Compare the bitmaps in canvas - android

public class DrawView extends View
{
private ColorBall[] colorballs = new ColorBall[3]; // array that holds the balls
private int balID = 0; // variable to know what ball is being dragged
/* protected Bitmap getImage(int id) {
return BitmapFactory.decodeResource(mContex.getResources(), id);
}*/
private Paint mBitmapPaint = new Paint();
public DrawView(Context context) {
super(context);
setFocusable(false); //necessary for getting the touch events
// setting the start point for the balls
Point point1 = new Point();
point1.x = 50;
point1.y = 400;
Point point2 = new Point();
point2.x = 100;
point2.y = 400;
Point point3 = new Point();
point3.x = 150;
point3.y = 400;
// declare each ball with the ColorBall class
colorballs[0] = new ColorBall(context,R.drawable.b, point1);
colorballs[2] = new ColorBall(context,R.drawable.t, point3);
}
// the method that draws the balls
#Override protected void onDraw(Canvas canvas) {
canvas.drawColor(0xFFCCCCCC);
setFocusable(false);
Log.v("Images","3333");
//if you want another background color
canvas.drawBitmap((BitmapFactory.decodeResource(getResources(),R.drawable.caralpha)), 10, -50, mBitmapPaint);
//draw the balls on the canvas
for (ColorBall ball : colorballs) {
canvas.drawBitmap(ball.getBitmap(), ball.getX(), ball.getY(), null);
}
//canvas.drawRect(10, 50, 10 + 2, 10 + 2,mBitmapPaint);
canvas.drawText("A", 10,350, mBitmapPaint);
Vector correctname=correct("B");
String name="b";
for(int i=0,xCo=20;i<correctname.size();i++)
{
try {
int image=selectImage(name.charAt(i));
canvas.drawBitmap((BitmapFactory.decodeResource(getResources(),image)), 10+xCo,350, mBitmapPaint);
xCo=xCo+100;
}
catch(Exception e)
{
}
}
}
private int selectImage(char charAt) {
switch(charAt)
{
case 'a':
return R.drawable.a;
case 'b':
return R.drawable.b;
case 't':
return R.drawable.t;
}
return 0;
}
private Vector correct(String word) {
Vector al = new Vector();
for (int i = 0; i < word.length(); i++)
{
al.add(word.charAt(i));
}
al.toString();
return al;
}
// events when touching the screen
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int)event.getX();
int Y = (int)event.getY();
switch (eventaction ) {
case MotionEvent.ACTION_DOWN: // touch down so check if the finger is on a ball
balID = 0;
for (ColorBall ball : colorballs) {
// check if inside the bounds of the ball (circle)
// get the center for the ball
int centerX = ball.getX() + 25;
int centerY = ball.getY() + 25;
// calculate the radius from the touch to the center of the ball
double radCircle = Math.sqrt( (double) (((centerX-X)*(centerX-X)) + (centerY-Y)*(centerY-Y)));
// if the radius is smaller then 23 (radius of a ball is 22), then it must be on the ball
if (radCircle < 23){
balID = ball.getID();
break;
}
// check all the bounds of the ball (square)
//if (X > ball.getX() && X < ball.getX()+50 && Y > ball.getY() && Y < ball.getY()+50){
// balID = ball.getID();
// break;
//}
}
break;
case MotionEvent.ACTION_MOVE: // touch drag with the ball
// move the balls the same as the finger
if (balID > 0) {
Log.v("Images","3333 Moving");
colorballs[balID-1].setX(X-25);
colorballs[balID-1].setY(Y-25);
}
break;
case MotionEvent.ACTION_UP:
/*for (ColorBall ball : colorballs) {
Log.v("y value","YYYYYYYYYYY "+ball.getY()+"XXXXXXXXXXXX "+ball.getID());
}*/
// touch drop - just do things here after dropping
//setFocusable(false);
break;
}
// redraw the canvas
invalidate();
return true;
}
}
Hi I am using the above code for displaying bitmap.and i also move that bitmap.Now my qusetion is how i am compare bitmap with another bitmap.
Please give me some suggestions.Thanks in advance

"collision detection" is what you should look after. There are infinite algorithms for that out there.. one on SO: Collision Detection between two images in Java

bitmaps are equal when we move one bimap near to anther bitmap and if both are same the bitmap moving become false
Assuming you want to do Collision detection between two circles, this can be performed by getting the distance between the 2 centres. EG:
double getDistance(Point p1, Point p2){
double dx = p1.x - p2.x;
double dy = p1.y - p2.y;
return Math.sqrt((dx*dx)+(dy*dy));
}
Then checking if the value is less than the radius of circle1 + the radius of circle2, which would be faster then checking the images for overlap.

Related

How can we limit the box with drawRect() to Square in onTouch event

I want to draw a resizable box. It should be a square as I move my finger.
I am using the following code for my android app, for re-sizable box drawing with onTouch Event.
http://chintanrathod.com/resizable-rectangle-overlay-on-touch-in-android/
This code exactly meets my requirement with only one exception. It is not limited square. I want to limit it to square as I move my finger. I have tried to limit the calculations by calculating the delta but haven't got succeed.
public class DrawBoxView extends View {
Point[] points = new Point[4];
private OnBoxTouchListener onBoxTouchListener;
Point startMovePoint;
/**
* point1 and point 3 are of same group and same as point 2 and point4
*/
int groupId = -1;
private ArrayList<ColorBall2> colorballs = new ArrayList<ColorBall2>();
// array that holds the balls
private int balID = 0;
// variable to know what ball is being dragged
Paint paint;
Canvas canvas;
public DrawBoxView(Context context) {
super(context);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
public DrawBoxView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public DrawBoxView(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
// the method that draws the balls
#Override
protected void onDraw(Canvas canvas) {
if (points[0] == null) {
//initialize rectangle.
points[0] = new Point();
points[0].x = 50;
points[0].y = 20;
points[1] = new Point();
points[1].x = 200;
points[1].y = 20;
points[2] = new Point();
points[2].x = 200;
points[2].y = 170;
points[3] = new Point();
points[3].x = 50;
points[3].y = 170;
balID = 2;
groupId = 1;
// declare each ball with the ColorBall class
int count = 0;
for (Point pt : points) {
colorballs.add(new ColorBall2(getContext(), R.drawable.gray_circle, pt,count++));
}
}
if(points[3]==null) //point4 null when user did not touch and move on screen.
return;
/**My modification to calculate delta**/
int diffWidth = Math.abs(colorballs.get(1).getX() - colorballs.get(0).getX());
int diffHeight = Math.abs(colorballs.get(1).getY() - colorballs.get(0).getY());
/**End of My modification**/
int left, top, right, bottom;
left = points[0].x;
top = points[0].y;
right = points[0].x;
bottom = points[0].y;
for (int i = 1; i < points.length; i++) {
left = left > points[i].x ? points[i].x : left;
top = top > points[i].y ? points[i].y : top;
int x_delta = Math.abs(points[0].x - points[1].x);
right = right < points[i].x ? points[i].x : right;
bottom = bottom < points[i].y ? points[i].y : bottom;
/**My modification to calculate delta**/
int y_delta = Math.abs(points[1].y - points[2].y);
if(x_delta != y_delta)
{
int bottom_delta = Math.abs(points[1].y - bottom);
if(bottom_delta < y_delta)
{
bottom = bottom + bottom_delta;
}
else if(bottom_delta > y_delta)
{
}
}
}
/**end of my code**/
Log.e("Left", String.valueOf(left));
Log.e("top", String.valueOf(top));
Log.e("right", String.valueOf(right));
Log.e("bottom", String.valueOf(bottom));
paint.setAntiAlias(true);
paint.setDither(true);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(5);
//draw stroke
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.BLACK);
paint.setStrokeWidth(8);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//fill the rectangle
paint.setStyle(Paint.Style.FILL);
paint.setColor(getResources().getColor(R.color.app_color_red_transparent));
paint.setStrokeWidth(0);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//draw the corners
BitmapDrawable bitmap = new BitmapDrawable();
// draw the balls on the canvas
paint.setColor(Color.BLUE);
paint.setTextSize(18);
paint.setStrokeWidth(0);
for (int i =0; i < colorballs.size(); i ++) {
ColorBall2 ball = colorballs.get(i);
canvas.drawBitmap(ball.getBitmap(), ball.getX(), ball.getY(),
paint);
//canvas.drawText("" + (i+1), ball.getX(), ball.getY(), paint);
}
}
// events when touching the screen
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int) event.getX();
int Y = (int) event.getY();
switch (eventaction) {
case MotionEvent.ACTION_DOWN: // touch down so check if the finger is on
// a ball
if (points[0] == null) {
//initialize rectangle.
points[0] = new Point();
points[0].x = X;
points[0].y = Y;
points[1] = new Point();
points[1].x = X;
points[1].y = Y + 30;
points[2] = new Point();
points[2].x = X + 30;
points[2].y = Y + 30;
points[3] = new Point();
points[3].x = X +30;
points[3].y = Y;
balID = 2;
groupId = 1;
// declare each ball with the ColorBall class
int count = 0;
for (Point pt : points) {
colorballs.add(new ColorBall2(getContext(), R.drawable.gray_circle, pt,count++));
}
} else {
//resize rectangle
balID = -1;
startMovePoint = new Point(X,Y);
groupId = -1;
for (int i = colorballs.size()-1; i>=0; i--) {
ColorBall2 ball = colorballs.get(i);
// check if inside the bounds of the ball (circle)
// get the center for the ball
int centerX = ball.getX() + ball.getWidthOfBall();
int centerY = ball.getY() + ball.getHeightOfBall();
paint.setColor(Color.CYAN);
// calculate the radius from the touch to the center of the
// ball
double radCircle = Math
.sqrt((double) (((centerX - X) * (centerX - X)) + (centerY - Y)
* (centerY - Y)));
if (radCircle < ball.getWidthOfBall()) {
balID = ball.getID();
if (balID == 1 || balID == 3) {
groupId = 2;
} else {
groupId = 1;
}
invalidate();
break;
}
invalidate();
}
}
break;
case MotionEvent.ACTION_MOVE: // touch drag with the ball
if (balID > -1) {
// move the balls the same as the finger
colorballs.get(balID).setX(X);
colorballs.get(balID).setY(Y);
paint.setColor(Color.CYAN);
/*if (groupId == 1) {
colorballs.get(1).setX(colorballs.get(0).getX());
colorballs.get(1).setY(colorballs.get(2).getY());
colorballs.get(3).setX(colorballs.get(2).getX());
colorballs.get(3).setY(colorballs.get(0).getY());
} else {
colorballs.get(0).setX(colorballs.get(1).getX());
colorballs.get(0).setY(colorballs.get(3).getY());
colorballs.get(2).setX(colorballs.get(3).getX());
colorballs.get(2).setY(colorballs.get(1).getY());
}
*/
if (groupId == 1) {
colorballs.get(1).setX(colorballs.get(0).getX());
colorballs.get(1).setY(colorballs.get(2).getY());
colorballs.get(3).setX(colorballs.get(2).getX());
colorballs.get(3).setY(colorballs.get(0).getY());
} else {
colorballs.get(0).setX(colorballs.get(1).getX());
colorballs.get(0).setY(colorballs.get(3).getY());
colorballs.get(2).setX(colorballs.get(3).getX());
colorballs.get(2).setY(colorballs.get(1).getY());
}
invalidate();
}else{
if (startMovePoint!=null) {
paint.setColor(Color.CYAN);
int diffX = X - startMovePoint.x;
int diffY = Y - startMovePoint.y;
startMovePoint.x = X;
startMovePoint.y = Y;
colorballs.get(0).addX(diffX);
colorballs.get(1).addX(diffX);
colorballs.get(2).addX(diffX);
colorballs.get(3).addX(diffX);
colorballs.get(0).addY(diffY);
colorballs.get(1).addY(diffY);
colorballs.get(2).addY(diffY);
colorballs.get(3).addY(diffY);
if(groupId==1)
canvas.drawRect(points[0].x, points[2].y, points[2].x, points[0].y,
paint);
else
canvas.drawRect(points[1].x, points[3].y, points[3].x, points[1].y,
paint);
invalidate();
}
}
break;
case MotionEvent.ACTION_UP:
// touch drop - just do things here after dropping
break;
}
// redraw the canvas
invalidate();
return true;
}
public OnBoxTouchListener getOnBoxTouchListener() {
return onBoxTouchListener;
}
public void setOnBoxTouchListener(OnBoxTouchListener onBoxTouchListener) {
this.onBoxTouchListener = onBoxTouchListener;
}
public Rect shade_region_between_points() {
if (points[0] == null && points[2] == null) {
return new Rect(0, 0, 0, 0);
}
else if (points[0] == null) {
return new Rect(0, points[2].y, points[2].x, 0);
}
else if (points[2] == null) {
return new Rect(points[0].x, 0, 0, points[0].y);
}
else
{
return new Rect(points[0].x, points[2].y, points[2].x, points[0].y);
}
}
public Point[] getPoints()
{
return points;
}
}
I have tried to change the formulas with TOUCH_MOVE and onDraw events by calculating the delta X, but I haven't got any success. Anyone can guide to modify this code will be highly appreciated.
Thank you.
I am going to relate to the code in the link you described to make it simple:
From what I understand, the balls in organized in these indexes:
0 3
1 2
To keep this simple, I will refer to each ball as their index.
Before setting X and Y of selected Ball, calculate Delta:
if (balID > -1) {
float deltaX = colorballs.get(ballID).getX() - X;
float deltaY = colorballs.get(ballID).getY() - Y;
colorballs.get(balID).setX(X);
colorballs.get(balID).setY(Y);
Now we use delta when we update balls coordinates:
if(balID == 0){ //Top Left ball
colorballs.get(1).setX(colorballs.get(balID).getX());
colorballs.get(2).setX(colorballs.get(2).getX() + deltaY);
colorballs.get(3).setY(colorballs.get(ballID).getY);
colorballs.get(3).setX(colorballs.get(2).getX());
}
If we move ball 0, this happens:
Dragging 0 up
^ ^
|deltaY | moves alongside 0
0 3 --> Expand by deltaY
1 2 --> Expand by deltaY
Dragging 0 right
deltaX
0 --> 3
^
| Reduce Y by delta X
1 --> 2 --> Expand by deltaY
Since moving down will result in negative delta, it will be handled automatically.
This is the basic concept,
You can do the same to rest of the balls as well by simply replacing the indexes in above snippet.

Resize bitmap image on touch event inside a rectangle canvas

I want to add image(bitmap) inside this rectangle code so that the image also re sizes accordingly. when dragging the end points please help me out on this.
I just want to know where to add the bitmap image so that it fits in the below mentioned rectangle code.
public class Rectangler extends View {
Point[] points = new Point[4];
/**
* point1 and point 3 are of same group and same as point 2 and point4
*/
int groupId = -1;
private ArrayList<ColorBall> colorballs = new ArrayList<ColorBall>();
// array that holds the balls
private int balID = 0;
// variable to know what ball is being dragged
Paint paint;
Canvas canvas;
public Rectangler(Context context)
{
super(context);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
public Rectangler(Context context, AttributeSet attrs, int defStyle)
{
super(context, attrs, defStyle);
}
public Rectangler(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
// the method that draws the balls
#Override
protected void onDraw(Canvas canvas) {
if(points[3]==null) //point4 null when user did not touch and move on screen.
return;
int left, top, right, bottom;
left = points[0].x;
top = points[0].y;
right = points[0].x;
bottom = points[0].y;
for (int i = 1; i < points.length; i++) {
left = left > points[i].x ? points[i].x:left;
top = top > points[i].y ? points[i].y:top;
right = right < points[i].x ? points[i].x:right;
bottom = bottom < points[i].y ? points[i].y:bottom;
}
paint.setAntiAlias(true);
paint.setDither(true);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(5);
//draw stroke
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.parseColor("#AADB1255"));
paint.setStrokeWidth(2);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//fill the rectangle
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.parseColor("#55DB1255"));
paint.setStrokeWidth(0);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
Bitmap bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.eight);
canvas.drawBitmap(bmp, colorballs.get(10).getX(), colorballs.get(10).getY(), null);
//draw the corners
BitmapDrawable bitmap = new BitmapDrawable();
// draw the balls on the canvas
paint.setColor(Color.BLUE);
paint.setTextSize(18);
paint.setStrokeWidth(0);
for (int i =0; i < colorballs.size(); i ++) {
ColorBall ball = colorballs.get(i);
canvas.drawBitmap(ball.getBitmap(), ball.getX(), ball.getY(),
paint);
canvas.drawText("" + (i+1), ball.getX(), ball.getY(), paint);
}
}
// events when touching the screen
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int) event.getX();
int Y = (int) event.getY();
switch (eventaction) {
case MotionEvent.ACTION_DOWN: // touch down so check if the finger is on
// a ball
if (points[0] == null) {
//initialize rectangle.
points[0] = new Point();
points[0].x = X;
points[0].y = Y;
points[1] = new Point();
points[1].x = X;
points[1].y = Y + 30;
points[2] = new Point();
points[2].x = X + 30;
points[2].y = Y + 30;
points[3] = new Point();
points[3].x = X +30;
points[3].y = Y;
balID = 2;
groupId = 1;
// declare each ball with the ColorBall class
for (Point pt : points) {
colorballs.add(new ColorBall(getContext(), R.drawable.ic_circle, pt));
}
} else {
//resize rectangle
balID = -1;
groupId = -1;
for (int i = colorballs.size()-1; i>=0; i--) {
ColorBall ball = colorballs.get(i);
// check if inside the bounds of the ball (circle)
// get the center for the ball
int centerX = ball.getX() + ball.getWidthOfBall();
int centerY = ball.getY() + ball.getHeightOfBall();
paint.setColor(Color.CYAN);
// calculate the radius from the touch to the center of the
// ball
double radCircle = Math
.sqrt((double) (((centerX - X) * (centerX - X)) + (centerY - Y)
* (centerY - Y)));
if (radCircle < ball.getWidthOfBall()) {
balID = ball.getID();
if (balID == 1 || balID == 3) {
groupId = 2;
} else {
groupId = 1;
}
invalidate();
break;
}
invalidate();
}
}
break;
case MotionEvent.ACTION_MOVE: // touch drag with the ball
if (balID > -1) {
// move the balls the same as the finger
colorballs.get(balID).setX(X);
colorballs.get(balID).setY(Y);
paint.setColor(Color.CYAN);
if (groupId == 1) {
colorballs.get(1).setX(colorballs.get(0).getX());
colorballs.get(1).setY(colorballs.get(2).getY());
colorballs.get(3).setX(colorballs.get(2).getX());
colorballs.get(3).setY(colorballs.get(0).getY());
} else {
colorballs.get(0).setX(colorballs.get(1).getX());
colorballs.get(0).setY(colorballs.get(3).getY());
colorballs.get(2).setX(colorballs.get(3).getX());
colorballs.get(2).setY(colorballs.get(1).getY());
}
invalidate();
}
break;
case MotionEvent.ACTION_UP:
// touch drop - just do things here after dropping
break;
}
// redraw the canvas
invalidate();
return true;
}
}
Here is my color ball class
class ColorBall {
Bitmap bitmap;
Context mContext;
Point point;
int id;
static int count = 0;
public ColorBall(Context context, int resourceId, Point point) {
this.id = count++;
bitmap = BitmapFactory.decodeResource(context.getResources(),
resourceId);
mContext = context;
this.point = point;
}
public int getWidthOfBall() {
return bitmap.getWidth();
}
public int getHeightOfBall() {
return bitmap.getHeight();
}
public Bitmap getBitmap() {
return bitmap;
}
public int getX() {
return point.x;
}
public int getY() {
return point.y;
}
public int getID() {
return id;
}
public void setX(int x) {
point.x = x;
}
public void setY(int y) {
point.y = y;
}
}

Canvas Issues — scrolling and zooming while drawing (retaining perspective)

My issue is that I'm drawing rectangles to a screen and want to be able to scroll in a direction and continue drawing. This is meant to be a basic house plan drawing application.
I begin by drawing a square:
I then click the MOVE SCREEN button and switch to "move mode". I pinch zoom out to draw the adjacent room:
I then want to be able to draw this:
However, as soon as I click DRAW mode and start drawing the second room, this happens:
I.e. it reverts to the original zoom and draws in the wrong place. I realize its probably my code in the onDraw() method. Here's my code:
class HomerView extends View { // the custom View for drawing on
// set up Bitmap, canvas, path and paint
private Bitmap myBitmap; // the initial image we turn into our canvas
private Canvas myCanvas; // the canvas we are drawing on
private Rect myRect; // the mathematical path of the lines we draw
private Paint myBitmapPaint; // the paint we use to draw the bitmap
// get the width of the entire tablet screen
private int screenWidth = getContext().getResources().getDisplayMetrics().widthPixels;
// get the height of the entire tablet screen
private int screenHeight = getContext().getResources().getDisplayMetrics().heightPixels;
private int mX, mY, iX, iY; // current x,y and initial x,y
private static final float TOUCH_TOLERANCE = 4;
private static final int INVALID_POINTER_ID = -1;
private float mPosX;
private float mPosY;
private float mLastTouchX;
private float mLastTouchY;
private int mActivePointerId = INVALID_POINTER_ID;
private ScaleGestureDetector mScaleDetector;
private float mScaleFactor = 1.f;
public HomerView(Context context) { // constructor of HomerView
super(context);
myBitmap = Bitmap.createBitmap(screenWidth, screenHeight,
Bitmap.Config.ARGB_8888); // set our drawable space - the bitmap
// which becomes the canvas we draw on
myCanvas = new Canvas(myBitmap); // set our canvas to our bitmap which
// we just set up
myRect = new Rect(); // make a new rect
myBitmapPaint = new Paint(Paint.DITHER_FLAG); // set dither to ON in our
// saved drawing - gives
// better color
// interaction
mScaleDetector = new ScaleGestureDetector(context, new ScaleListener());
}
public HomerView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
mScaleDetector = new ScaleGestureDetector(context, new ScaleListener());
}
public HomerView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
protected void onDraw(Canvas canvas) { // method used when we want to draw
// something to our canvas
super.onDraw(canvas);
if (addObjectMode == true || addApplianceMode == true) {
canvas.drawColor(Color.TRANSPARENT); // sets canvas colour
canvas.drawBitmap(myBitmap, 0, 0, myBitmapPaint); // save the canvas
// to bitmap - the
// numbers are the
// x, y coords we
// are drawing
// from
canvas.drawRect(myRect, myPaint); // draw the rectangle that the
// user has drawn using the paint
// we set up
} else if (moveMode == true) {
canvas.save();
canvas.translate(mPosX, mPosY);
canvas.scale(mScaleFactor, mScaleFactor);
canvas.drawBitmap(myBitmap, 0, 0, myBitmapPaint); // if not present
// - nothing is
// moved
canvas.restore();
}
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) { // if
// screen
// size
// changes,
// alter
// the
// bitmap
// size
super.onSizeChanged(w, h, oldw, oldh);
}
private void touch_Start(float x, float y) { // on finger touchdown
// check touch mode
iX = (int) (Math.round(x));
iY = (int) (Math.round(y));
mX = (int) (Math.round(x));
mY = (int) (Math.round(y));
if (addObjectMode == true) {
myRect.set(iX, iY, mX, mY);
} else if (addApplianceMode == true) {
// code to draw an appliance icon at mX, mY (with offset so icon is
// centered)
if (isLamp == true) {
Resources res = getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.lamp);
myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
} else if (isPC == true) {
Resources res = getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.pc);
myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
} else if (isKettle == true) {
Resources res = getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.kettle);
myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
} else if (isOven == true) {
Resources res = getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.oven);
myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
} else if (isTV == true) {
Resources res = getResources();
bmp = BitmapFactory.decodeResource(res, R.drawable.tv);
myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
}
}
}
private void touch_Move(float x, float y) { // on finger movement
float dX = Math.abs(x - mX); // get difference between x and my X
float dY = Math.abs(y - mY);
if (dX >= TOUCH_TOLERANCE || dY >= TOUCH_TOLERANCE) { // if coordinates
// are outside
// screen? if
// touching hard
// enough?
mX = (int) (Math.round(x));
mY = (int) (Math.round(y));
if (addObjectMode == true) {
myRect.set(iX, iY, mX, mY);
}
}
}
#SuppressWarnings("deprecation")
private void touch_Up() { // on finger release
if (addObjectMode == true) {
myRect.set(iX, iY, mX, mY);
myCanvas.drawRect(iX, iY, mX, mY, myPaint);
if (eraseMode == false) {
dialogStarter();
}
} else if (addApplianceMode == true) {
showDialog(DIALOG_DEVICE_ENTRY);
}
}
public boolean onTouchEvent(MotionEvent event) { // on any touch event
if (addObjectMode == true || addApplianceMode == true) {
float x = event.getX(); // get current X
float y = event.getY(); // get current Y
switch (event.getAction()) { // what action is the user performing?
case MotionEvent.ACTION_DOWN: // if user is touching down
touch_Start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE: // if user is moving finger while
// touched down
touch_Move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP: // if user has released finger
touch_Up();
invalidate();
break;
}
return true;
} else if (moveMode == true) {
mScaleDetector.onTouchEvent(event);
final int action = event.getAction();
switch (action & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN: {
final float x = event.getX();
final float y = event.getY();
mLastTouchX = x;
mLastTouchY = y;
mActivePointerId = event.getPointerId(0);
invalidate();
break;
}
case MotionEvent.ACTION_MOVE: {
final int pointerIndex = event
.findPointerIndex(mActivePointerId);
final float x = event.getX(pointerIndex);
final float y = event.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;
invalidate();
}
mLastTouchX = x;
mLastTouchY = y;
break;
}
case MotionEvent.ACTION_UP: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_CANCEL: {
mActivePointerId = INVALID_POINTER_ID;
break;
}
case MotionEvent.ACTION_POINTER_UP: {
final int pointerIndex = (event.getAction() & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int pointerId = event.getPointerId(pointerIndex);
if (pointerId == mActivePointerId) {
// This was our active pointer going up. Choose a new
// active pointer and adjust accordingly.
final int newPointerIndex = pointerIndex == 0 ? 1 : 0;
mLastTouchX = event.getX(newPointerIndex);
mLastTouchY = event.getY(newPointerIndex);
mActivePointerId = event.getPointerId(newPointerIndex);
}
break;
}
}
invalidate();
return true;
} else {
return false;
}
}
public void drawApplianceIcon() {
myCanvas.drawBitmap(bmp, iX - 50, iY - 50, myBitmapPaint);
makeToast("BMP drawn to canvas = " + bmp);
}
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(0.1f, Math.min(mScaleFactor, 10.0f));
invalidate();
return true;
}
}
}
Can anyone pick apart my code so that I can draw straight on the zoomed or panned image? Am I barking up the wrong tree and should I just use a vertical and horizontal scroll bar? Zooming isn't strictly necessary.
Any help would be much appreciated! Thanks.
Your onDraw isn't scaling the canvas when in non-move mode. That means as soon as you go into any other mode, you lose the scaling factor permanently. You need to fix that.

How to create a resizable rectangle with user touch events on Android?

I want to create a rectangular shape that will be resized with the touches of the user. Below image is a good example of what i want to do:
Is there any example like that? What do I need to study to implement this?
Thanks in advance,
Chintan Rathod's answer was great solution but there are something wrong when He draws the rectangle. I just edit some lines of code to make it works correctly with user touch event. Now, you can add this view to your layout then touch to draw.
import java.util.ArrayList;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import com.ihnel.englishpronounciation.R;
public class DrawView extends View {
Point[] points = new Point[4];
/**
* point1 and point 3 are of same group and same as point 2 and point4
*/
int groupId = -1;
private ArrayList<ColorBall> colorballs = new ArrayList<ColorBall>();
// array that holds the balls
private int balID = 0;
// variable to know what ball is being dragged
Paint paint;
Canvas canvas;
public DrawView(Context context) {
super(context);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
public DrawView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public DrawView(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
// the method that draws the balls
#Override
protected void onDraw(Canvas canvas) {
if(points[3]==null) //point4 null when user did not touch and move on screen.
return;
int left, top, right, bottom;
left = points[0].x;
top = points[0].y;
right = points[0].x;
bottom = points[0].y;
for (int i = 1; i < points.length; i++) {
left = left > points[i].x ? points[i].x:left;
top = top > points[i].y ? points[i].y:top;
right = right < points[i].x ? points[i].x:right;
bottom = bottom < points[i].y ? points[i].y:bottom;
}
paint.setAntiAlias(true);
paint.setDither(true);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(5);
//draw stroke
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.parseColor("#AADB1255"));
paint.setStrokeWidth(2);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//fill the rectangle
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.parseColor("#55DB1255"));
paint.setStrokeWidth(0);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//draw the corners
BitmapDrawable bitmap = new BitmapDrawable();
// draw the balls on the canvas
paint.setColor(Color.BLUE);
paint.setTextSize(18);
paint.setStrokeWidth(0);
for (int i =0; i < colorballs.size(); i ++) {
ColorBall ball = colorballs.get(i);
canvas.drawBitmap(ball.getBitmap(), ball.getX(), ball.getY(),
paint);
canvas.drawText("" + (i+1), ball.getX(), ball.getY(), paint);
}
}
// events when touching the screen
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int) event.getX();
int Y = (int) event.getY();
switch (eventaction) {
case MotionEvent.ACTION_DOWN: // touch down so check if the finger is on
// a ball
if (points[0] == null) {
//initialize rectangle.
points[0] = new Point();
points[0].x = X;
points[0].y = Y;
points[1] = new Point();
points[1].x = X;
points[1].y = Y + 30;
points[2] = new Point();
points[2].x = X + 30;
points[2].y = Y + 30;
points[3] = new Point();
points[3].x = X +30;
points[3].y = Y;
balID = 2;
groupId = 1;
// declare each ball with the ColorBall class
for (Point pt : points) {
colorballs.add(new ColorBall(getContext(), R.drawable.ic_circle, pt));
}
} else {
//resize rectangle
balID = -1;
groupId = -1;
for (int i = colorballs.size()-1; i>=0; i--) {
ColorBall ball = colorballs.get(i);
// check if inside the bounds of the ball (circle)
// get the center for the ball
int centerX = ball.getX() + ball.getWidthOfBall();
int centerY = ball.getY() + ball.getHeightOfBall();
paint.setColor(Color.CYAN);
// calculate the radius from the touch to the center of the
// ball
double radCircle = Math
.sqrt((double) (((centerX - X) * (centerX - X)) + (centerY - Y)
* (centerY - Y)));
if (radCircle < ball.getWidthOfBall()) {
balID = ball.getID();
if (balID == 1 || balID == 3) {
groupId = 2;
} else {
groupId = 1;
}
invalidate();
break;
}
invalidate();
}
}
break;
case MotionEvent.ACTION_MOVE: // touch drag with the ball
if (balID > -1) {
// move the balls the same as the finger
colorballs.get(balID).setX(X);
colorballs.get(balID).setY(Y);
paint.setColor(Color.CYAN);
if (groupId == 1) {
colorballs.get(1).setX(colorballs.get(0).getX());
colorballs.get(1).setY(colorballs.get(2).getY());
colorballs.get(3).setX(colorballs.get(2).getX());
colorballs.get(3).setY(colorballs.get(0).getY());
} else {
colorballs.get(0).setX(colorballs.get(1).getX());
colorballs.get(0).setY(colorballs.get(3).getY());
colorballs.get(2).setX(colorballs.get(3).getX());
colorballs.get(2).setY(colorballs.get(1).getY());
}
invalidate();
}
break;
case MotionEvent.ACTION_UP:
// touch drop - just do things here after dropping
break;
}
// redraw the canvas
invalidate();
return true;
}
public static class ColorBall {
Bitmap bitmap;
Context mContext;
Point point;
int id;
static int count = 0;
public ColorBall(Context context, int resourceId, Point point) {
this.id = count++;
bitmap = BitmapFactory.decodeResource(context.getResources(),
resourceId);
mContext = context;
this.point = point;
}
public int getWidthOfBall() {
return bitmap.getWidth();
}
public int getHeightOfBall() {
return bitmap.getHeight();
}
public Bitmap getBitmap() {
return bitmap;
}
public int getX() {
return point.x;
}
public int getY() {
return point.y;
}
public int getID() {
return id;
}
public void setX(int x) {
point.x = x;
}
public void setY(int y) {
point.y = y;
}
}
}
To implement a custom view, you derive a class from View :) Override onDraw() for looks, override onTouchEvent() for input processing. Note that in Android, you cannot draw on view outside onDraw(); if you want to refresh the view, call invalidate().
You can implement draggable corners as separate views. For looks, just use ready-made images (feel free to derive from ImageView). Dragging is implemented as moving your view in response to touch events. RelativeLayout is your friend for arbitrary view positining.
You can add homemade views to the layout; just go to XML editing and type a <com.mypackage.MyViewClass> element.
Following code is to draw rectangle on touch base.
import java.util.ArrayList;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import com.common.Utils;
import com.example.rectangleoverlay.R;
public class DrawView extends View {
Point point1, point3;
Point point2, point4;
/**
* point1 and point 3 are of same group and same as point 2 and point4
*/
int groupId = -1;
private ArrayList<ColorBall> colorballs = new ArrayList<ColorBall>();
// array that holds the balls
private int balID = 0;
// variable to know what ball is being dragged
Paint paint;
Canvas canvas;
public DrawView(Context context) {
super(context);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
// setting the start point for the balls
point1 = new Point();
point1.x = 50;
point1.y = 20;
point2 = new Point();
point2.x = 150;
point2.y = 20;
point3 = new Point();
point3.x = 150;
point3.y = 120;
point4 = new Point();
point4.x = 50;
point4.y = 120;
// declare each ball with the ColorBall class
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point1));
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point2));
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point3));
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point4));
}
public DrawView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public DrawView(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
// setting the start point for the balls
point1 = new Point();
point1.x = 50;
point1.y = 20;
point2 = new Point();
point2.x = 150;
point2.y = 20;
point3 = new Point();
point3.x = 150;
point3.y = 120;
point4 = new Point();
point4.x = 50;
point4.y = 120;
// declare each ball with the ColorBall class
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point1));
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point2));
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point3));
colorballs.add(new ColorBall(context, R.drawable.gray_circle, point4));
}
// the method that draws the balls
#Override
protected void onDraw(Canvas canvas) {
// canvas.drawColor(0xFFCCCCCC); //if you want another background color
paint.setAntiAlias(true);
paint.setDither(true);
paint.setColor(Color.parseColor("#55000000"));
paint.setStyle(Paint.Style.FILL);
paint.setStrokeJoin(Paint.Join.ROUND);
// mPaint.setStrokeCap(Paint.Cap.ROUND);
paint.setStrokeWidth(5);
canvas.drawPaint(paint);
paint.setColor(Color.parseColor("#55FFFFFF"));
if (groupId == 1) {
canvas.drawRect(point1.x + colorballs.get(0).getWidthOfBall() / 2,
point3.y + colorballs.get(2).getWidthOfBall() / 2, point3.x
+ colorballs.get(2).getWidthOfBall() / 2, point1.y
+ colorballs.get(0).getWidthOfBall() / 2, paint);
} else {
canvas.drawRect(point2.x + colorballs.get(1).getWidthOfBall() / 2,
point4.y + colorballs.get(3).getWidthOfBall() / 2, point4.x
+ colorballs.get(3).getWidthOfBall() / 2, point2.y
+ colorballs.get(1).getWidthOfBall() / 2, paint);
}
BitmapDrawable mBitmap;
mBitmap = new BitmapDrawable();
// draw the balls on the canvas
for (ColorBall ball : colorballs) {
canvas.drawBitmap(ball.getBitmap(), ball.getX(), ball.getY(),
new Paint());
}
}
// events when touching the screen
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int) event.getX();
int Y = (int) event.getY();
switch (eventaction) {
case MotionEvent.ACTION_DOWN: // touch down so check if the finger is on
// a ball
balID = -1;
groupId = -1;
for (ColorBall ball : colorballs) {
// check if inside the bounds of the ball (circle)
// get the center for the ball
Utils.logd("Id : " + ball.getID());
Utils.logd("getX : " + ball.getX() + " getY() : " + ball.getY());
int centerX = ball.getX() + ball.getWidthOfBall();
int centerY = ball.getY() + ball.getHeightOfBall();
paint.setColor(Color.CYAN);
// calculate the radius from the touch to the center of the ball
double radCircle = Math
.sqrt((double) (((centerX - X) * (centerX - X)) + (centerY - Y)
* (centerY - Y)));
Utils.logd("X : " + X + " Y : " + Y + " centerX : " + centerX
+ " CenterY : " + centerY + " radCircle : " + radCircle);
if (radCircle < ball.getWidthOfBall()) {
balID = ball.getID();
Utils.logd("Selected ball : " + balID);
if (balID == 1 || balID == 3) {
groupId = 2;
canvas.drawRect(point1.x, point3.y, point3.x, point1.y,
paint);
} else {
groupId = 1;
canvas.drawRect(point2.x, point4.y, point4.x, point2.y,
paint);
}
invalidate();
break;
}
invalidate();
}
break;
case MotionEvent.ACTION_MOVE: // touch drag with the ball
// move the balls the same as the finger
if (balID > -1) {
Utils.logd("Moving Ball : " + balID);
colorballs.get(balID).setX(X);
colorballs.get(balID).setY(Y);
paint.setColor(Color.CYAN);
if (groupId == 1) {
colorballs.get(1).setX(colorballs.get(0).getX());
colorballs.get(1).setY(colorballs.get(2).getY());
colorballs.get(3).setX(colorballs.get(2).getX());
colorballs.get(3).setY(colorballs.get(0).getY());
canvas.drawRect(point1.x, point3.y, point3.x, point1.y,
paint);
} else {
colorballs.get(0).setX(colorballs.get(1).getX());
colorballs.get(0).setY(colorballs.get(3).getY());
colorballs.get(2).setX(colorballs.get(3).getX());
colorballs.get(2).setY(colorballs.get(1).getY());
canvas.drawRect(point2.x, point4.y, point4.x, point2.y,
paint);
}
invalidate();
}
break;
case MotionEvent.ACTION_UP:
// touch drop - just do things here after dropping
break;
}
// redraw the canvas
invalidate();
return true;
}
public void shade_region_between_points() {
canvas.drawRect(point1.x, point3.y, point3.x, point1.y, paint);
}
}
Following class is used to store objects
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Point;
public class ColorBall {
Bitmap bitmap;
Context mContext;
Point point;
int id;
static int count = 0;
public ColorBall(Context context, int resourceId, Point point) {
this.id = count++;
bitmap = BitmapFactory.decodeResource(context.getResources(),
resourceId);
mContext = context;
this.point = point;
}
public int getWidthOfBall() {
return bitmap.getWidth();
}
public int getHeightOfBall() {
return bitmap.getHeight();
}
public Bitmap getBitmap() {
return bitmap;
}
public int getX() {
return point.x;
}
public int getY() {
return point.y;
}
public int getID() {
return id;
}
public void setX(int x) {
point.x = x;
}
public void setY(int y) {
point.y = y;
}
}
Working Demonstration https://www.youtube.com/watch?v=BfYd7Xa-tCc
I wasn't happy with the highest rated answers for a couple of reasons.
they were not easily usable as a view in xml--the attributes are missing so the view is not easily recyclable.
it seemed silly to be making bitmaps when dropping in a drawable in xml is easier
they don't account for the edges of the view
they don't prevent inversion of the rectangle by dragging too far to the left or top
they don't account for the offset from the touch position to the center of the corner points
they both depend on a depreciated bitmap method
and most importantly, I couldn't get either of them to actually work
I grant that my solution is specialized to a square view, but it can be adjusted fairly easily to have independent X and Y side lengths.
place this in the res/values folder:
custom_attributes.xml
<?xml version="1.0" encoding="utf-8"?>
<resources>
<declare-styleable name="IconCropView">
<attr name="minimumSide" format="dimension"/>
<attr name="resizeCornerDrawable" format="reference"/>
<attr name="moveCornerDrawable" format="reference"/>
<attr name="cornerColor" format="color"/>
<attr name="edgeColor" format="color" />
<attr name="outsideCropColor" format="color" />
<attr name="cornerSize" format="dimension" />
</declare-styleable>
</resources>
Add this to a java package
IconCropView.java
package your_package;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.graphics.drawable.Drawable;
import android.support.annotation.Nullable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import your_package.R;
public class IconCropView extends View {
//contants strings
private static final String TAG = "IconCropView";
//drawing objects
private Paint paint;
//point objects
private Point[] points;
private Point start;
private Point offset;
//variable ints
private int minimumSideLength;
private int side;
private int halfCorner;
private int cornerColor;
private int edgeColor;
private int outsideColor;
private int corner = 5;
//variable booleans
private boolean initialized = false;
//drawables
private Drawable moveDrawable;
private Drawable resizeDrawable1, resizeDrawable2, resizeDrawable3;
//context
Context context;
public IconCropView(Context context) {
super(context);
this.context = context;
init(null);
}
public IconCropView(Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
this.context = context;
init(attrs);
}
public IconCropView(Context context, #Nullable AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
this.context = context;
init(attrs);
}
public IconCropView(Context context, #Nullable AttributeSet attrs, int defStyleAttr, int defStyleRes) {
super(context, attrs, defStyleAttr, defStyleRes);
this.context = context;
init(attrs);
}
private void init(#Nullable AttributeSet attrs){
paint = new Paint();
start = new Point();
offset = new Point();
TypedArray ta = context.getTheme().obtainStyledAttributes(attrs, R.styleable.IconCropView, 0, 0);
//initial dimensions
minimumSideLength = ta.getDimensionPixelSize(R.styleable.IconCropView_minimumSide, 20);
side = minimumSideLength;
halfCorner = (ta.getDimensionPixelSize(R.styleable.IconCropView_cornerSize, 20))/2;
//colors
cornerColor = ta.getColor(R.styleable.IconCropView_cornerColor, Color.BLACK);
edgeColor = ta.getColor(R.styleable.IconCropView_edgeColor, Color.WHITE);
outsideColor = ta.getColor(R.styleable.IconCropView_outsideCropColor, Color.parseColor("#00000088"));
//initialize corners;
points = new Point[4];
points[0] = new Point();
points[1] = new Point();
points[2] = new Point();
points[3] = new Point();
//init corner locations;
//top left
points[0].x = 0;
points[0].y = 0;
//top right
points[1].x = minimumSideLength;
points[1].y = 0;
//bottom left
points[2].x = 0;
points[2].y = minimumSideLength;
//bottom right
points[3].x = minimumSideLength;
points[3].y = minimumSideLength;
//init drawables
moveDrawable = ta.getDrawable(R.styleable.IconCropView_moveCornerDrawable);
resizeDrawable1 = ta.getDrawable(R.styleable.IconCropView_resizeCornerDrawable);
resizeDrawable2 = ta.getDrawable(R.styleable.IconCropView_resizeCornerDrawable);
resizeDrawable3 = ta.getDrawable(R.styleable.IconCropView_resizeCornerDrawable);
//set drawable colors
moveDrawable.setTint(cornerColor);
resizeDrawable1.setTint(cornerColor);
resizeDrawable2.setTint(cornerColor);
resizeDrawable3.setTint(cornerColor);
//recycle attributes
ta.recycle();
//set initialized to true
initialized = true;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//set paint to draw edge, stroke
if(initialized) {
paint.setAntiAlias(true);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setColor(edgeColor);
paint.setStrokeWidth(4);
//crop rectangle
canvas.drawRect(points[0].x + halfCorner,points[0].y + halfCorner, points[0].x + halfCorner + side, points[0].y + halfCorner + side, paint);
//set paint to draw outside color, fill
paint.setStyle(Paint.Style.FILL);
paint.setColor(outsideColor);
//top rectangle
canvas.drawRect(0, 0, canvas.getWidth(), points[0].y + halfCorner, paint);
//left rectangle
canvas.drawRect(0, points[0].y + halfCorner, points[0].x + halfCorner, canvas.getHeight(), paint);
//right rectangle
canvas.drawRect(points[0].x + halfCorner + side, points[0].y + halfCorner, canvas.getWidth(), points[0].y + halfCorner + side, paint);
//bottom rectangle
canvas.drawRect(points[0].x + halfCorner, points[0].y + halfCorner + side, canvas.getWidth(), canvas.getHeight(), paint);
//set bounds of drawables
moveDrawable.setBounds(points[0].x, points[0].y, points[0].x + halfCorner*2, points[0].y + halfCorner*2);
resizeDrawable1.setBounds(points[1].x, points[1].y, points[1].x + halfCorner*2, points[1].y + halfCorner*2);
resizeDrawable2.setBounds(points[2].x, points[2].y, points[2].x + halfCorner*2, points[2].y + halfCorner*2);
resizeDrawable3.setBounds(points[3].x, points[3].y, points[3].x + halfCorner*2, points[3].y+ halfCorner*2);
//place corner drawables
moveDrawable.draw(canvas);
resizeDrawable1.draw(canvas);
resizeDrawable2.draw(canvas);
resizeDrawable3.draw(canvas);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
//return super.onTouchEvent(event);
switch(event.getActionMasked()){
case MotionEvent.ACTION_DOWN:{
//get the coordinates
start.x = (int)event.getX();
start.y = (int)event.getY();
//get the corner touched if any
corner = getCorner(start.x, start.y);
//get the offset of touch(x,y) from corner top-left point
offset = getOffset(start.x, start.y, corner);
//account for touch offset in starting point
start.x = start.x - offset.x;
start.y = start.y - offset.y;
break;
}
case MotionEvent.ACTION_UP:{
}
case MotionEvent.ACTION_MOVE:{
if(corner == 0) {
points[0].x = Math.max(points[0].x + (int) Math.min(Math.floor((event.getX() - start.x - offset.x)), Math.floor(getWidth() - points[0].x - 2*halfCorner - side)), 0);
points[1].x = Math.max(points[1].x + (int) Math.min(Math.floor((event.getX() - start.x - offset.x)), Math.floor(getWidth() - points[1].x - 2*halfCorner)), side);
points[2].x = Math.max(points[2].x + (int) Math.min(Math.floor((event.getX() - start.x - offset.x)), Math.floor(getWidth() - points[2].x - 2*halfCorner - side)), 0);
points[3].x = Math.max(points[3].x + (int) Math.min(Math.floor((event.getX() - start.x - offset.x)), Math.floor(getWidth() - points[3].x - 2*halfCorner)), side);
points[0].y = Math.max(points[0].y + (int) Math.min(Math.floor((event.getY() - start.y - offset.y)), Math.floor(getHeight() - points[0].y - 2*halfCorner - side)), 0);
points[1].y = Math.max(points[1].y + (int) Math.min(Math.floor((event.getY() - start.y - offset.y)), Math.floor(getHeight() - points[1].y - 2*halfCorner - side)), 0);
points[2].y = Math.max(points[2].y + (int) Math.min(Math.floor((event.getY() - start.y - offset.y)), Math.floor(getHeight() - points[2].y - 2*halfCorner)), side);
points[3].y = Math.max(points[3].y + (int) Math.min(Math.floor((event.getY() - start.y - offset.y)), Math.floor(getHeight() - points[3].y - 2*halfCorner)), side);
start.x = points[0].x;
start.y = points[0].y;
invalidate();
}else if (corner == 1){
side = Math.min((Math.min((Math.max(minimumSideLength, (int)(side + Math.floor(event.getX()) - start.x - offset.x))), side + (getWidth() - points[1].x - 2* halfCorner ))),side + (getHeight() - points[2].y - 2* halfCorner ));
points[1].x = points[0].x + side;
points[3].x = points[0].x + side;
points[3].y = points[0].y + side;
points[2].y = points[0].y + side;
start.x = points[1].x;
invalidate();
}else if (corner == 2){
side = Math.min((Math.min((Math.max(minimumSideLength, (int)(side + Math.floor(event.getY()) - start.y - offset.y))), side + (getHeight() - points[2].y - 2* halfCorner ))),side + (getWidth() - points[1].x - 2* halfCorner ));
points[2].y = points[0].y + side;
points[3].y = points[0].y + side;
points[3].x = points[0].x + side;
points[1].x = points[0].x + side;
start.y = points[2].y;
invalidate();
}else if (corner == 3){
side = Math.min((Math.min((Math.min((Math.max(minimumSideLength, (int)(side + Math.floor(event.getX()) - start.x - offset.x))), side + (getWidth() - points[3].x - 2* halfCorner ))),side + (getHeight() - points[3].y - 2* halfCorner ))), Math.min((Math.min((Math.max(minimumSideLength, (int)(side + Math.floor(event.getY()) - start.y - offset.y))), side + (getHeight() - points[3].y - 2* halfCorner ))),side + (getWidth() - points[3].x - 2* halfCorner )));
points[1].x = points[0].x + side;
points[3].x = points[0].x + side;
points[3].y = points[0].y + side;
points[2].y = points[0].y + side;
start.x = points[3].x;
points[2].y = points[0].y + side;
points[3].y = points[0].y + side;
points[3].x = points[0].x + side;
points[1].x = points[0].x + side;
start.y = points[3].y;
invalidate();
}
break;
}
}
return true;
}
private int getCorner(float x, float y){
int corner = 5;
for (int i = 0; i < points.length; i++){
float dx = x - points[i].x;
float dy = y - points[i].y;
int max = halfCorner * 2;
if(dx <= max && dx >= 0 && dy <= max && dy >= 0){
return i;
}
}
return corner;
}
private Point getOffset(int left, int top, int corner){
Point offset = new Point();
if(corner == 5){
offset.x = 0;
offset.y = 0;
}else{
offset.x = left - points[corner].x;
offset.y = top - points[corner].y;
}
return offset;
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
}
In your your layout xml:
You must specify a drawable move corner
You must specify a drawable for the resize corners
corner size defaults to 20px
minimumSide must be at least corner size--default value is 20px
You must include the namespace "http://schemas.android.com/apk/res-auto" in your root view (I used the alias, xlmn:app="http://schemas.android.com/apk/res-auto")
example xml layout
<?xml version="1.0" encoding="utf-8"?>
<android.support.constraint.ConstraintLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:background="#color/primary"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="#+id/crop_image"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_marginStart="10dp"
android:layout_marginTop="10dp"
android:layout_marginEnd="10dp"
android:layout_marginBottom="10dp"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintHorizontal_bias="1.0"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent"
app:layout_constraintVertical_bias="0.0"
app:srcCompat="#mipmap/ic_launcher" />
<your_package.IconCropView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#color/transparent"
app:minimumSide="60dp"
app:resizeCornerDrawable="#drawable/adjust_edge_circle"
app:moveCornerDrawable="#drawable/move_box_circle"
app:cornerColor="#color/turq"
app:edgeColor="#color/colorPrimary"
app:outsideCropColor="#color/transparent_50"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent"
app:cornerSize="20dp"/>
The edited answer of Nguyen Minh Binh worked for me. But I needed to add a lite fix to prevent the ball id to get out of range. This occurred for me if I had to reopen the activity hosting the custom view. I fixed these line:
this.id = count++;
to:
if (count > 3) count = 0;
this.id = count++;
The following code is a C# version (I am currently developing app on MonoDroid/Xamarin) of the requested code, but with some improvements and the ability to drag the rectangle. Still want to add some features, will edit it later.
namespace ImagePlayground
{
[Activity (Label = "MyView2")]
public class MyView2 : View
{
Graphics.Point[] points = new Graphics.Point[4];
// Array that hold the circle
private List<ResizeCircle> circles = new List<ResizeCircle>();
// Variable to keep tracking of which circle is being dragged
private int circleId = -1;
// Points are grouped in groups of two so there's always only one fixed point
// groupId = 0 > Touch Inside the Rectangle
// groupId = 1 > Points 0 and 2
// groupId = 2 > Points 1 and 3
int groupId = -1;
// FirstTouch's Coordinate for Tracking on Dragging
int xFirstTouch = 0;
int yFirstTouch = 0;
/** Main Bitmap **/
private Bitmap mBitmap = null;
/** Measured Size of the View **/
private Rect mMeasuredRect;
/** Paint to Draw Rectangles **/
private Paint mRectPaint;
public MyView2(Context ctx) : base (ctx){
init (ctx);
}
public MyView2 (Context ctx, IAttributeSet attrs) : base (ctx, attrs){
init (ctx);
}
public MyView2 (Context ctx, IAttributeSet attrs, int defStyle) : base(ctx,attrs,defStyle){
init (ctx);
}
private void init(Context ctx){
// For Touch Events
Focusable = true;
// Draw the Image on the Background
mBitmap = BitmapFactory.DecodeResource(ctx.Resources, Resource.Drawable.bg);
// Sets up the paint for the Drawable Rectangles
mRectPaint = new Paint ();
mRectPaint.Color = Android.Graphics.Color.Aqua;
mRectPaint.StrokeWidth = 4;
mRectPaint.SetStyle (Paint.Style.Stroke);
}
protected override void OnDraw(Canvas canvas){
// Background Bitmap to Cover all Area
canvas.DrawBitmap(mBitmap, null, mMeasuredRect, null);
// Just draw the points only if it has already been initiated
if (points [3] != null) {
int left, top, right, bottom;
left = points [0].X;
top = points [0].Y;
right = points [0].X;
bottom = points [0].Y;
// Sets the circles' locations
for (int i = 1; i < points.Length; i++) {
left = left > points [i].X ? points [i].X : left;
top = top > points [i].Y ? points [i].Y : top;
right = right < points [i].X ? points [i].X : right;
bottom = bottom < points [i].Y ? points [i].Y : bottom;
}
mRectPaint.AntiAlias = true;
mRectPaint.Dither = true;
mRectPaint.StrokeJoin = Paint.Join.Round;
mRectPaint.StrokeWidth = 5;
mRectPaint.SetStyle (Paint.Style.Stroke);
mRectPaint.Color = Graphics.Color.ParseColor ("#0079A3");
canvas.DrawRect (
left + circles [0].GetCircleWidth () / 2,
top + circles [0].GetCircleWidth () / 2,
right + circles [2].GetCircleWidth () / 2,
bottom + circles [2].GetCircleWidth () / 2, mRectPaint);
// Fill The Rectangle
mRectPaint.SetStyle (Paint.Style.Fill);
mRectPaint.Color = Graphics.Color.ParseColor ("#B2D6E3");
mRectPaint.Alpha = 75;
mRectPaint.StrokeWidth = 0;
canvas.DrawRect (
left + circles [0].GetCircleWidth () / 2,
top + circles [0].GetCircleWidth () / 2,
right + circles [2].GetCircleWidth () / 2,
bottom + circles [2].GetCircleWidth () / 2, mRectPaint);
// DEBUG
mRectPaint.Color = Graphics.Color.Red;
mRectPaint.TextSize = 18;
mRectPaint.StrokeWidth = 0;
// Draw every circle on the right position
for (int i = 0; i < circles.Count (); i++) {
ResizeCircle circle = circles [i];
float x = circle.GetX ();
float y = circle.GetY ();
canvas.DrawBitmap (circle.GetBitmap (), x, y,
mRectPaint);
// DEBUG
// canvas.DrawText ("" + (i + 1), circle.GetX (), circle.GetY (), mRectPaint);
}
}
}
public override bool OnTouchEvent(MotionEvent e){
// Get the Coordinates of Touch
int xTouch = (int) e.GetX ();
int yTouch = (int) e.GetY ();
int actionIndex = e.ActionIndex;
switch (e.ActionMasked) {
// In case user touch the screen
case MotionEventActions.Down:
// If no points were created
if (points [0] == null) {
// Offset to create the points
int offset = 60;
// Initialize a new Rectangle.
points [0] = new Graphics.Point ();
points [0].X = xTouch;
points [0].Y = yTouch;
points [1] = new Graphics.Point ();
points [1].X = xTouch;
points [1].Y = yTouch + offset;
points [2] = new Graphics.Point ();
points [2].X = xTouch + offset;
points [2].Y = yTouch + offset;
points [3] = new Graphics.Point ();
points [3].X = xTouch + offset;
points [3].Y = yTouch;
// Add each circle to circles array
foreach (Graphics.Point pt in points) {
circles.Add (new ResizeCircle (Context, Resource.Drawable.circle, pt));
}
} else {
// Register Which Circle (if any) th user has touched
groupId = getTouchedCircle (xTouch, yTouch);
xFirstTouch = xTouch;
yFirstTouch = yTouch;
}
break;
case MotionEventActions.PointerDown:
break;
case MotionEventActions.Move:
if (groupId == 1 || groupId == 2) {
// Move touched Circle as the finger moves
circles[circleId].SetX(xTouch);
circles[circleId].SetY(yTouch);
// Move the two other circles accordingly
if (groupId == 1) {
circles[1].SetX(circles[0].GetX());
circles[1].SetY(circles[2].GetY());
circles[3].SetX(circles[2].GetX());
circles[3].SetY(circles[0].GetY());
} else {
circles[0].SetX(circles[1].GetX());
circles[0].SetY(circles[3].GetY());
circles[2].SetX(circles[3].GetX());
circles[2].SetY(circles[1].GetY());
}
Invalidate();
} else if (groupId == 0){
// Calculate the delta for the dragging
int xDelta = (xTouch-xFirstTouch);
int yDelta = (yTouch-yFirstTouch);
xFirstTouch = xTouch;
yFirstTouch = yTouch;
// Move each circle accordingly
foreach (ResizeCircle circle in circles) {
circle.SetX (circle.GetX () + xDelta);
circle.SetY (circle.GetY () + yDelta);
}
// Redraw the view
Invalidate ();
}
break;
case MotionEventActions.Up:
break;
default:
break;
}
Invalidate ();
return true;
}
private int getTouchedCircle(int xTouch, int yTouch){
int groupId = -1;
for (int i = 0; i < circles.Count; i++) {
ResizeCircle circle = circles [i];
// Check if the touch was inside the bounds of the circle
int centerX = circle.GetX () + circle.GetCircleWidth ();
int centerY = circle.GetY () + circle.GetCircleHeight ();
// Calculate the radius from the touch to the center of the circle
double radCircle = Math.Sqrt ((double)(((centerX - xTouch) * (centerX - xTouch)) + (centerY - yTouch)
* (centerY - yTouch)));
// If the touch was on one of the circles
if (radCircle < circle.GetCircleWidth ()) {
circleId = circle.GetID ();
if (circleId == 1 || circleId == 3) {
groupId = 2;
break;
} else {
groupId = 1;
break;
}
} else {
// User didn't touch any of the circles nor the inside area
groupId = -1;
}
}
// If the touch wasn't on one of the circles, check if it was inside the rectangle
if (groupId == -1) {
List<int> xCoords = new List<int> ();
List<int> yCoords = new List<int> ();
// Gather Coordinates from all circles
foreach (ResizeCircle circle in circles){
xCoords.Add (circle.GetX());
yCoords.Add (circle.GetY());
}
// Store the max and min coordinates
int minX = xCoords.Min ();
int maxX = xCoords.Max ();
int minY = yCoords.Min ();
int maxY = yCoords.Max ();
// Check if user has touched inside the rectangle
if ((xTouch > minX && xTouch < maxX) && (yTouch > minY && yTouch < maxY)) {
// User has touched inside the Rectangle
groupId = 0;
}
}
return groupId;
}
protected override void OnMeasure(int widthMeasureSpec, int heightMeasureSpec){
base.OnMeasure (widthMeasureSpec, heightMeasureSpec);
mMeasuredRect = new Rect (0, 0, MeasuredWidth, MeasuredHeight);
}
public class ResizeCircle {
Bitmap bitmap;
Graphics.Point point;
int id;
static int count = 0;
public ResizeCircle(Context context, int resourceId, Graphics.Point point) {
this.id = count++;
bitmap = BitmapFactory.DecodeResource(context.Resources,
resourceId);
Log.Debug("BITMAP" , bitmap.Height.ToString());
this.point = point;
}
public int GetCircleWidth() {
return bitmap.Width;
}
public int GetCircleHeight() {
return bitmap.Height;
}
public Bitmap GetBitmap() {
return bitmap;
}
public int GetX() {
return point.X;
}
public int GetY() {
return point.Y;
}
public int GetID() {
return id;
}
public void SetX(int x) {
point.X = x;
}
public void SetY(int y) {
point.Y = y;
}
}
}
}

How to fix the position of image on a scrollable background?

How do you fix the position of an image drawn onto a canvas with a large scrollable background?
picture this:
the background image is that of a room, the object images are bed, door etc.
the object images are drawn on top of the background.
when i scroll the background, the objects should move with respect to the background image, correct?
the problem is the object images also move but the position doesn't stay the same, i.e they shift from their original positions.
here is my full class implementation.
Bitmap bmImage;
SpriteAnim8 anim;
MThread thread;
PersonAnimated person, person2;
Canvas canvas = new Canvas();
Rect displayRect = null;
Rect scrollRect = null;
int scrollRectX = 0, scrollRectY = 0;
float scrollByX = 0, scrollByY = 0;
float startX = 0, startY = 0;
int initX = 200, initY = 200;
float a = initX, b = initY;
public MGamePanel(Context context) {
super(context);
// adding the callback (this) to the surface holder to intercept events
getHolder().addCallback(this);
// create Person and load bitmap
person = new PersonAnimated(BitmapFactory.decodeResource(getResources(), R.drawable.dad_anim),
10, 200 /* initial position */,
45, 56 /* width and height of sprite */,
5, 10); /* FPS and number of frames in the animation */
// Destination rect for our main canvas draw
displayRect = new Rect(0, 0, SpriteAnim8.displayWidth, SpriteAnim8.displayHeight);
// Scroll rect: this will be used to 'scroll around' over the bitmap
scrollRect = new Rect(0, 0, SpriteAnim8.displayWidth, SpriteAnim8.displayHeight);
// Load a large bitmap
bmImage = BitmapFactory.decodeResource(getResources(), R.drawable.l1_plain);
// create the game loop thread
thread = new MThread(getHolder(), this);
// make the GamePanel focusable so it can handle events
setFocusable(true);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
// at this point the surface is created and we can safely start the game
// loop
thread.setRunning(true);
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.d(TAG, "Surface is being destroyed");
// tell the thread to shut down and wait for it to finish
// this is a clean shutdown
boolean retry = true;
while (retry) {
try {
thread.setRunning(false);
((Activity) getContext()).finish();
retry = false;
} catch (Exception e) {
// try again shutting down the thread
}
}
Log.d(TAG, "Thread was shut down cleanly");
}
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// delegating event handling to the person
startX = event.getRawX();
startY = event.getRawY();
// }
case MotionEvent.ACTION_MOVE:
float x = event.getRawX();
float y = event.getRawY();
// Calculate move update.
mScrollByX = x - mStartX + mOldScrollByX; // move update x increment
mScrollByY = y - mStartY + mOldScrollByX; // move update y increment
onDraw(canvas);
break;
case MotionEvent.ACTION_UP:
mOldScrollByX = mScrollByX;
mOldScrollByY = mScrollByY;
break;
}
return true;
}
public void render(Canvas canvas) {
Paint paint = new Paint();
canvas.drawBitmap(bmImage, scrollRect, displayRect, paint);
person.draw(canvas);
}
#Override
protected void onDraw(Canvas canvas) {
int newScrollRectX = scrollRectX - (int) scrollByX;
int newScrollRectY = scrollRectY - (int) scrollByY;
// Prevent scrolling off the left or right edges of the bitmap.
if (newScrollRectX < 0) {
newScrollRectX = 0;
} else if (newScrollRectX > (bmImage.getWidth() - SpriteAnim8.displayWidth)) {
newScrollRectX = (bmImage.getWidth() - SpriteAnim8.displayWidth);
}
// Prevent scrolling off the top or bottom edges of the bitmap.
if (newScrollRectY < 0) {
newScrollRectY = 0;
} else if (newScrollRectY > (bmImage.getHeight() - SpriteAnim8.displayHeight)) {
newScrollRectY = (bmImage.getHeight() - SpriteAnim8.displayHeight);
}
// set the updated scroll rect coordinates.
scrollRect.set(newScrollRectX, newScrollRectY, newScrollRectX
+ SpriteAnim8.displayWidth, newScrollRectY
+ SpriteAnim8.displayHeight);
// Reset current scroll coordinates to reflect the latest updates so we
// can repeat
scrollRectX = newScrollRectX;
scrollRectY = newScrollRectY;
person.setX(person.getX() + scrollByX);
person.setY(person.getY() + scrollByY);
}
is this correct?
Here is a code how to scroll a picture/image which is drawn on canvas:
//define points on the custome view class level
PointF touchStart = new PointF();
PointF picStart = new PointF();
PointF prevPicStart = new PointF();
Handle the touch and remember the previous poistion of the picture
#Override
public boolean onTouchEvent(MotionEvent ev) {
switch (ev.getAction()) {
case MotionEvent.ACTION_DOWN: {
touchStart.set(ev.getX(), ev.getY());
break;
}
case MotionEvent.ACTION_MOVE: {
float newX = ev.getX() - touchStart.x + prevPicStart.x;
float newY = ev.getY() - touchStart.y + prevPicStart.y;
//assuming the the picture is bigger than the screen
if ((newX <= 0 && newX > 0 - pic.getWidth() + screenW)){
picStart.x = newX;
}
if ((newY <= 0 && newY > 0 - pic.getHeight() + screenH)){
picStart.y = newY;
}
invalidate();
break;
}
case MotionEvent.ACTION_UP:
prevPicStart.x = picStart.x;
prevPicStart.y = picStart.y;
break;
}
return true;
}
In onDraw
canvas.drawBitmap(pic, picStart.x, picStart.y, null);
Not sure about your code, but you can use a FrameLayout with background that you want for room and add ScrollView as its child, which will contain the other objects which are scrollable.
HTH !

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