in my application i have one bag-round image with 5 icons how can i put on-click actions for individual icons in the android in my case 5 icons is place in the one image and that image used as bag-round image in my app.
Please help me thanks in Advance......
You can use ImageButton and listen its on click method:
imgB =(ImageButton)findViewById(R.id.Image_Button_ID);
imgB.setOnClickListener(new OnClickListener() {
// write your code here
});
Or if you want to specify the method in the xml:
<ImageButton android:id="#+id/Image_Button_ID"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/blah"
android:onClick="cutsom_onclick_method" />
Hopefully I am not misunderstanding, it is not very clear to me what you need.
OnTouchListener will give you the location of the click which you can use to determine where you have clicked.
imageView.setOnTouchListener(new OnTouchListener() {
public boolean onTouch(View v, MotionEvent e) {
if (e.getAction() == MotionEvent.ACTION_DOWN){
int x = (int) e.getX();
int y = (int) e.getY();
}
// then do some calculation with x and y and where they are
return true;
}
});
The other way is to use five ImageButtons and five different images
Related
I use Android studio and I have this image with a transparent background. Whenever i click on it it'll bring me to another Activity. But even when I click on the transparent part of the image it'll bring me to the other Activity.
Is it possible to make the nontransparent part clickable (or touchable) and the transparent part unclickable?
Yes this is possible but it becomes much more difficult than just adding an OnClickListener.
The trick is to use a Touch listener instead of click and on either a DOWN or UP event take the position and then either use some simple maths to work out whether it was a transparent area (if the design is a simple one) or, do some more complicated stuff to work out your pixel values at the centre.
new View.OnTouchListener() {
public boolean onTouch(View v, MotionEvent event) {
If (event.getAction() == MotionEvent.ACTION_DOWN) {
final int x = (int) event.getX();
final int y = (int) event.getY();
//now map the coords we got to the
//bitmap (because of scaling)
ImageView imageView = ((ImageView)v);
Bitmap bitmap =((BitmapDrawable)imageView.getDrawable()).getBitmap();
int pixel = bitmap.getPixel(x,y);
//now check alpha for transparency
int alpha = Color.alpha(pixel);
If (alpha != 0) {
//do whatever you would have done for your click event here
}
}
return true; //we've handled the event
}
}
I have created a button at the center of the layout with width 50dp.If I touch the screen at left extreme side of the layout(where the is no button) and hold down (Keep pressing ) till I reach the button in center then it should detect the touch .How can I do that .I have tried both onCLicklistener() and onTouchListener() but I still cannot detect the touch .
Basically like gesture but I thought button had a way of detecting that.
button.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
// Toast text : entered within button
return false;
}
}))
If we set Click or Touch listener to Button which is 50dp width at center, then the listener will get callback only if the user click/touch initiating from button.
While in your problem case, You are initiating click/touch from outside and coming to button.
So, button listener will not get callback from Android Framework
For your requirement to work, we need to add some logic, i have tried to add it here :
activity_main.xml :
<RelativeLayout android:id="#+id/parentLayout" ... >
<Button android:id="#+id/buttonCenter ... />
</RelativeLayout>
MainActivity.java :
// apply touch listener to parentLayout
button = (Button) findViewById(R.id.buttonCenter);
parent = (RelativeLayout) findViewById(R.id.parentLayout);
parent.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
Log.d("tag","in onTouch...");
checkTouch(event);
return true;
}
});
// check if touch entered button area
// save button left, right, top and bottom edge
// update : This is API i found on google documentation
float[] params;
button.getLocationOnScreen(params);
public void checkTouch(MotionEvent event) {
x = event.getX();
y = event.getY();
if(x >= param[0] && x <= (param[0]+button.getWidth())) {
if(y >= param[1] && y <= (param[1]+button.getHeight())) {
Log.d("tag","this touch is in button area");
// do what you want to do when touch/click comes in button area
}
}
}
Actually when you place a touch MotionEvent.ACTION_DOWN event is dispatched on the view which you touch and as you move MotionEvent.ACTION_MOVE events will be dispatched for every pixel point moved and until you release viz. until MotionEvent.ACTION_UP event is dispatched on that same view the events will not be handed over to any other view.
That is why it is not detecting on the button since it is actually the event of its parent view. So write an ontouchlistener on the parent and in that handle the touch according to the event.getRawX() & event.getRawY() positions in pixels.
I have images that want to interactive in android, please help me how I can make interactive image in android, I'm new user on this site, may be site is not allow me to post image.
My scenario is, I have 10 chairs around table, and I want user interactive with chair (Click able) and goes to other screen. I'm new to android. Please explain how I can create interactive images for my apps.
Here is an image that helps you understand my scenario:
Just set OnTouchListener to your image view with onTouchEvent method like this one:
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
x = event.getX() + this.getLeft();
y = event.getY() + this.getTop();
// check if (x,y) is on chair and do other staff
}
return super.onTouchEvent(event);
}
(x,y) is a point on picture which was clicked. Save ranges of picture's point which are on chairs. Than just check on which one you've clicked and do appropriate staff.
keep all the chair images as separate ImageButton and use on Click listener for image views.
Like for any chair x
ImageButton xchair = (ImageView)findViewById(R.id.xchair);
xchair.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
**Call intent for calling another activity here.**
}
});
I need to have some text with a drawable on the left and I want to execute some code when the user clicks/touches the image (only the image, not the text), so I used a LinearLayout with a TextView and an ImageView which is clickable and launches an onClick event. The XML parser suggests me to replace this with a TextView with a compound drawable, which would draw the same thing with far less lines of XML.. My question is "can I specify I want to handle an onClick event only on the drawable of the TextView and not on the TextView itself? I've seen some solutions which involves writing your own extension of TextView, but I'm only interested in being able to do it within the layout resource, if possible, otherwise I'll keep the following XML code:
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:gravity="center"
android:orientation="horizontal" >
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:gravity="bottom"
android:paddingTop="10dp"
android:paddingLeft="10dp"
android:paddingRight="10dp"
android:text="#string/home_feedback_title"
android:textColor="#android:color/primary_text_dark"
android:textStyle="bold"
android:paddingBottom="4dp"/>
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/action_feedback"
android:clickable="true"
android:onClick="onClickFeedback"
android:contentDescription="#string/action_feedback_description"/>
</LinearLayout>
Its very simple. Lets say you have a drawable on left side of your TextView 'txtview'. Following will do the trick.
TextView txtview = (TextView) findViewById(R.id.txtview);
txtview.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP) {
if(event.getRawX() <= txtview.getTotalPaddingLeft()) {
// your action for drawable click event
return true;
}
}
return true;
}
});
If you want for right drawable change the if statement to:
if(event.getRawX() >= txtview.getRight() - txtview.getTotalPaddingRight())
Similarly, you can do it for all compound drawables.
txtview.getTotalPaddingTop();
txtview.getTotalPaddingBottom();
This method call returns all the padding on that side including any drawables. You can use this even for TextView, Button etc.
Click here for reference from android developer site.
You can go either way. Using the compound drawable is faster though because it was intended to be an optimization. It uses less ram because you reduce 3 views into 1 and it's faster layout because you lose 1 depth.
If I were you I'd consider stepping back to see if both the text and the image intercepting the touch to do whatever action is possibly a good thing. In general having a larger touch region makes it easier to press. Some users may actually be inclined to touch the text instead of the image.
Lastly if you go that route of merging the 2 you might want to consider using a Button instead of a TextView. You can style the button to not have the rectangle around it. They call it a borderless button. It's nice because you get visual feedback that you clicked on a actionable item where as an ImageView or TextView normally aren't actionable.
How to Create Borderless Buttons in Android
#Vishnuvathsan's answer is almost perfect, but getRaw() returns an absolute x position of the touch point. If the textview is located not on the left edge of the view, you should compare with the absolute position of the textview by using getLocationOnScreen. Code below is an example to check both left drawable tap and right drawable tap.
textView.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_UP) {
int[] textLocation = new int[2];
textView.getLocationOnScreen(textLocation);
if (event.getRawX() <= textLocation[0] + textView.getTotalPaddingLeft()) {
// Left drawable was tapped
return true;
}
if (event.getRawX() >= textLocation[0] + textView.getWidth() - textView.getTotalPaddingRight()){
// Right drawable was tapped
return true;
}
}
return true;
}
});
final int DRAWABLE_LEFT = 0;
final int DRAWABLE_TOP = 1;
final int DRAWABLE_RIGHT = 2;
final int DRAWABLE_DOWN = 3;
This click listener is getting in on touch listener
if (event.getAction() == MotionEvent.ACTION_DOWN)
if (event.getAction() == MotionEvent.ACTION_DOWN) {
if (event.getX() >= (tvFollow.getTop() - tvFollow.getCompoundDrawables()[DRAWABLE_TOP].getBounds().width())) {
// your action here
return true; } }
Since getRaw() and getRight() both returns in regards with the entire screen coordinates, this will not work if your views are not on the left edge of the screen. The below solution can be used anywhere regardless of layout position. This is for right side drawable touch.
textView.setOnTouchListener(OnTouchListener { _, event ->
if (event.action == MotionEvent.ACTION_UP)
{
if (event.x >= textView.width - textView.totalPaddingEnd)
{
<!---DO YOUR ACTIONS HERE--->
return#OnTouchListener true
}
}
true
})
PS: Kotlin code
i am developing game.i am displaying gun object center bottom of the screen.when user tap on screen i need to rotate gun that direction.i done rotating image.but when user tap on screen i need to rotate image that direction.can you please help me
Thanks in advance
Aswan
is your image a bitmap? could you convert it to one? Would an onClick listener not work and when the user clicks do something like.. http://www.anddev.org/resize_and_rotate_image_-_example-t621.html
Seeing some code as to what you've attempting would be nice also. The following will help you with checking if the bitmap has been clicked in case you're stuck on that also http://developer.android.com/reference/android/view/View.html .
I've never attemped this myself but I think that would work. Try redrawing the bitmap when you have resized it.
Just use onTouchListener for your View and use this code for that
#Override
public boolean onTouch(View v, MotionEvent event) {
float currentX = event.getX();
float currentY = event.getY();
Log.i(TAG, "action type is"+event.getAction());
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE: {
Log.i(TAG, "Entering in onTouch");
double rotationAngleRadians = Math.atan2(currentX - dialer.centerX, dialer.centerY - currentY);
dialer.rotationAngle = (int) Math.toDegrees(rotationAngleRadians);
Log.i(TAG, "rotaion angle"+dialer.rotationAngle);
dialer.invalidate();
return true;
}
}
return true;
}