So I'm trying to make a binoculars/Telescope kind of app but the problem is I want to zoom to the max. I have seen there are apps on the store that does that but not sure how. I have tried cameraX linearZoom method but it only works in range between 0f - 1f Or is it possible to do this with Camera2 api? Any help would be highly appreciate. Please note I have only posted this queston after trying or researching different things for the whole day.
Thanks
For the curiosity of this question I decided to throw myself and try, the solution I found will not be the most conventional but it currently works.
After my first attempt I saw that it was not possible to increase the camera max_zoom
so I thought of another way to enlarge what I was sending on the screen anyway.
My solution is based on the main layout in which you place the textureView
in my case I decided to use a LinearLayout
, that following some other guide i was able to zoom in by pinching it.
public class ZoomLinearLayout extends LinearLayout implements ScaleGestureDetector.OnScaleGestureListener {
private enum Mode {
NONE,
DRAG,
ZOOM
}
private static final float MIN_ZOOM = 1.0f;
private static final float MAX_ZOOM = 10.0f;
private Mode mode = Mode.NONE;
private float scale = 1.0f;
private float lastScaleFactor = 0f;
private float startX = 0f;
private float startY = 0f;
private float dx = 0f;
private float dy = 0f;
private float prevDx = 0f;
private float prevDy = 0f;
public ZoomLinearLayout(Context context) {
super(context);
init(context);
}
public ZoomLinearLayout(Context context, AttributeSet attrs) {
super(context, attrs);
init(context);
}
public ZoomLinearLayout(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init(context);
}
@SuppressLint("ClickableViewAccessibility")
public void init(Context context) {
final ScaleGestureDetector scaleDetector = new ScaleGestureDetector(context, this);
this.setOnTouchListener(new OnTouchListener() {
@Override
public boolean onTouch(View view, MotionEvent motionEvent) {
switch (motionEvent.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
if (scale > MIN_ZOOM) {
mode = Mode.DRAG;
startX = motionEvent.getX() - prevDx;
startY = motionEvent.getY() - prevDy;
}
break;
case MotionEvent.ACTION_MOVE:
if (mode == Mode.DRAG) {
dx = motionEvent.getX() - startX;
dy = motionEvent.getY() - startY;
}
break;
case MotionEvent.ACTION_POINTER_DOWN:
mode = Mode.ZOOM;
break;
case MotionEvent.ACTION_POINTER_UP:
mode = Mode.DRAG;
break;
case MotionEvent.ACTION_UP:
mode = Mode.NONE;
prevDx = dx;
prevDy = dy;
break;
}
scaleDetector.onTouchEvent(motionEvent);
if ((mode == Mode.DRAG && scale >= MIN_ZOOM) || mode == Mode.ZOOM) {
getParent().requestDisallowInterceptTouchEvent(true);
float maxDx = (child().getWidth() - (child().getWidth() / scale)) / 2 * scale;
float maxDy = (child().getHeight() - (child().getHeight() / scale)) / 2 * scale;
dx = Math.min(Math.max(dx, -maxDx), maxDx);
dy = Math.min(Math.max(dy, -maxDy), maxDy);
applyScaleAndTranslation();
}
return true;
}
});
}
@Override
public boolean onScaleBegin(ScaleGestureDetector scaleDetector) {
return true;
}
@Override
public boolean onScale(ScaleGestureDetector scaleDetector) {
float scaleFactor = scaleDetector.getScaleFactor();
if (lastScaleFactor == 0 || (Math.signum(scaleFactor) == Math.signum(lastScaleFactor))) {
scale *= scaleFactor;
scale = Math.max(MIN_ZOOM, Math.min(scale, MAX_ZOOM));
lastScaleFactor = scaleFactor;
} else {
lastScaleFactor = 0;
}
return true;
}
@Override
public void onScaleEnd(ScaleGestureDetector scaleDetector) {
}
private void applyScaleAndTranslation() {
child().setScaleX(scale);
child().setScaleY(scale);
child().setTranslationX(dx);
child().setTranslationY(dy);
}
private View child() {
return getChildAt(0);
}
}
What manages the maximum of our zoom is no longer the power of the camera but our variable MAX_ZOOM
witch in our case is set to 10.0f (but you can actually change it).
The next step is to enclose the TextureView
used in camera2 between the ZoomLinearLayout
:
<com.giacomociardini.zoom.ZoomLinearLayout 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:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity">
<FrameLayout
android:id="@+id/container"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#000" />
</com.giacomociardini.zoom.ZoomLinearLayout>
The FrameLayout
is only a container for the fragment (the TextureView) that is in charge of all the hard work for the camera2, this is my final result:
video
photo
Notice: the results are made by only zooming inside the view, if you combine it with the zoom of the camera you are gonna get a result way much smoother!
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