MotionEvent.Action_up called to early - android

I am having an issue with MotionEvent.ACTION_UP The event is called before I lift my finger.
Here is the code I am using. What should I change? Thanks for any help!
public boolean onTouchEvent(MotionEvent e) {
switch(e.getAction()) {
case MotionEvent.ACTION_DOWN:
if(checkColide(e.getX(), e.getY())) {
isFootballTouched = true;
downT = c.MILLISECOND;
downX = e.getX();
}
break;
case MotionEvent.ACTION_MOVE:
//moveFootball(e.getX(), e.getY());
break;
case MotionEvent.ACTION_UP:
upT = c.MILLISECOND;
upX = e.getX();
getVelocity();
break;
}
return false;
}

Try returning true if one of this 3 case occurred
public boolean onTouchEvent(MotionEvent e) {
switch(e.getAction()) {
case MotionEvent.ACTION_DOWN:
if(checkColide(e.getX(), e.getY())) {
isFootballTouched = true;
downT = c.MILLISECOND;
downX = e.getX();
}
return true;
case MotionEvent.ACTION_MOVE:
//moveFootball(e.getX(), e.getY());
return true;
case MotionEvent.ACTION_UP:
upT = c.MILLISECOND;
upX = e.getX();
getVelocity();
return true;
}
return false;
}

Probably you should return true from the onTouchEvent(). Returning false means that you're not interested in receiving events to this View anymore. Hope this helps.

Related

OnTouchEvent , my scene go back if i touch some place in scene

my question can be pretty strange, but I can not understand why my scene is moving back, if I touch the screen elsewhere, please help me figure it out.
https://youtu.be/oKdwqn0HC0Y - in this video record my problem,
To better understand the problem
#Override
public boolean onTouchEvent(MotionEvent event) {
final int action = event.getAction();
if (action == MotionEvent.ACTION_DOWN) {
return true;
}
switch (event.getPointerCount()) {
case 3:
Log.e("Event", "PointerCount = " +event.getPointerCount());
return mScaleDetector.onTouchEvent(event);
case 2:
Log.e("Event", "PointerCount = " +event.getPointerCount());
return doRotationEvent(event);
case 1:
Log.e("Event", "PointerCount = " +event.getPointerCount());
return doMoveEvent(event);
}
return true;
}
private boolean doMoveEvent(MotionEvent event)
{
final int action = event.getAction();
Log.e("doMoveEvent", "action = " +action);
switch (action) {
case MotionEvent.ACTION_DOWN: {
Log.e("doMoveEvent", "action_down");
final float x = event.getX();
Log.e("doMoveEvent", " x = " +x);
final float y = event.getY();
Log.e("doMoveEvent", " y = " +y);
// Remember where we started
mLastTouchX = x;
mLastTouchY = y;
break;
}
case MotionEvent.ACTION_MOVE: {
final float x = event.getX();
final float y = event.getY();
// Calculate the distance moved
final float dx = x - mLastTouchX;
final float dy = y - mLastTouchY;
Log.e("doMoveEvent", " DX = " +dx);
Log.e("doMoveEvent", " DY = " +dy);
renderer.angleX += dy;
renderer.angleY += dx;
mLastTouchX = x;
mLastTouchY = y;
// Invalidate to request a redraw
break;
}
case MotionEvent.ACTION_UP: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_CANCEL: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
}
return true;
}
I solved my problem this way
#Override
public boolean onTouchEvent(MotionEvent event) {
final int action = event.getAction();
if (action == MotionEvent.ACTION_DOWN) {
final float x = event.getX(); //(NEW)
final float y = event.getY(); //(NEW)
mLastTouchX = x; //(NEW)
mLastTouchY = y; //(NEW)
return true;
}
switch (event.getPointerCount()) {
case 3:
Log.e("Event", "PointerCount = " +event.getPointerCount());
return mScaleDetector.onTouchEvent(event);
case 2:
Log.e("Event", "PointerCount = " +event.getPointerCount());
return doRotationEvent(event);
case 1:
Log.e("Event", "PointerCount = " +event.getPointerCount());
return doMoveEvent(event);
}
return true;
}

Android multitouch: no ACTION_POINTER_DOWN and UP events

Here is my code:
public boolean onTouch(View v, MotionEvent event) {
switch(event.getActionMasked()) {
case MotionEvent.ACTION_DOWN:
Log.d("getButtonCode", "catch ACTION_DOWN");
break;
case MotionEvent.ACTION_POINTER_DOWN:
Log.d("getButtonCode", "catch ACTION_POINTER_DOWN");
break;
case MotionEvent.ACTION_POINTER_UP:
Log.d("getButtonCode", "catch ACTION_POINTER_UP");
break;
case MotionEvent.ACTION_UP:
Log.d("getButtonCode", "catch ACTION_UP");
case MotionEvent.ACTION_CANCEL:
Log.d("getButtonCode", "catch ACTION_CANCEL");
case MotionEvent.ACTION_MOVE:
break;
default:
break;
}
return true;
}
and I never catch ACTION_POINTER_DOWN and ACTION_POINTER_UP. If I remove breakfrom ACTION_DOWN, I catch ACTION_POINTER_DOWN always after ACTION_DOWN, even if it is first pointer. I think it should be so: first pointer catch only ACTION_DOWN, every next pointer only ACTION_POINTER_DOWN, if non-primary pointer has gone up, I should catch ACTION_POINTER_UP.
But it doesn't work. What is wrong in my code?
PS: I saw other similar questions, but no answer helped me.
Instead of using a switch statement, I flowed through a series of if statements. This let me test against event.getAction() or event.getActionMasked() and it allowed multiple possible actions through at once.
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
startingX = (int) event.getX();
startingY = (int) event.getY();
}
if(event.getAction() == MotionEvent.ACTION_MOVE) {
int scaleX = 1;
int scaleY = 1;
if(touchStateScale == true){
scaleX = (int) (event.getX(0) - event.getX(1));
scaleY = (int) (event.getY(0) - event.getY(1));
}
int endingX = (int) event.getX();
int endingY = (int) event.getY();
int newX = endingX-startingX;
int newY = endingY-startingY;
((ImageView) v).setImageBitmap(drawNewImageScaled(baseImage, newImageResourceId, newX, newY, scaleX, scaleY));
}
if(event.getActionMasked() == MotionEvent.ACTION_POINTER_DOWN){
Log.i(TAG, "second pointer detected");
touchStateScale = true;
}
if (event.getAction() == MotionEvent.ACTION_UP) {
touchStateScale = false;
return false;
}
return true;
}
};

Remove the TouchEvent of Button

I want to remove the TouchEvent of Button when the User moves out of the Button Area
I have detected the user movement by:
case MotionEvent.ACTION_DOWN:
rect = new Rect(v.getLeft(), v.getTop(), v.getRight(), v.getBottom());
break;
case MotionEvent.ACTION_MOVE:
if(!rect.contains(v.getLeft() + (int) event.getX(), v.getTop() + (int) event.getY())){
logIt("You are OutSide...");
}
break;
Can Anyone Suggest how to do that...
ANy answer Appreciated...Thks
reWrite code like this :-
case MotionEvent.ACTION_DOWN:
rect = new Rect(v.getLeft(), v.getTop(), v.getRight(), v.getBottom());
break;
case MotionEvent.ACTION_UP:
if(!rect.contains(v.getLeft() + (int) event.getX(), v.getTop() + (int) event.getY())){
logIt("You are OutSide...");
}
break;
try this...
case MotionEvent.ACTION_DOWN:
rect = new Rect(v.getLeft(), v.getTop(), v.getRight(),v.getBottom());
break;
case MotionEvent.ACTION_MOVE:
if (!rect.contains(v.getLeft() + (int) event.getX(), v.getTop()+ (int) event.getY())) {
Log.i(TAG, "You are outside");
return false;
}
break;
and this complete code will give you some idea...
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
rect = new Rect(v.getLeft(), v.getTop(), v.getRight(),v.getBottom());
break;
case MotionEvent.ACTION_MOVE:
if (!rect.contains(v.getLeft() + (int) event.getX(), v.getTop()+ (int) event.getY())) {
Log.i(TAG, "You are outside");
return false;
}
break;
}
return true;
}
Simpliest way :
onTouchEvent(MotionEvent event){
...
case MotionEvent.ACTION_MOVE:
event.setAction(MotionEvent.ACTION_UP);
return super.onTouchEvent(event);
...
}
In That case you will reject all next events related on your button.

On Android Canvas polygons click

I have a few polygons on Canvas.
How I can listening click on any from polygons?
I have a method
public void drawPolygon(ChartPolygon polygon) {
List<Point> points = polygon.getPoints();
int size = points.size();
if (size < 2) {
return;
}
Paint polyPaint = new Paint();
polyPaint.setColor(polygon.getColor());
polyPaint.setStyle(Style.FILL);
Path polyPath = new Path();
polyPath.moveTo(points.get(0).getX(), points.get(0).getY());
for (Point point : points) {
polyPath.lineTo(point.getX(), point.getY());
}
canvas.drawPath(polyPath, polyPaint);
}
I would keep a list of Regions. Whenever you draw a new Polygon, use the same Path which you use for drawing also to define a new Region:
Region r = new Region();
r.setPath(path, clip);
regionList.add(r);
clip could be defined e.g. by
Region clip = new Region(0, 0, canvas.getWidth(), canvas.getHeight());
Finally when you detect a touch in your onTouchListener loop over the regionList and check, whether the touched point (given by x and y) is inside the region:
for (int i = 0; i < regionList.size(); i++) {
Region r = regionList.get(i);
if (r.contains(x,y) {
selectedRegionIndex = i;
break;
}
}
Read this post, this post can help you
First one, you can get the position in X and Y of the click event in your screen.
You can implement the onTouchEvent function in the Activity extends
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
if (topTouchArea.contains(event.getX(), event.getY())) {
currentTouch = TOUCH_TOP;
} else if (RightTouchArea.contains(event.getX(),event.getY())) {
currentTouch = TOUCH_RIGHT;
} else if (LeftTouchArea.contains(event.getX(),event.getY())) {
currentTouch = TOUCH_LEFT;
} else {
return false; //Return false if user touches none of the corners
}
return true;
}
}
Now (always in your onTouchEvent) function, you can evaluate the position and regions of your polygon.
case MotionEvent.ACTION_MOVE:
switch (currentTouch) {
case TOUCH_TOP:
top.x = event.getX();
top.y = event.getY();
invalidate();
return true;
case TOUCH_RIGHT:
Right.x = event.getX();
Right.y = event.getY();
invalidate();
return true;
case TOUCH_LEFT:
Left.x = event.getX();
Left.y = event.getY();
invalidate();
return true;
}
case MotionEvent.ACTION_UP:
switch (currentTouch) {
case TOUCH_TOP:
top.x = event.getX();
top.y = event.getY();
invalidate();
currentTouch = NONE;
return true;
case TOUCH_RIGHT:
Right.x = event.getX();
Right.y = event.getY();
invalidate();
currentTouch = NONE;
return true;
case TOUCH_LEFT:
Left.x = event.getX();
Left.y = event.getY();
invalidate();
currentTouch = NONE;
return true;
}
return false;
All the post is in the article link

OnTouchEvent logic for surfaceview drawing app

Below is a switch case logic for drawing on the surface, it doesn't draw properly. Not sure where am i going wrong. EDIT: class was removed as it was not helpful.
#Override
public boolean onTouchEvent(MotionEvent event) {
synchronized (mThread.getSurfaceHolder()) {
switch (event.getAction()) {
case MotionEvent.ACTION_UP:
break;
case MotionEvent.ACTION_DOWN:
currentDrawingPath = null;
currentDrawingPath = new DrawingPath();
currentDrawingPath.getPath().moveTo(eventX, eventY);
startX = eventX;
startY = eventY;
canvasPaths.add(currentDrawingPath);
//invalidate();
break;
case MotionEvent.ACTION_MOVE:
float dx = Math.abs(eventX - startX);
float dy = Math.abs(eventY - startY);
currentDrawingPath.getPath().quadTo(startX, startY,
(eventX + startX)/2, (eventY + startY)/2);
startX = eventX;
startY = eventY;
//currentDrawingPath.getPath().lineTo(startX, startY);
break;
}
return true;
Following is the code that fixed the issue,
switch (event.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_UP:
currentDrawingPath.getPath().lineTo(event.getX(), event.getY());
break;
case MotionEvent.ACTION_DOWN:
currentDrawingPath = new DrawingPath();
currentDrawingPath.setPaintForPath();
// update the starting point of the new path
currentDrawingPath.getPath().moveTo(event.getX(), event.getY());
currentDrawingPath.getPath().lineTo(event.getX(), event.getY());
canvasPaths.add(currentDrawingPath);
break;
case MotionEvent.ACTION_MOVE:
currentDrawingPath.getPath().lineTo(event.getX(), event.getY());
break;
}
return true;

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