I'm creating a simple OpenGL 'app' to rotate a triangle. I wish, on the first touch, to save the angle the touch position corresponds to. Then, on motion, rotate the shape by the angle corresponding to current position minus angle of first touch.
It was my understanding that the first step should be done in MotionEvent.ACTION_DOWN, and the second in MotionEvent.ACTION_MOVE. However, it seems as if ACTION_DOWN is being called during the motion. That is, the below code causes the shape to rotate as a finger is dragged (and I understood that it would rotate only to the position of the initial touch):
private double mTheta;
#Override
public boolean onTouchEvent(MotionEvent e) {
super.onTouchEvent(e);
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_DOWN:
x -= getWidth() / 2;
y -= getHeight() / 2;
mTheta = Math.atan2(-x,-y) * 180.0f / Math.PI;
GL20Renderer.mAngle = (float) mTheta;
requestRender();
}
return true;
}
Is my code wrong, or is this some weird behaviour of the emulator? (I don't currently have access to an android device.)
(Addendum: I original attempted to implement the above fully, with a MotionEvent.ACTION_MOVE case for calculating the new angle and rendering. The ACTION_DOWN case was only saving the starting offset angle. This didn't work, in that the shape didn't rotate - because the offset angle was being re-calculated during movement - which is how I ended up at this point.)
It might have been that you forgot to put a break statement in your switch/case. So once ACTION_MOVE is done, ACTION_DOWN follows immediately after
Needed to be using getActionMasked() rather than getAction(). See comment from WarrenFaith.
Related
I'm trying to make a View's x value move along with a finger as it drags across the screen. Although the view moving is smooth, it only moves ~1/3 of the distance that the finger does. The View in my case happens to be a RecyclerView, but I think this is irrelevant to the problem. What am I doing wrong in the following implementation?
view.setOnTouchListener((v, event) -> {
switch (event.getActionMasked()) {
case MotionEvent.ACTION_UP:
view.animate().translationX(0).setDuration(200);
break;
case MotionEvent.ACTION_MOVE:
if (event.getHistorySize() < 1) break;
final float latestX = event.getX(),
secondLatestX = event.getHistoricalX(event.getHistorySize() - 1),
firstX = event.getHistoricalX(0),
secondX = (event.getHistorySize() > 1) ?
event.getHistoricalX(1) : latestX;
final float firstY = event.getHistoricalY(0),
secondY = (event.getHistorySize() > 1) ?
event.getHistoricalY(1) : event.getY();
// if initial change x is greater than y
if (Math.abs(secondX - firstX) > Math.abs(secondY - firstY)) {
view.setX(messageList.getX() + (latestX - secondLatestX));
return true;
}
break;
}
return false;
});
If the code needs some explanation:
firstX is the first x value that the finger touched on the screen
secondX is the second x value that the finger touched on the screen
(as in, the next time onTouch was fired with ACTION_MOVE)
latestX is the most recent x value of the finger
secondLatestX is the second most recent x value of the finger
All y variables are the
same as their x counter-parts but in the y direction
Am I calculating the variables incorrectly? I cannot seem to find a logic issue in anything.
Since I could not find any way to do this, I just decided to create my own library from the ground up. Here it is:
https://github.com/GregoryConrad/SlideDetector
As from your Use-case what i can understand is you want to move the view based on your touch.
Check out my project Long press and Move the square in infinite View.
ZoomIt
I am trying to make an Android paint application for finger painting and I am having trouble with moving the lines I draw.
What I tried to do was offset the path of the currently selected line by the difference between the initial finger press coordinates and the current coordinates in OnTouchEvent during ACTION_MOVE.
case MotionEvent.ACTION_MOVE:
selectline.getLine().offset(x - otherx, y - othery);
otherx and othery are set as the x and y coordinates during ACTION_MOVE and x and y are the current cursor coordinates. My lines are stored as a separate class containing the path, color, thickness and bounding box.
What I got was the shape flying off the screen in the direction of my finger without stopping at the slightest movement. I tried using a matrix to move the path, but the result was the same.
When I tried to insert a "do while" that would check whether the current coordinates would match the path's .computeBounds() rectangle center, but the program crashes as soon as I move my finger.
Any help would be appreciated, thanks.
Most likely that you did not use the right scale for the coordinates.
Source: Get Canvas coordinates after scaling up/down or dragging in android
float px = ev.getX() / mScaleFactor + rect.left;
float py = ev.getY() / mScaleFactor + rect.top;
// where mScaleFactor is the scale use in canvas and rect.left and rect.top is the coordinate of top and left boundary of canvas respectively
Its a bit late but it may solve others problem. I solved this issue like this,
get initial X,Y position on onLongPress
public void onLongPress(MotionEvent motionEvent) {
try {
shapeDrag = true;
SmEventX = getReletiveX(motionEvent);
SmEventY = getReletiveY(motionEvent);
} catch (Exception e) {
e.printStackTrace();
}
and then on onToucn(MotionEvent event)
case MotionEvent.ACTION_MOVE: {
actionMoveEvent(motionEvent);
try {
if (shapeDrag) {
StylePath sp = alStylePaths
.get(alStylePaths.size() - 1);
Path mpath = sp.getPath();
float tempX = getReletiveX(motionEvent) - SmEventX;
float tempY = getReletiveY(motionEvent) - SmEventY;
mpath.offset(tempX, tempY);
SmEventX = getReletiveX(motionEvent);
SmEventY = getReletiveY(motionEvent);
}
} catch (Exception e) {
e.printStackTrace();
}
break;
}
}
I faced the same trouble and in my case it was a very naive mistake. Since the description of the "symptoms" matches exactly (shape flying off the screen in the direction of the finger at the slightest movement, shape moved correctly at ACTION_UP event), I think the reason behind might be the same.
Basically the problem is in the update of the touch position coordinates within the ACTION_MOVE event. If you don't update the last touch position, the calculated distance will be always between the current touch position and the first touch position stored at ACTION_DOWN event: if you apply this offset consecutively to the path, the translation will sum up and consequently the shape will "fly" rapidly off the screen.
The solution is then quite simple: just update the last touch position at the end of the ACTION_MOVE event:
float mLastTouchX, mLastTouchY;
#Override
public boolean onTouchEvent(MotionEvent ev) {
final int action = ev.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN: {
// get touch position
final float x = ev.getX();
final float y = ev.getY();
// save the initial touch position
mLastTouchX = x;
mLastTouchY = y;
break;
}
case MotionEvent.ACTION_MOVE: {
// get touch position
final float x = ev.getX();
final float y = ev.getY();
// calculate the distance moved
final float dx = x - mLastTouchX;
final float dy = y - mLastTouchY;
// here apply translation to the path
// update touch position for the next move event
mLastTouchX = x;
mLastTouchY = y;
break;
}
}
return true;
}
Hope this helps.
Is it Possible to move and rotate an Image along a Circular Path based on a touch event as follows:
I have looked at this question:
Moving an Image in circular motion based on touch events in android
But it only tells me how to move the image along a circle, not rotate it.
Update: Full example posted on GitHub at https://github.com/jselbie/xkcdclock
Every time you get a touch event, grab the touch point's x,y coordinates and compute the angle of the rotation relative to the center of bitmap. Use that value to determine how much to rotate the bitmap you want draw.
First, let's assume a logical coordinate system in which the center point of your element above is at (0,0) in x,y space.
Therefore, the angle (in degrees) between any touch point relative to the center can be computed as follows:
double ComputeAngle(float x, float y)
{
final double RADS_TO_DEGREES = 360 / (java.lang.Math.PI*2);
double result = java.lang.Math.atan2(y,x) * RADS_TO_DEGREES;
if (result < 0)
{
result = 360 + result;
}
return result;
}
Note - the normalization of negative angles to positive angles. So if the touch point is (20,20), this function above will return 45 degrees.
To make use of this method, your Activity will need the following member variables defined:
float _refX; // x coordinate of last touch event
float _refY; // y coordinate or last touch event
float _rotation; // what angle should the source image be rotated at
float _centerX; // the actual center coordinate of the canvas we are drawing on
float _centerY; // the actual center coordinate of the canvas we are drawing on
Now let's examine how to keep track of touch coordinates to we can always have an up to date "_rotation" variable.
So our "touch handler" for Android will look something like this:
boolean onTouch(View v, MotionEvent event)
{
int action = event.getAction();
int actionmasked = event.getActionMasked();
if (!_initialized)
{
// if we haven't computed _centerX and _centerY yet, just bail
return false;
}
if (actionmasked == MotionEvent.ACTION_DOWN)
{
_refX = event.getX();
_refY = event.getY();
return true;
}
else if (actionmasked == MotionEvent.ACTION_MOVE)
{
// normalize our touch event's X and Y coordinates to be relative to the center coordinate
float x = event.getX() - _centerX;
float y = _centerY - event.getY();
if ((x != 0) && (y != 0))
{
double angleB = ComputeAngle(x, y);
x = _refX - _centerX;
y = _centerY - _refY;
double angleA = ComputeAngle(x,y);
_rotation += (float)(angleA - angleB);
this.invalidate(); // tell the view to redraw itself
}
}
There's some fine details left out such as drawing the actual bitmap. You might also want to handle the ACTION_UP and ACTION_CANCEL events to normalize _rotation to always be between 0 and 360. But the main point is that the above code is a framework for computing the _rotation at which your Bitmap should be drawn on the View. Something like the following:
void DrawBitmapInCenter(Bitmap bmp, float scale, float rotation, Canvas canvas)
{
canvas.save();
canvas.translate(canvas.getWidth()/2, canvas.getHeight()/2);
canvas.scale(scale, scale);
canvas.rotate(rotation);
canvas.translate(-bmp.getWidth()/2, -bmp.getHeight()/2);
canvas.drawBitmap(bmp, 0, 0, _paint);
canvas.restore();
}
I have a background image as a drawable in my custom view. This drawable may be pinch zoomed or moved.
Currently I need a green dot that is drawn on the image to be stationary relative to the screen. That is, it should be always at the same position with the pin as shown below. (Of course, the pin is simply an ImageView and does NOT move at all!)
I have successfully made it stationary relative to the screen, when the map behind is moved as follows in my custom view, MapView:
#Override
public boolean onTouchEvent(MotionEvent ev) {
// Let the ScaleGestureDetector inspect all events.
mScaleDetector.onTouchEvent(ev);
final int action = ev.getAction();
switch (action & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN: {
final float x = ev.getX();
final float y = ev.getY();
mLastTouchX = x;
mLastTouchY = y;
mActivePointerId = ev.getPointerId(0);
break;
}
case MotionEvent.ACTION_MOVE: { // triggered as long as finger movers
final int pointerIndex = ev.findPointerIndex(mActivePointerId);
final float x = ev.getX(pointerIndex);
final float y = ev.getY(pointerIndex);
// Only move if the ScaleGestureDetector isn't processing a gesture.
if (!mScaleDetector.isInProgress()) {
final float dx = x - mLastTouchX;
final float dy = y - mLastTouchY;
mPosX += dx;
mPosY += dy;
// update the starting point if the 'Start' button is not yet pressed
// to ensure the screen center (i.e. the pin) is always the starting point
if (!isStarted) {
Constant.setInitialX(Constant.INITIAL_X - dx);
Constant.setInitialY(Constant.INITIAL_Y - dy);
if ((historyXSeries.size() > 0) && (historyYSeries.size() > 0)) {
// new initial starting point
historyXSeries.set(0, Constant.INITIAL_X);
historyYSeries.set(0, Constant.INITIAL_Y);
}
}
invalidate();
}
mLastTouchX = x;
mLastTouchY = y;
break;
}
By doing that above, my green dot stays there, when the background image is moved.
But I have problems in trying to make it stay there, when the background image is zoomed.
Essentially, I don't really understand how canvas.scale(mScaleFactor, mScaleFactor) works, and therefore I cannot move the green dot accordingly like what I have done in the simple moving case.
I think something should be added in the scale listener handler below, could anybody help me fill that part?
private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener {
#Override
public boolean onScale(ScaleGestureDetector detector) {
mScaleFactor *= detector.getScaleFactor();
// Don't let the object get too small or too large.
mScaleFactor = Math.max(1f, Math.min(mScaleFactor, 10.0f)); // 1 ~ 10
// HOW TO MOVE THE GREEN DOT HERE??
invalidate();
return true;
}
Or please at least explain how canvas.scale(mScaleFactor, mScaleFactor) works, and how may I move the green dot accordingly?
Keep in mind that the canvas is thought to scale everything according to the scale factor, so while going against the zoom is possible, it is probably not the best approach. However, if this is what you're looking for, I will help you as best as I can.
I am assuming the following:
Scale factor is relative to the current zoom (old zoom is always scale factor 1). If this is not the case, then you should observe the zoom values after scaling roughly 200% two times and seeing if the resulting scale factor is 4 or 3 (exponential or linear). You can achieve the results below by normalizing the scale factor to 2 for a zoom factor of 200%, for example. You'll have to remember the old scale factor in order to do so.
No rotation is performed
If this is the case then following can be said for a marker with respect to the zoom center.
For every horizonal pixel x away from the zoom center after zoom, its original position could be calculated to be: zoom_center_x + *x* / scale_factor (or alternatively zoom_center_x + (marker_x - zoom_center_x) / scale_factor). In other words, if zoom center is (50, 0) and the marker is (100, 0) with a scale factor of 2, then the x position of the marker prior to the zoom was 50 + (100 - 50) / 2 or 75. Obviously, if the marker is in the same position of the zoom center, then the x position will be the same as the zoom center. Similarly, if the scale is 1, then the x position for the marker will be the same as it is now.
The same can be applied to the y axis.
While I can't know exactly how to set the position of your marker, I would expect the code to look something like:
Point zoomCenter = detector.getZoomCenter();
// Set marker variable here
marker.setX(Math.round(zoomCenter.getX() + ((double)(marker.getX() - zoomCenter.getX())) / mScaleFactor));
marker.setY(Math.round(zoomCenter.getY() + ((double)(marker.getY() - zoomCenter.getY())) / mScaleFactor));
I hope that helps.
i have drawn an square,now i want to move it along the plane following the mouse pointer.I am using open GL es 1.0.I tried to get difference in motion position with the below code:
#Override public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
mRenderer.dx = x - mPreviousX;
mRenderer.dy = y - mPreviousY;
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
and then i am translating the object by using gtranslatef function with dx and dy values.
gl.glTranslatef(dx, dy,0);
but for a little movement in mouse pointer.there is large displacement in object position.
How can i move object along with mouse?
Pointer coordinates usually are in screen physical dimensions, i.e. pixels. Your OpenGL coordinates depend on the projection and modelview matrices you apply.
What you must do is doing a backtransform of screen/viewport coordinates into your object or world space. This is done by reversing the transformation pipeline. Since matrix multiplication is a linear operation, you can not only put absolute values through it, it works as well for differentials.
I'd tell you more, but I need to say your existing program structure to give you sensible advice how to extend or change it. Please post it on http://pastebin.com or similar.