I have a project which i'm required to develop Android game that display a 5*5 table and and image for each player which each one of them can move the image in place inside the 5*5 table.
ex:
Note : I need to know the exact coordinates (or anything relative) so i can save the position in array and move the image to that new place (eg : re-draw it on the new position).
Any ideas ?
Thanks in advance.
Just use a RelativeLayout with 5x5 ImageViews (set to not visible).
And on the images that the user can move to the place, use Drag and Drop.
In onDrag you set the visibility of the image to Gone.
For all ImageView (5x5 Table), you set the onDragListener.
After that, in the overwritten method OnDrop, you can receive the view that is dropped and can determine which drawable to show.
edit:
Oh well, in this case I would use GridView as said in the comments. And make usage of drag and drop. You don't need to attach a DragListener to every image then. You can simply let the GridView listen to the drop events and determine by the x and y where to drop.
Little example (just as a hint)
gameStoneView.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
DragShadowBuilder shadowBuilder = new DragShadowBuilder(gameStoneView);
gameStoneView.startDrag(null, shadowBuilder, gameStoneView, 0);
if (dragListener != null) {
dragListener.onDragStart();
}
break;
default:
LOG.v("Motion event reorderIcon: DEFAULT - not action down");
}
return true;
}
});
gridView.setOnDragListener(new OnDragListener() {
#Override
public boolean onDrag(View v, DragEvent event) {
switch (event.getAction()) {
case DragEvent.ACTION_DRAG_LOCATION:
currentY = event.getY();
currentX = event.getX();
break;
case DragEvent.ACTION_DROP:
final Point position = getPositionOfItem(currentX, currentY);
dropItemAt(position);
break;
case DragEvent.ACTION_DRAG_EXITED:
//BORDER DRAGEVENT: ACTION_DRAG_EXITED
viewDraggedOutSide = true;
break;
case DragEvent.ACTION_DRAG_ENDED:
//BORDER DRAGEVENT: ACTION_DRAG_ENDED
if (viewDraggedOutSideList) {
reinsertDraggedItem();
update();
}
viewDraggedOutSideList = false;
return true;
default:
return true;
}
}
});
The swipe of ViewPager is smooth inside the vertical scrollview when I add this code into my ViewPager.
mPager.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
v.getParent().requestDisallowInterceptTouchEvent(true);
return false;
}
});
But when I add onClickListener to my ImageView [which is found in the Fragment added to the Adapter of the Viewpager], the swipe of my ViewPager is incorrect. Incorrect wherein I need to have a STRAIGHT HORIZONTAL LINE swipe for it to go to another page unlike before [when I did not add the onClickListener], the viewpager goes to the next page even I do DIAGONAL swiping. Any help is much appreciated. Thanks.
I just used setontouchlistener to my imageview and set conditions there.
Here's the code:
imgCarousel.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View arg0, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN: {
pStart = new Point((int) event.getX(), (int) event.getY());
break;
}
case MotionEvent.ACTION_UP: {
break;
}
case MotionEvent.ACTION_MOVE:{
break;
}
case MotionEvent.ACTION_CANCEL:{
Point pCancel = new Point((int) event.getX(), (int) event.getY());
int difference = pStart.x - pCancel.x;
if(difference > 10){
mPager.setCurrentItem(HomeCarousel.currentPage+1);
}
}
default:
break;
}
return true;
}
});
I think, it happens because ImageView intercept touchEvent using onClickListener.
You can use GestureOverlayView with your ImageView - http://developer.android.com/reference/android/gesture/GestureOverlayView.html
It could handle touch events without intercepting them.
I am currently trying to implement Drag and Drop in Android. The draging should be done on an item from a ListView. The thing is that the elements(items) in this ListView should have some sort of action when they are touched (single taped) and they should be dragable after the user perform a long press on one of the items. I got the code for draging from a tutorial but the problem that i cannot solve is:
After the user holds his finger on an item from the ListView the onTouch(MotionEvent ev) is called at the beginning and after a second GestureDetector.onLongPress is called.
My draging logic is implemented in the onTouch methods. What i currently do is set a boolean (isLongPressed) to true after LongPress is enabled and in the onTouch methods i check if this boolean is true - if yes then perform the draging.
Here is my code :
public class DragNDropListView extends ListView implements GestureDetector.OnGestureListener,
GestureDetector.OnDoubleTapListener
{
private boolean isLongPressed
#Override
public boolean onTouchEvent(MotionEvent ev)
{
mGestureDetector.onTouchEvent(ev);
if (!isLongPressed)
{
Log.e("Not Long", "Its Not Longpressed yet");
return super.onTouchEvent(ev);
}
final int action = ev.getAction();
final int x = (int) ev.getX();
final int y = (int) ev.getY();
if (action == MotionEvent.ACTION_DOWN && isLongPressed)
{
mDragMode = true;
}
if (!mDragMode)
return super.onTouchEvent(ev);
switch (action)
{
case MotionEvent.ACTION_DOWN:
Log.e("Action down", "Down");
break;
case MotionEvent.ACTION_MOVE:
Log.e("ACTION MOVE", "Move");
drag()
break;
case MotionEvent.ACTION_UP:
{
isLongPressed = false;
}
}
#Override
public void onLongPress(MotionEvent ev)
{
Log.e("LongPress", "LongPressed");
isLongPressed = true;
mGestureDetector.setIsLongpressEnabled(isLongPressed);
super.onTouchEvent(ev);
}
What happens is that i get "isNotLongPressed" if i just tab the items (desired behavior), After a long press i get "LongPressed" but then if i start draging i get nothing. If i release my finger and then start the drag everything is ok but i want to be able to drag immediately after the long press is registered.
Ok... in my app i update the layout on MotionEvent.ACTION_DOWN and then i check the motion event coordinates to locate my buttons. I can show a toast when finger is released on different buttons. The problem is i need a long touch on my buttons to call another action without conflicting with the MotionEvent.ACTION_UP. Implemented a long click handler but since i don't 'click' its not working. Hope you guys understand my problem.
Whats the best way to get my app working as intended?
My class implements OnTouchListener, OnGestureListener
#Override
public boolean onTouch(View v, MotionEvent event) {
switch(event.getAction()){
case MotionEvent.ACTION_DOWN:
// UPDATE LAYOUT
break;
case MotionEvent.ACTION_UP:
// GET BUTTON X Y
if (x and y match the button location){
// DO ACTION
}else{
// DO NOTHING
}
// CHANGE LAYOUT TO INITIAL STATE
break;
case MotionEvent.ACTION_MOVE:
break;
}
return false;
mybutton.setOnLongClickListener(new OnLongClickListener() {
#Override
public boolean onLongClick(View v) {
// DO STUFF
return true;
}
});
}
just try to return false in your onTouch(...) method and use onLongClickListener(...) as usual
My class extends View and I need to get continuous touch events on it.
If I use:
public boolean onTouchEvent(MotionEvent me) {
if(me.getAction()==MotionEvent.ACTION_DOWN) {
myAction();
}
return true;
}
... the touch event is captured once.
What if I need to get continuous touches without moving the finger?
Please, tell me I don't need to use threads or timers. My app is already too much heavy.
Thanks.
Use if(me.getAction() == MotionEvent.ACTION_MOVE). It's impossible to keep a finger 100% completely still on the screen so Action_Move will get called every time the finger moves, even if it's only a pixel or two.
You could also listen for me.getAction() == MotionEvent.ACTION_UP - until that happens, the user must still have their finger on the screen.
You need to set this properties for the element
android:focusable="true"
android:clickable="true"
if not, just produce the down action.
Her is the simple code snippet which shows that how you can handle the continues touch event. When you touch the device and hold the touch and move your finder, the Touch Move action performed.
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
if(isTsunami){
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// Write your code to perform an action on down
break;
case MotionEvent.ACTION_MOVE:
// Write your code to perform an action on contineus touch move
break;
case MotionEvent.ACTION_UP:
// Write your code to perform an action on touch up
break;
}
}
return true;
}
Try this. It works to me:
public static OnTouchListener loadContainerOnTouchListener() {
OnTouchListener listener = new OnTouchListener(){
#Override
public boolean onTouch(View v, MotionEvent event) {
LinearLayout layout = (LinearLayout)v;
for(int i =0; i< layout.getChildCount(); i++)
{
View view = layout.getChildAt(i);
Rect outRect = new Rect(view.getLeft(), view.getTop(), view.getRight(), view.getBottom());
if(outRect.contains((int)event.getX(), (int)event.getY()))
{
Log.d(this.getClass().getName(), String.format("Over view.id[%d]", view.getId()));
}
}
}
Remember: the listener you´ll set must be a container layout (Grid, Relative, Linear).
LinearLayout layout = findViewById(R.id.yourlayoutid);
layout.setOnTouchListener(HelperClass.loadContainerOnTouchListener());
This might help,
requestDisallowInterceptTouchEvent(true);
on the parent view, like this -
#Override
public boolean onTouch(View view, MotionEvent motionEvent) {
view.getParent().requestDisallowInterceptTouchEvent(true);
switch(motionEvent.getAction()){
}
return false;
}
I was making a game with a custom view used as a thumb control. . . here is what I did
float x = 0, y = 0;
#Override
public boolean onTouchEvent(MotionEvent event) {
x = event.getX();
y = event.getY();
// handle touch events with
switch( event.getActionMasked() ) {
case MotionEvent.ACTION_DOWN :
if(cont)
{
// remove any previous callbacks
removeCallbacks(contin);
// post new runnable
postDelayed(contin, 10);
}
invalidate();
return true;
case MotionEvent.ACTION_MOVE :
if(!cont && thumbing != null)
{
// do non-continuous operations here
}
invalidate();
return true;
case MotionEvent.ACTION_UP :
// set runnable condition to false
x = 0;
// remove the callbacks to the thread
removeCallbacks(contin);
invalidate();
return true;
default :
return super.onTouchEvent(event);
}
}
public boolean cont = false;
// sets input to continuous
public void set_continuous(boolean b) { cont = b; }
public Runnable contin = new Runnable()
{
#Override
public void run() {
if(x != 0)
{
// do continuous operations here
postDelayed(this, 10);
}
}
};
A quick note however, make sure in your main activity that is calling this view removes the callbacks manually via the onPause method as follows
#Override
protected void onPause() {
if(left.cont) left.removeCallbacks(left.contin);
if(right.cont) right.removeCallbacks(left.contin);
super.onPause();
}
That way if you pause and come back touch events aren't being handled twice and the view is free from it's thread's overhead.
** tested on Samsung Galaxy S3 with hardware acceleration on **
All these answer are partially correct but they do not resolve in the right way the problem.
First of all, for everyone out there that decide to track when the event is ACTION_MOVE. Well that works only guess when? When user move his finger, so could if you decide to implement a custom thumb control is okay but for a normal custom button that's not the case.
Second, using a flag inside ACTION_DOWN and check it in ACTION_UP seems the logic way to do it, but as Clusterfux find out if you implement a while(!up_flag) logic you get stuck into troubles ;)
So the proper way to do it is mentioned here:
Continuous "Action_DOWN" in Android
Just keep in mind that if the logic you're going to write during the continuous press has to modify the UI in some way, you have to do it from the main thread in all the other cases it's better use another thread.
You can use the below code snippet as a reference in which I used the background to detect if the screen is held or not...
Main_Layout.setOnTouchListener(new View.OnTouchListener() {
#SuppressLint("ResourceAsColor")
#Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
Main_Layout.setBackgroundColor(R.color.green);
event.setAction(MotionEvent.ACTION_DOWN);
break;
default:
Main_Layout.setBackgroundColor(R.color.blue);
break;
}
return false;
}
});