I have been puzzled by how to approach this for a while. I have Framelayout with over 20 image views on it. I want to be able to pan the framelayout. Basically, touching and dragging causes the background image to pan (and the 20 image views to move along).
This is similar to what strategy games do (you have map and buildings).
I read all about panning and zooming and they all talking about doing this for single imageview. In my case, not only it is a layout but also it has other views.
How do I approach this? Any pointers ?
Thanks
I have a github project for zooming and panning although its for View Groups it would be easy to change for a View.
Check it out let me know if you have a question it is unfinished but works.
https://github.com/Xjasz/AndroidZoomableViewGroup
Copy the class and extends FrameLayout instead of ListView.
Then make sure in your XML to use the class instead of a FrameLayout.
You could have a TouchInterceptor/Custom view where on touch, you offset the view from its parent by the delta of the current touch coords from the last touch coords.
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I´m new in android development. I want to create a game where the user needs to quickly drag and drop balls with the finger in the screen to specific locations in order to win.
I don´t know if i can do this with simple ImageViews or i need to use canvas or other thing to draw in the screen.
I have tried to drag and drop an ImageView on top of another ImageView but it does not seem to work very well and i'm hesitating if i need to do it drawing figures instead of using the ImageViews or to do something else.
Please advice. Any help is apreciated. Thank you.
ImageViews are Views designed to hold image drawables, which isn't really needed in your case - you can use a simple View with a color background or implemended onDraw method, you can use an ImageView just as well.
Asfor the drag and drop, what you need is any View with implemented onTouch method so that the view changes its position on screen with ACTION_MOVE touch events.
If you're interested, i have implemented a simple frame layout with drag and drop functionality. My layout requires long-click to start drag, but it can be easily modified so it won't. Check it out at my github page. You can clone the project and run demo activity to see how it works, and start from there.
Hi I have a one LinearLayout that would be contain some other views. I would like to have the ability to zoomIn and zoomOut(ONLY HORIZONTAL ZOOM OUT/IN) on the actual LinearLayout as a whole. Is there a way to do that?
Here am use screen shorts once look at this.
1)This IS general Image
NOTE: Without Effecting remaining viws
On touch zoom of View is described in documentation. And if you like zoom on gesture, i think this post be useful.
I have two gridviews, they contains my custom views as their children. I have implemented a drag and drop functionality to drag a view from one grid to another. What I want to achieve now is when I drop my view on the main GameBoard grid, I want the Grid to Zoom automatically. I also want to implement Pinch zoom so that user can zoom in/out the grid by himself also. Is there any way to achieve this?
I have tried to increase the gridview column height and width dynamically, but it is not working out, please suggest me a way to do this.
Thanks.
I have dig out a lot after solving this, but I end up in a black hole. Revised entire game to remove the GridView and use basic Canvas to achieve all the functionality. Hope this helps someone.
Thanks
I want to create the following view / set of views which behave following way:
I have huge set of points which have been stored to DB in web server.
My client application downloads those and should draw curved lines about the data.
What components should I use here to get this "infinite" scrolling view to draw content dynamically.
No snapping wanted, so it should be smooth and can stop to every X position.
Should I proceed with this by using HorizontalScrollView with horizontal LinearLayout and remove/add views based on scrolling, then translate the scrolling position and provide fling that the scrolling doesn't stop suddenly.
Or is just one canvas possible to use and draw the content to simulate the scrolling?
Maybe a horizontally scrolling ListView component?
The solution should be efficient and use minimum of memory.
Which solution do you recommend, or do you have some new ideas other than above?
All suggestions are highly appreciated. Thanks.
There is several possibilities:
Create custom View class and implement GestureDetector there. You can get movement of finger, calculate currently visible area and draw only visible part of content.
May be this solution is not the easiest to implement, but it will be fast and does not require any resources.
I wanted to add a custom ImageButton on top of my SurfaceView so it essentially scrolls with the View. The canvas scrolls and zooms with a matrix. How could I go about doing this? Thanks.
Assuming I understand the question correctly, can you not just do button.draw(canvas) in your SurfaceView.onDraw() method? You definitely want to bypass the normal layout engine (because it's terribly slow for moving things around) so you'll also have to fake up hit-detection etc.