View scrolls the bitmap for you.

On Nov 10, 12:29 am, kavitha b <[email protected]> wrote:
> Hi All,
>
> I am creating a CustomView with bigger image based on tutorial on and
> developers forum.
>
> It is scolling fine.I need exact pixel coordinates of my image.I am getting
> that also.
>
> now I want to draw some images upon scrolling image.I am able to draw images
> using onDraw().But images are not getting scrolled.Any idea how to resolve
> this?
>
> My code is
>
> public class LargeImageScroller extends Activity {
>
>     // Physical display width and height.
>     private static int displayWidth = 0;
>     private static int displayHeight = 0;
>     private static Vector<Square> squares;
>     private static Vector<Tile> tiles;
>
>     /** Called when the activity is first created. */
>     @Override
>     public void onCreate(Bundle savedInstanceState) {
>         super.onCreate(savedInstanceState);
>
>         // displayWidth and displayHeight will change depending on screen
>         // orientation. To get these dynamically, we should hook
> onSizeChanged().
>         // This simple example uses only landscape mode, so it's ok to get
> them
>         // once on startup and use those values throughout.
>         Display display = ((WindowManager)
>             getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
>         displayWidth = display.getWidth();
>         displayHeight = display.getHeight();
>
>         squares=Util.generateBoardSquares();
>         tiles=Util.generateTiles(this);
>
>         // SampleView constructor must be constructed last as it needs the
>         // displayWidth and displayHeight we just got.
>         setContentView(new SampleView(this));
>     }
>
>     private static class SampleView extends View {
>         private static Bitmap bmLargeImage; //bitmap large enough to be
> scrolled
>         private static Rect displayRect = null; //rect we display to
>         private Rect scrollRect = null; //rect we scroll over our bitmap
> with
>         private int scrollRectX = 0; //current left location of scroll rect
>         private int scrollRectY = 0; //current top location of scroll rect
>         private float scrollByX = 0; //x amount to scroll by
>         private float scrollByY = 0; //y amount to scroll by
>         private float startX = 0; //track x from one ACTION_MOVE to the next
>         private float startY = 0; //track y from one ACTION_MOVE to the next
>
>         private final int boardHeight=480-150;
>         private static Tile movingTile=null;
>
>         public SampleView(Context context) {
>             super(context);
>
>             // Destination rect for our main canvas draw. It never changes.
>             displayRect = new Rect(0, 0, displayWidth, boardHeight);
>             // Scroll rect: this will be used to 'scroll around' over the
>             // bitmap in memory. Initialize as above.
>             scrollRect = new Rect(0, 0, displayWidth, boardHeight);
>
>             // Load a large bitmap into an offscreen area of memory.
>             bmLargeImage = BitmapFactory.decodeResource(getResources(),
>                 R.drawable.woodstandardboard);
>         }
>
>         @Override
>         public boolean onTouchEvent(MotionEvent event) {
>
>             switch (event.getAction()) {
>                 case MotionEvent.ACTION_DOWN:
>                     // Remember our initial down event location.
>                     ///validating for tile touch
>                     int touchx=(int)event.getX();
>                     int touchy=(int)event.getY();
>                     for(int i=0;i<tiles.size();i++){
>                         Tile tile=tiles.get(i);
>                         if(tile.isTouched(touchx, touchy)){
>                             tile.setX(touchx);
>                             tile.setY(touchy);
>                             movingTile=tile;
>                             invalidate();
>                         }
>                     }
>
>                     if(movingTile != null){
>
>                         break;
>                     }
>
>                     if((int)event.getY() > boardHeight){
>                         break;
>                     }
>                     startX = event.getRawX();
>                     startY = event.getRawY();
>                     break;
>
>                 case MotionEvent.ACTION_MOVE:
>
>                     if(movingTile != null){
>                         int touchedx=(int)event.getX();
>                         int touchedy=(int)event.getY();
>                         movingTile.setX(touchedx-Util.SQUARE_DIMENSIONS/2);
>                         movingTile.setY(touchedy-Util.SQUARE_DIMENSIONS/2);
>                         invalidate();
>
>                         break;
>                     }
>
>                     if((int)event.getY() > boardHeight){
>                         break;
>                     }
>
>                     float x = event.getRawX();
>                     float y = event.getRawY();
>                     // Calculate move update. This will happen many times
>                     // during the course of a single movement gesture.
>                     scrollByX = x - startX; //move update x increment
>                     scrollByY = y - startY; //move update y increment
>                     startX = x; //reset initial values to latest
>                     startY = y;
>
>                     invalidate(); //force a redraw
>                     break;
>
>                 case MotionEvent.ACTION_UP:
>
>                     ///check if touch is on board
>                     int boardx=(int)event.getX()+(int)scrollRectX;
>                     int boardy=(int)event.getY()+(int)scrollRectY;
>                     System.out.println(boardx);
>
>                     if(movingTile != null){
>
>                         int id=Util.checkSquareTouched(squares, boardx,
> boardy);
>                         System.out.println("ID OF SQUARE="+id);
>                         if(id > 0){//valid square is touched
>                             Square square=Util.getSquareWithID(squares, id);
>                             movingTile.setX(square.getX());
>                             movingTile.setY(square.getY());
>                             System.out.println("ID OF
> TILe="+movingTile.getId());
>
>                         }
>
>                         movingTile=null;
>                         invalidate();
>                         break;
>                     }
>
>                     break;
>             }
>             return true; //done with this event so consume it
>         }
>
>         @Override
>         protected void onDraw(Canvas canvas) {
>
>             // Our move updates are calculated in ACTION_MOVE in the
> opposite direction
>             // from how we want to move the scroll rect. Think of this as
> dragging to
>             // the left being the same as sliding the scroll rect to the
> right.
>
>                 int newScrollRectX = scrollRectX - (int)scrollByX;
>                 int newScrollRectY = scrollRectY - (int)scrollByY;
>
>                 // Don't scroll off the left or right edges of the bitmap.
>                 if (newScrollRectX < 0)
>                     newScrollRectX = 0;
>                 else if (newScrollRectX > (bmLargeImage.getWidth() -
> displayWidth))
>                     newScrollRectX = (bmLargeImage.getWidth() -
> displayWidth);
>
>                 // Don't scroll off the top or bottom edges of the bitmap.
>                 if (newScrollRectY < 0)
>                     newScrollRectY = 0;
>                 else if (newScrollRectY > (bmLargeImage.getHeight() -
> boardHeight))
>                     newScrollRectY = (bmLargeImage.getHeight() -
> boardHeight);
>
>                 // We have our updated scroll rect coordinates, set them and
> draw.
>                 if(movingTile == null){
>                     scrollRect.set(newScrollRectX, newScrollRectY,
>                             newScrollRectX + displayWidth, newScrollRectY +
> boardHeight);
>                 }
>                 Paint paint = new Paint();
>                 canvas.drawBitmap(bmLargeImage, scrollRect, displayRect,
> paint);
>
>                 // Reset current scroll coordinates to reflect the latest
> updates,
>                 // so we can repeat this update process.
>                 scrollRectX = newScrollRectX;
>                 scrollRectY = newScrollRectY;
>
>             //drawing tiles here
>             for(int i=0;i<tiles.size();i++){
>                 Tile tile=tiles.get(i);
>             //    if( movingTile == null &&  tile.getX() > scrollRectX &&
> tile.getY() > scrollRectY)
>                     tile.onDraw(canvas,paint);
>
>             }
>
>         }
>     }
>
> }

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