좋아요. 게시하기가 쉽기 때문에 답변으로 게시하고 있습니다. (그것은 내가 원하는 방식으로 작동하지 않지만 뭔가가 있습니다.) 이것을 공유하고 싶으므로 누가 어떻게해야 할지를 아는 다른 누군가가이 솔루션을 찾기 위해 나를 도울 수 있습니다. 이것은 코드입니다
package com.example.largeimagescroller;
import android.app.Activity;
import android.os.Bundle;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
import android.view.Display;
import android.view.MotionEvent;
import android.view.View;
import android.view.WindowManager;
import android.widget.ImageView;
import android.widget.Toast;
public class LargeImageScroller extends Activity {
// Physical display width and height.
private static int displayWidth = 0;
private static int displayHeight = 0;
/** 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();
// 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
public SampleView(Context context) {
super(context);
// Destination rect for our main canvas draw. It never changes.
displayRect = new Rect(0, 0, displayWidth, displayHeight);
// Scroll rect: this will be used to 'scroll around' over the
// bitmap in memory. Initialize as above.
scrollRect = new Rect(0, 0, displayWidth, displayHeight);
// Load a large bitmap into an offscreen area of memory.
bmLargeImage = BitmapFactory.decodeResource(getResources(),
R.drawable.alienware);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
//This code define what to do if you touch the x and y coordinates.
float x1 = event.getX();
float y1 = event.getY();
switch (event.getActionMasked()){
case MotionEvent.ACTION_DOWN:
if (x1>150 & x1<200 & y1>400 & y1<500){
Toast.makeText(getContext(), "Touched the coordinates.", Toast.LENGTH_SHORT).show();
}
}
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// Remember our initial down event location.
startX = event.getRawX();
startY = event.getRawY();
break;
case MotionEvent.ACTION_MOVE:
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;
}
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() - displayHeight))
newScrollRectY = (bmLargeImage.getHeight() - displayHeight);
// We have our updated scroll rect coordinates, set them and draw.
scrollRect.set(newScrollRectX, newScrollRectY, newScrollRectX
+ displayWidth, newScrollRectY + displayHeight);
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;
}
}
}
나는 사용중인 응용 프로그램을 기록합니다. 당신은 터치를 복용 볼 수 있지만 스크롤 RECT 함께 이동하기 때문에 문제가 될 수있는 바와 같이
http://www.youtube.com/watch?v=NrszZoDenXE&feature=youtube_gdata
을 (터치 이벤트는 CPU 에뮬레이터 작동하지 않기 때문에 내 전화를했다) 이미지에 머물러 있기 위해 터치를 어떻게 할 수 있습니까? 그래서 스크롤 렉으로 움직이지 않습니까?
감사합니다.
이미지를 스크롤하는 데 관련된 코드를 게시하십시오. 어쩌면 누군가가 당신의 질문에 대한 아이디어를 줄 것입니다. – Praveenkumar
@SpK 코드 페이지가 추가되었습니다. –
이 코드를 변경하면 작동합니까? bmLargeImage = BitmapFactory.decodeResource (getResources(), R.drawable.myImage); BitmapFactory.decodeResource (getResources(), R.id.myImage); 또는 main.xml의 ImageView에서 이미지를 가져 오는 것과 비슷한 것을 사용합니까? –