I'm trying to recognize if the (x,y) of my finger is touching any part of the triangle object.
This is how I draw the triangle
public void drawTriangle(Canvas canvas, Paint paint, int x, int y, int width) {
int halfWidth = width / 2;
Path path = new Path();
path.moveTo(x, y - halfWidth); // Top
path.lineTo(x - halfWidth, y + halfWidth); // Bottom left
path.lineTo(x + halfWidth, y + halfWidth); // Bottom right
path.lineTo(x, y - halfWidth); // Back to Top
path.close();
canvas.drawPath(path, paint);
}
This is how I draw to the screen + examples of how I recognize other shapes like square and circle:
public boolean onTouchEvent(MotionEvent event) {
int X = (int) event.getX();
int Y = (int) event.getY();
int eventaction = event.getAction();
switch (eventaction) {
/*
case MotionEvent.ACTION_DOWN:
Toast.makeText(this, "ACTION_DOWN AT COORDS "+"X: "+X+" Y: "+Y, Toast.LENGTH_SHORT).show();
isTouch = true;
break;
*/
case MotionEvent.ACTION_MOVE:
{
int s = triangle.getY() * triangle.getWidth()/ triangle.getY()-triangle.getWidth()/2;
if(X>=circle.getX()-circle.getRadius()&&X<=circle.getX()+circle.getRadius()
&&Y>=circle.getY()-circle.getRadius()&&Y<=circle.getY()+circle.getRadius()) {
circle.setX(X);
circle.setY(Y);
//square.setX(X);
//square.setY(Y);
}
if(X < square.getX() + square.getWidth() && X + square.getWidth() > square.getX() &&
Y < square.getY() + square.getHeight() && Y + square.getHeight() > square.getY())
{
square.setX(X);
square.setY(Y);
}
if(//triangle help)
{
triangle.setX(X);
triangle.setY(Y);
}
break;
}
}
return true;
}
Source link of pseudocode solution.
There are multiple ways to check if the point is in or out of a triangle.
Let's say that each of the vertices of a triangle has inner and outer sides. Inner is the one that is inside of a triangle, outer is therefore outside of a triangle.
To check if a point is inside of a triangle we can check if the point is on the inner side of each triangle vertex.
Note: this solution might require some minor changes from you as I do not know the exact structure of your triangle class.
public boolean onTouchEvent(MotionEvent event) {
int X = (int) event.getX();
int Y = (int) event.getY();
int eventaction = event.getAction();
switch (eventaction) {
case MotionEvent.ACTION_MOVE:
{
...
int halfWidth = triangle.getWidth()/2;
Pair<Integer, Integer> v1 = new Pair(triangle.getX(), triangle.getY() - halfWidth);
Pair<Integer, Integer> v2 = new Pair(triangle.getX() - halfWidth, triangle.getY() + haldWidth);
Pair<Integer, Integer> v3 = new Pair(triangle.getX() + halfWidth, triangle.getY() + halfWidth);
if (isPointInTriangle(x, y, v1, v2, v3)) {
// point is inside of a triangle
}
break;
}
}
return true;
}
private int sign(int x, int y, Pair<Integer, Integer> vertex1, Pair<Integer, Integer> vertex2) {
return (x - vertex2.first) * (vertex1.second - vertex2.second) - (vertex1.first - vertex2.first) * (y - vertex2.second);
}
private boolean isPointInTriangle(int x, int y, Pair<Integer, Integer> vertex1, Pair<Integer, Integer> vertex2, Pair<Integer, Integer> vertex3)
{
int r1 = sign(x, y, vertex1, vertex2);
int r2 = sign(x, y, vertex2, vertex3);
int r3 = sign(x, y, vertex3, vertex1);
boolean hasNegative = (r1 < 0) || (r2 < 0) || (r3 < 0);
boolean hasPositive = (r1 > 0) || (r2 > 0) || (r3 > 0);
return !(hasNegative && hasPositive);
}
Here is what I would do to recognize them:
1- Every shape I draw will have its coordinates saved in a list (example: a circle has a center and a radius). These coordinates can help you to decide if a given touch coordinate is touching a shape. You can use a list by shape if you want to know the type of the shape.
2- Whenever you will touch a portion of the canvas, you will get the coordinates of this touched part, then go through the saved shapes and check if the coordinates are on/in (sorry I am french speaking) the shape. So the thing now it that you will have to check the algorithms that will allow you to know when a coordinate/point is on/in a shape.
Related
Im really confuse that how can i draw professional brushes in android, im drawing circle using path when user moves its finger on screen but when user move its finger slow the number of circle increase and when user move finger fast the number of circle is very less, suppose user moves it finger very fast ther will be only 6 7 circle on that path but if user moves it finger slowly ther will be 30/40 or more circle on the path, which seems very buggy, is this is possible that moveing finger fast stores less points? but if i talk about line , the line on canvas draw prefectly while user moves it finger fast or slow, im sharing my code below
private void DrawCircleBrush(List<PointF> points) {
PointF p1 = points.get(0);
PointF p2 = points.get(1);
Path path = new Path();
path.moveTo(p1.x, p1.y);
for (int i = 1; i < points.size(); i++) {
int rc = (int) (20 +(this.paintStrokeWidth/5));
path.addCircle(p1.x, p1.y, (float) rc, Path.Direction.CCW);
}
this.invalidate();
}
I call DrawCircleBrush Fucnion on action_move like this
path.reset();
points.add(new PointF(x, y));
DrawCircleBrush(points);
You can see the difference of fast moving and slow moving finger in attached picture.
What i want to Achive you can see in this photo, as the brush draw same in this app when i move finger fast or slow,
Ok At last i find solution.
this is how im getting all the points , note that this a theorem called Bresenham's line algorithm and its only works with integer,
this is how im getting all the point , move finger fast or slow point will always be same :D
//x0,y0 , is the starting point and x1,y1 are current points
public List<PointF> findLine( int x0, int y0, int x1, int y1)
{
List<PointF> line = new ArrayList<PointF>();
int dx = Math.abs(x1 - x0);
int dy = Math.abs(y1 - y0);
int sx = x0 < x1 ? 1 : -1;
int sy = y0 < y1 ? 1 : -1;
int err = dx-dy;
int e2;
while (true)
{
line.add(new PointF(x0,y0));
if (x0 == x1 && y0 == y1)
break;
e2 = 2 * err;
if (e2 > -dy)
{
err = err - dy;
x0 = x0 + sx;
}
if (e2 < dx)
{
err = err + dx;
y0 = y0 + sy;
}
}
return line;
}
How im using this function for my brush,
//radius of circle
int rc = (int) (20 +(this.paintStrokeWidth/5));
//getting the points of line
List<PointF> pointFC =findLine((int)this.startX,(int) this.startY,(int) x,
(int) y);
//setting the index of first point
int p1 = 0;
//will check if change occur
boolean change = false;
for(int l=1; l<pointFC.size(); l++){
//getting distance between two pints
float d = distanceBetween(pointFC.get(p1),pointFC.get(l));
if(d>rc){
// we will add this point for draw
//point is a list of PointF //declared universally
points.add(new PointF(pointFC.get(l).x,pointFC.get(l).y));
we will change the index of last point
p1 = l-1;
change = true;
}
}
if(points.size() >0){
path.reset();
DrawCircleBrush(points);
}
if(change){
we will cahnge the starts points, //set them as last drawn points
this.startX = points.get(points.size()-1).x;
this.startY = points.get(points.size()-1).y;
}
//Distance betwenn points
private float distanceBetween(PointF point1,PointF point2) {
return (float) Math.sqrt(Math.pow(point2.x - point1.x, 2) +
Math.pow(point2.y - point1.y, 2));
}
//this is how im drawing my circle brush
private void DrawCircleBrush(List<PointF> points) {
Path path = this.getCurrentPath();
path.moveTo(points.get(0).x, points.get(0).y);
for (int i = 1; i < points.size(); i++) {
PointF pf = points.get(i);
int rc = (int) (20 +(this.paintStrokeWidth/5));
path.addCircle(pf.x, pf.y, (float) rc, Path.Direction.CCW);
}
}
Result: brush is same even move finger fast or slow
Check the "colored_pixels" from here
A while back I found this great color picker from Piotr Adams which I can not find on Git anymore but it's still on this page: https://www.programcreek.com/java-api-examples/index.php?source_dir=Random-Penis-master/app/src/main/java/com/osacky/penis/picker/ColorPicker.java
The main reason I use this color picker in my app is because I want to be able to place a pointer on the RadialGradient based on a color. This library calculates the position for a certain color, this means placing a picker on the correct location is very fast and easy.
The problem is I don't quite understand how it works. I now want to generate a RadialGradient with different colors. But the logic it uses does not work when I generate a RadialGradient with different colors.
Here is the code that generates the RadialGradient:
private Bitmap createColorWheelBitmap(int width, int height) {
Bitmap bitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
int colorCount = 12;
int colorAngleStep = 360 / 12;
int colors[] = new int[colorCount + 1];
float hsv[] = new float[]{0f, 1f, 1f};
for (int i = 0; i < colors.length; i++) {
hsv[0] = (i * colorAngleStep + 180) % 360;
colors[i] = Color.HSVToColor(hsv);
}
colors[colorCount] = colors[0];
SweepGradient sweepGradient = new SweepGradient(width / 2, height / 2, colors, null);
RadialGradient radialGradient = new RadialGradient(width / 2, height / 2, colorWheelRadius, 0xFFFFFFFF, 0x00FFFFFF, TileMode.CLAMP);
ComposeShader composeShader = new ComposeShader(sweepGradient, radialGradient, PorterDuff.Mode.SRC_OVER);
colorWheelPaint.setShader(composeShader);
Canvas canvas = new Canvas(bitmap);
canvas.drawCircle(width / 2, height / 2, colorWheelRadius, colorWheelPaint);
return bitmap;
}
The code for listening to changes of the picker, so this calculates the color based on a position:
#Override
public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
int x = (int) event.getX();
int y = (int) event.getY();
int cx = x - getWidth() / 2;
int cy = y - getHeight() / 2;
double d = Math.sqrt(cx * cx + cy * cy);
if (d <= colorWheelRadius) {
colorHSV[0] = (float) (Math.toDegrees(Math.atan2(cy, cx)) + 180f);
colorHSV[1] = Math.max(0f, Math.min(1f, (float) (d / colorWheelRadius)));
selectedPointer.setColor(Color.HSVToColor(colorHSV));
notifyListeners();
invalidate();
}
return true;
case MotionEvent.ACTION_BUTTON_PRESS:
}
return super.onTouchEvent(event);
}
Finally the code that calculates the position based on a color:
// drawing color wheel pointer
float hueAngle = (float) Math.toRadians(colorHSV[0]);
int colorPointX = (int) (-Math.cos(hueAngle) * colorHSV[1] * colorWheelRadius) + centerX;
int colorPointY = (int) (-Math.sin(hueAngle) * colorHSV[1] * colorWheelRadius) + centerY;
float pointerRadius = 0.075f * colorWheelRadius;
int pointerX = (int) (colorPointX - pointerRadius / 2);
int pointerY = (int) (colorPointY - pointerRadius / 2);
colorPointerCoords.set(pointerX, pointerY, pointerX + pointerRadius, pointerY + pointerRadius);
canvas.drawOval(colorPointerCoords, colorPointerPaint);
So my question is how can I for example change the RadialGradient to only include 2 colors, without breaking the calculations of getting the color? Even an explanation on how this works would be great!
There is great tutorial here: http://tekeye.uk/android/examples/ui/android-color-picker-tutorial (not mine). I don't know much about the theory behind it either but you can use this code to calculate color based on position.
// Calculate channel based on 2 surrounding colors and p angle.
private int ave(int s, int d, float p) {
return s + java.lang.Math.round(p * (d - s));
}
// Calculate color based on drawn colors and angle based on x and y position.
private int interpColor(int colors[], float unit) {
if (unit <= 0) {
return colors[0];
}
if (unit >= 1) {
return colors[colors.length - 1];
}
// Adjust the angle (unit) based on how many colors there are in the list.
float p = unit * (colors.length - 1);
// Get starting color position in the array.
int i = (int)p;
p -= i;
// Now p is just the fractional part [0...1) and i is the index.
// Get two composite colors for calculations.
int c0 = colors[i];
int c1 = colors[i+1];
// Calculate color channels.
int a = ave(Color.alpha(c0), Color.alpha(c1), p);
int r = ave(Color.red(c0), Color.red(c1), p);
int g = ave(Color.green(c0), Color.green(c1), p);
int b = ave(Color.blue(c0), Color.blue(c1), p);
// And finally create the color from the channels.
return Color.argb(a, r, g, b);
}
You can call the interpreting function like this for example.
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX() - CENTER_X;
float y = event.getY() - CENTER_Y;
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
// Calculate the angle based on x and y positions clicked.
float angle = (float)java.lang.Math.atan2(y, x);
// need to turn angle [-PI ... PI] into unit [0....1]
float unit = angle/(2*PI);
if (unit < 0) {
unit += 1;
}
// mColors is your list with colors so int[].
int color = interpColor(mColors, unit);
break;
}
}
I already tried it in my project and it works like a charm. So hope it helps you too. :)
EDIT:
Oh so my colors are set up like this.
mColors = intArrayOf(-0x10000, -0xff01, -0xffff01, -0xff0001, -0xff0100, -0x100, -0x10000)
So you can add/remove as many colors as you want and since the interpret functions calculates based on size of this array it should work.
I'm new to Android, and I'm trying to get the hang of multi touch input. I've begun with a simple app that allows the user to create rectangles on a Canvas by dragging and releasing with one finger, which I have working. To expand upon that, I now want a user to be able to rotate the rectangle they are drawing using a second finger, which is where my problems begin. As it stands, adding a second finger will cause multiple rectangles to rotate, instead of just the current one, but they will revert to their default orientation as soon as the second finger is released.
I've been working at it for a while, and I think my core problem is that I'm mishandling the multiple MotionEvents that come with two (or more fingers). Logging statements I left to display the coordinates on the screen for each event stay tied to the first finger touching the screen, instead of switching to the second. I've tried multiple configurations of accessing and changing the event pointer ID, and still no luck. If anyone could provide some guidance in the right direction, I would be extremely grateful.
My code is as follows:
public class BoxDrawingView extends View {
private static final String TAG = "BoxDrawingView";
private static final int INVALID_POINTER_ID = -1;
private int mActivePointerId = INVALID_POINTER_ID;
private Box mCurrentBox;
private List<Box> mBoxen = new ArrayList<>();
private Float mLastTouchX;
private Float mLastTouchY;
...
#Override
public boolean onTouchEvent(MotionEvent event) {
switch(MotionEventCompat.getActionMasked(event)) {
case MotionEvent.ACTION_DOWN:
mActivePointerId = MotionEventCompat.getPointerId(event, 0);
current = new PointF(MotionEventCompat.getX(event, mActivePointerId),
MotionEventCompat.getY(event, mActivePointerId));
action = "ACTION_DOWN";
// Reset drawing state
mCurrentBox = new Box(current);
mBoxen.add(mCurrentBox);
mLastTouchX = MotionEventCompat.getX(event, MotionEventCompat.getPointerId(event, 0));
mLastTouchY = MotionEventCompat.getY(event, MotionEventCompat.getPointerId(event, 0));
break;
case MotionEvent.ACTION_POINTER_DOWN:
action = "ACTION_POINTER_DOWN";
mActivePointerId = MotionEventCompat.getPointerId(event, 0);
mLastTouchX = MotionEventCompat.getX(event, MotionEventCompat.getPointerId(event, 0));
mLastTouchY = MotionEventCompat.getY(event, MotionEventCompat.getPointerId(event, 0));
break;
case MotionEvent.ACTION_MOVE:
action = "ACTION_MOVE";
current = new PointF(MotionEventCompat.getX(event, mActivePointerId),
MotionEventCompat.getY(event, mActivePointerId));
if (mCurrentBox != null) {
mCurrentBox.setCurrent(current);
invalidate();
}
if(MotionEventCompat.getPointerCount(event) > 1) {
int pointerIndex = MotionEventCompat.findPointerIndex(event, mActivePointerId);
float currX = MotionEventCompat.getX(event, pointerIndex);
float currY = MotionEventCompat.getY(event, pointerIndex);
if(mLastTouchX < currX) {
// simplified: only use x coordinates for rotation for now.
// +X for clockwise, -X for counter clockwise
Log.d(TAG, "Clockwise");
mRotationAngle = 30;
}
else if (mLastTouchX > getX()) {
Log.d(TAG, "Counter clockwise");
mRotationAngle = -30;
}
}
break;
case MotionEvent.ACTION_UP:
action = "ACTION_UP";
mCurrentBox = null;
mLastTouchX = null;
mLastTouchY = null;
mActivePointerId = INVALID_POINTER_ID;
break;
case MotionEvent.ACTION_POINTER_UP:
action = "ACTION_POINTER_UP";
int pointerIndex = event.getActionIndex();
int pointerId = event.getPointerId(pointerIndex);
if(pointerId == mActivePointerId){
mActivePointerId = INVALID_POINTER_ID;
}
break;
case MotionEvent.ACTION_CANCEL:
action = "ACTION_CANCEL";
mCurrentBox = null;
mActivePointerId = INVALID_POINTER_ID;
break;
}
return true;
}
#Override
protected void onDraw(Canvas canvas){
// Fill the background
canvas.drawPaint(mBackgroundPaint);
for(Box box : mBoxen) {
// Box is a custom object. Origin is the origin point,
// Current is the point of the opposite diagonal corner
float left = Math.min(box.getOrigin().x, box.getCurrent().x);
float right = Math.max(box.getOrigin().x, box.getCurrent().x);
float top = Math.min(box.getOrigin().y, box.getCurrent().y);
float bottom = Math.max(box.getOrigin().y, box.getCurrent().y);
if(mRotationAngle != 0) {
canvas.save();
canvas.rotate(mRotationAngle);
canvas.drawRect(left, top, right, bottom, mBoxPaint);
canvas.rotate(-mRotationAngle);
canvas.restore();
mRotationAngle = 0;
} else {
canvas.drawRect(left, top, right, bottom, mBoxPaint);
}
}
}
}
There are several ways to draw things, not just in android, but in Java as well. The thing is that you are trying to draw the rectangles by rotating the Canvas. That's a way, but in my personal experience I think that is only a good choice if you want to rotate the whole picture. If not, that may get a little tricky because you need to place a rotation axis, which it seems you are not using, so Android will asume that you want to rotate from the left top corner or the center of the view (I don't remember).
If you are opting for that choice, you may try to do it like this:
Matrix matrix = new Matrix();
matrix.setRotate(angle, rectangleCenterX, rectangleCenterY);
canvas.setMatrix(matrix);
But I recommend you to try a different approach. Do the rotation directly on the rectangle that you are moving, by calculating the axes of the polygon. This you can do it using Java Math operations:
public void formShape(int cx[], int cy[], double scale) {
double xGap = (width / 2) * Math.cos(angle) * scale;
double yGap = (width / 2) * Math.sin(angle) * scale;
cx[0] = (int) (x * scale + xGap);
cy[0] = (int) (y * scale + yGap);
cx[1] = (int) (x * scale - xGap);
cy[1] = (int) (y * scale - yGap);
cx[2] = (int) (x * scale - xGap - length * Math.cos(radians) * scale);
cy[2] = (int) (y * scale - yGap - length * Math.sin(radians) * scale);
cx[3] = (int) (x * scale + xGap - length * Math.cos(radians) * scale);
cy[3] = (int) (y * scale + yGap - length * Math.sin(radians) * scale);
}
So (x,y) is the center of your rectangle and with, height tell you how big is it. In the formShape(int[], int[], double) method cx and cy are going to be used to draw your shape and scale is the value to use if you want to do zoom in or zoom out later, if not just use scale = 1;
Now for drawing your rectangles, this is how you do it:
Paint paint = new Paint();
paint.setColor(Color.GRAY);
paint.setStyle(Style.FILL);
int[] cx = new int[4];
int[] cy = new int[4];
Box box = yourBoxHere;
box.formShape(cx, cy, 1);
Path path = new Path();
path.reset(); // only needed when reusing this path for a new build
path.moveTo(cx[0], cy[0]); // used for first point
path.lineTo(cx[1], cy[1]);
path.lineTo(cx[2], cy[2]);
path.lineTo(cx[3], cy[3]);
path.lineTo(cx[0], cy[0]); // repeat the first point
canvas.drawPath(wallpath, paint);
For multitouch rotation listener you should override 2 methods in your Activity or View:
#Override
public boolean onTouch(View v, MotionEvent event) {
if(event.getId() == MotionEvent.ACTION_UP)
this.points = null;
}
}
#Override
public boolean dispatchTouchEvent(MotionEvent event) {
if(event.getPointerCount() >= 2) {
float newPoints[][] = new float[][] {
{event.getX(0), event.getY(0)},
{event.getX(1), event.getY(1)}
};
double angle = angleBetweenTwoPoints(newPoints[0][0], newPoints[0][1], newPoints[1][0], newPoints[1][1]);
if(points != null) {
double difference = angle - initialAngle;
if(Math.abs(difference) > rotationSensibility) {
listener.onGestureListener(GestureListener.ROTATION, Math.toDegrees(difference));
this.initialAngle = angle;
}
} else {
this.initialAngle = angle;
}
this.points = newPoints;
}
}
public static double angleBetweenTwoPoints(double xHead, double yHead, double xTail, double yTail) {
if(xHead == xTail) {
if(yHead > yTail)
return Math.PI/2;
else
return (Math.PI*3)/2;
} else if(yHead == yTail) {
if(xHead > xTail)
return 0;
else
return Math.PI;
} else if(xHead > xTail) {
if(yHead > yTail)
return Math.atan((yHead-yTail)/(xHead-xTail));
else
return Math.PI*2 - Math.atan((yTail-yHead)/(xHead-xTail));
} else {
if(yHead > yTail)
return Math.PI - Math.atan((yHead-yTail)/(xTail-xHead));
else
return Math.PI + Math.atan((yTail-yHead)/(xTail-xHead));
}
}
Sorry, but this answer is getting long, if you have further questions about any of those operations and you want to change the approach of your solution, please ask again and tell me in the comments.
I hope this was helpful.
I want the user to be able to drag the edges of a square around the canvas. With my current solution it works but has glitches, sometimes an edge cannot be selected. Is there a clean way to tell if a line has been clicked (e.g. passes through a coordinate)? This is how I'm currently testing:
// check edge pressed, edge is the line between to
// coords e.g. (i) & (i = 1)
for (int i = 0; i < coords.size(); i++) {
p1 = coords.get(i);
if ((i + 1) > (coords.size() - 1)) p2 = coords.get(0);
else p2 = coords.get(i + 1);
// is this the line pressed
if (p1.x <= event.getX() + 5 && event.getX() - 5 <= p2.x && p1.y <= event.getY() + 5 && event.getY() - 5 <= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
} else if (p1.x >= event.getX() + 5 && event.getX() - 5 >= p2.x && p1.y >= event.getY() + 5 && event.getY() - 5 >= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
}
}
The code bellow //is this the line pressed is the most important and also most likely the issue. The +5 and -5 are used to give the use a larger area to click on.
Here is the whole on click event:
public void EditEdge() {
//TODO this works like shit
// Detect the two coordinates along the edge pressed and drag
// them
scene.setOnTouchListener(new View.OnTouchListener() {
private int startX;
private int startY;
private Point point1 = new Point(0, 0);
private Point point2 = new Point(0, 0);
#Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
startX = (int) event.getX();
startY = (int) event.getY();
Point p1;
Point p2;
// check edge pressed, edge is the line between to
// coords e.g. (i) & (i = 1)
for (int i = 0; i < coords.size(); i++) {
p1 = coords.get(i);
if ((i + 1) > (coords.size() - 1)) p2 = coords.get(0);
else p2 = coords.get(i + 1);
// is this the line pressed
if (p1.x <= event.getX() + 5 && event.getX() - 5 <= p2.x && p1.y <= event.getY() + 5 && event.getY() - 5 <= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
} else if (p1.x >= event.getX() + 5 && event.getX() - 5 >= p2.x && p1.y >= event.getY() + 5 && event.getY() - 5 >= p2.y) {
// points found, set to non temp
// variable for use in ACTION_MOVE
point1 = p1;
point2 = p2;
break;
}
}
break;
case MotionEvent.ACTION_UP:
point1 = new Point(0, 0);
point2 = new Point(0, 0);
// scene.setOnTouchListener(scene.editModeOnTouchListener);
break;
case MotionEvent.ACTION_MOVE:
for (Point p: new Point[] {
point1, point2
}) {
int modX = (int)(p.x + (event.getX() - startX));
int modY = (int)(p.y + (event.getY() - startY));
p.set(modX, modY);
}
SetCoords(coords);
startX = (int) event.getX();
startY = (int) event.getY();
break;
default:
return false;
}
return true;
}
});
}
So is there a easier way to tell is a line is clicked/ passes through a point or is that not the issue?
Thanks
use the line equation y = mx + b to find out if the point is on a line
float EPSILON = 0.001f;
public boolean isPointOnLine(Point linePointA, Point linePointB, Point point) {
float m = (linePointB.y - linePointA.y) / (linePointB.x - linePointA.x);
float b = linePointA.y - m * linePointA.x;
return Math.abs(point.y - (m*point.x+b)) < EPSILON);
}
Great piece of code by #tyczj !
I added a use-case to handle vertical lines, which gives me the following code fragment:
public boolean isPointOnLine(PointF lineStaPt, PointF lineEndPt, PointF point) {
final float EPSILON = 0.001f;
if (Math.abs(staPt.x - endPt.x) < EPSILON) {
// We've a vertical line, thus check only the x-value of the point.
return (Math.abs(point.x - lineStaPt.x) < EPSILON);
} else {
float m = (lineEndPt.y - lineStaPt.y) / (lineEndPt.x - lineStaPt.x);
float b = lineStaPt.y - m * lineStaPt.x;
return (Math.abs(point.y - (m * point.x + b)) < EPSILON);
}
}
Also a piece of code to check if a point lies on a line-segment:
public boolean isPointOnLineSegment(PointF staPt, PointF endPt, PointF point) {
final float EPSILON = 0.001f;
if (isPointOnLine(staPt, endPt, point)) {
// Create lineSegment bounding-box.
RectF lb = new RectF(staPt.x, staPt.y, endPt.x, endPt.y);
// Extend bounds with epsilon.
RectF bounds = new RectF(lb.left - EPSILON, lb.top - EPSILON, lb.right + EPSILON, lb.bottom + EPSILON);
// Check if point is contained within lineSegment-bounds.
return bounds.contains(point.x, point.y);
}
return false;
}
You could define 8 Rect to check against - the 4 sides and 4 corners (so you can move 2 edges at once). The lines of the edge should have a width for the touchable area.
Define a Point centred on your touch event, there are then methods for checking if a rect contains a point.
I need an advice how to achieve the following functionality under Android:
I need an image that represents something like a graph (from discrete math), with vertices and edges, where I can click every vertice or edge and fire a different action.
Please advise me how to achieve this (maybe with imagebuttons) or another approach to represent this functionality.
I was bored, so I coded up this crude example...
It assumes straight edges between points.
public class App extends Activity
{
PlotView plot;
#Override
public void onCreate(Bundle sis)
{
super.onCreate(sis);
plot = new PlotView(this);
setContentView(plot);
}
public class PlotView extends View
{
Paint paint1 = new Paint();
Paint paint2 = new Paint();
Point[] points = new Point[10];
public PlotView(Context context)
{
super(context);
paint1.setColor(Color.RED);
paint2.setColor(Color.BLUE);
for (int i = 0; i < points.length; i++)
{
points[i] = new Point();
points[i].x = (float) (Math.random() * 320);
points[i].y = (float) (Math.random() * 480);
}
Arrays.sort(points);
}
#Override
protected void onDraw(Canvas canvas)
{
canvas.drawColor(Color.WHITE);
for (int i = 0; i < points.length; i++)
{
if (i < points.length - 1)
{
canvas.drawLine(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, paint2);
}
canvas.drawCircle(points[i].x, points[i].y, 5, paint1);
}
super.onDraw(canvas);
}
#Override
public boolean onTouchEvent(MotionEvent event)
{
switch(event.getAction())
{
case MotionEvent.ACTION_DOWN:
{
float x = event.getX();
float y = event.getY();
int hitPoint = -1;
int closestLeft = -1;
int closestRight = -1;
for (int i = 0; i < points.length; i++)
{
float dx = x - points[i].x;
float dy = y - points[i].y;
if(i < points.length - 1)
{
if(points[i].x < x && x < points[i + 1].x)
{
closestLeft = i;
closestRight = i + 1;
}
}
if (Math.abs(dx) <= 16.0f && Math.abs(dy) <= 16.0f)
{
hitPoint = i;
break;
}
}
if (hitPoint != -1)
{
Toast.makeText(getContext(), "Hit Point: " + hitPoint, Toast.LENGTH_SHORT).show();
}
else
if(closestLeft != -1 && closestRight != -1)
{
float dx = points[closestLeft].x - points[closestRight].x;
float dy = points[closestLeft].y - points[closestRight].y;
final float u = ((x - points[closestLeft].x) * dx + (y - points[closestLeft].y) * dy) / (dx * dx + dy * dy);
float px = points[closestLeft].x + u * dx;
float py = points[closestLeft].y + u * dy;
if (Math.abs(x - px) <= 16.0f && Math.abs(y - py) <= 16.0f)
{
Toast.makeText(getContext(), "Hit Line Between: " + closestLeft + " & " + closestRight, Toast.LENGTH_SHORT).show();
}
}
}
}
return super.onTouchEvent(event);
}
public class Point implements Comparable<Point>
{
float x;
float y;
#Override
public int compareTo(Point other)
{
if (x < other.x) return -1;
if (x > other.x) return 1;
return 0;
}
}
}
}
I can imagine how to do this with SurfaceView:
create a Vertex class, which among other things, has an x,y coordinate representing where to draw the vertex. If your vertex was a png image of a circle, then the top-left x,y coordinates of the image are stored in the Vertex class.
Have all your verticies in a List, and iterate through and draw each vertex.
the edges are more complicated since they might criss-cross or curve around.
assuming they are straight lines, then you can have a Edge class that contains the starting x,y and ending x,y coordinates.
you can iterate through a List of Edges and draw the lines accordingly
In order to detect when a user clicks on them, you should override the onTouch method and check the event.rawX() and event.rawY() values to see if they match up to a Vertex or Edge class.
for a Vertex class, you can check if x <= event.rawX <= x + image_width and y <= event.rawY <= y + image_height
for an Edge, you can check if the event.rawX, event.rawY coordinates are found in the line formed by the two sets of coordinates you stored in the Edge class.
I've used a similar method to draw a set of nodes in a game. I'm not so sure how to do the edges though - the method I outline would only work if they were straight and do not criss-cross.
I am sure there is a better way to do this using openGL, but I have not used openGL before.
Hopefully you can get some ideas out of this.
I think you might be best off with a SurfaceView:
http://developer.android.com/reference/android/view/SurfaceView.html
And handling the onTouchEvent() as a whole for the surface, and mapping that to underlying entities in the image. If you're calculating the drawing the graph as you go should be easy to also create a map of tapable areas and grabbing the X and Y of the touch event to figure out if it corresponds to an element in the image.
If you literally have an image, as an already processed PNG for example, you would need some way to also carry in the touch event areas. Depends where that image comes in from.
According to android help, "drawing to a View, is your best choice when you want to draw simple graphics that do not need to change dynamically and are not part of a performance-intensive game." This is the right way to go when making a snake or a chess game, for instance. So I don't see a point in suggesting using a SurfaceView for this, it will just overcomplicate things.
For clickable areas you override public boolean onTouchEvent(MotionEvent event) where you manage x and y coordinates of the click for identifying the clicked area.