I have an imageView, canvas, and a button.. when I click the button a bitmap gets drawn on the canvas
I want to move that bitmap using my onTouch ( drag the bitmap to anywhere on the canvas ).
s.setOnItemClickListener(new OnItemClickListener() {
public void onItemClick(AdapterView<?> parent,
View v, int position, long id) {
Bitmap workingBitmap = Bitmap.createBitmap(currentBitmap);
workingBitmap = Bitmap.createBitmap(workingBitmap);
Canvas c = new Canvas(workingBitmap);
brightBitmap = BitmapFactory.decodeResource(getResources(), sIds.mSmileyIds[position], null);
brightBitmap = Bitmap.createScaledBitmap(brightBitmap, 100, 100, false);
chosenSmiley = brightBitmap;
if (chosenSmiley != null) {
try {
c.drawBitmap(chosenSmiley, posX, posY, null);
} catch (Exception e) {
e.printStackTrace();
}
}
iv.setImageBitmap(workingBitmap);
}
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
switch (eventaction) {
case MotionEvent.ACTION_DOWN:
// finger touches the screen
break;
case MotionEvent.ACTION_MOVE:
// finger moves on the screen
lastX = (int) event.getX();
lastY = (int) event.getY();
Log.e("my xname", lastX + " Coords of lastX");
Log.e("my xname", lastY + " Coords of lastY");
brightBitmap = Bitmap.createScaledBitmap(brightBitmap, lastX, lastY, false);
break;
case MotionEvent.ACTION_UP:
// finger leaves the screen
break;
}
// tell the system that we handled the event and no further processing is required
return true;
}
});
this is my current code, the bitmap gets created on 0,0 but I can't drag it etc ..
public class MainActivity extends Activity
{
@Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
DrawingView dv = new DrawingView(this);
setContentView(dv);
}
class DrawingView extends View{
Bitmap bitmap;
float x,y;
public DrawingView(Context context)
{
super(context);
bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher);
}
public boolean onTouchEvent(MotionEvent event)
{
switch(event.getAction())
{
case MotionEvent.ACTION_DOWN: {
}
break;
case MotionEvent.ACTION_MOVE:
{
x=(int)event.getX();
y=(int)event.getY();
invalidate();
}
break;
case MotionEvent.ACTION_UP:
x=(int)event.getX();
y=(int)event.getY();
System.out.println(".................."+x+"......"+y); //x= 345 y=530
invalidate();
break;
}
return true;
}
@Override
public void onDraw(Canvas canvas)
{
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.CYAN);
canvas.drawBitmap(bitmap, x, y, paint); //originally bitmap draw at x=o and y=0
}
}
}
At the star bitmap is draw at x=0 and y=0; On drag x and y changes so call inavlidate to refresh drate. On touch up draw the bitmap at the dragged position x and y and call invalidate to refresh draw.
Bitmap drawn at x=0 y=0. on drag and drop //x= 345 y=530. The resulting snap shot is attached.
You need to make sure your image does not look like going out of screen at the screen edges Check if x is within screenwidth - bitmapwidth and y is less than screenheight - bitmapheight. i have not included those conditions in the code.
EDIT:
setContentView(R.layout.main);
LinearLayout ll = (LinearLayout) findViewById(R.id.ll);
DrawingView dv= new DrawingView(this);
ll.addView(dv);
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