials, which I found very helpful:
- One Finger Zooming and Panning
- Pinch Zoom Gesture
By the way, neither of them uses the ScaleGestureDetector, but the achieved effects are very neat though.
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