IZI*_*IZI 22 android image-zoom touch-event android-imageview android-canvas
我试图让用户触摸图像,然后基本上一个圆形放大镜将显示将允许用户更好地选择图像上的某个区域.当用户释放触摸时,放大的部分将消失.这用于几个照片编辑应用程序,我正在尝试实现我自己的版本.我下面的代码确实放大了图像视图的圆形部分,但是一旦我松开手指就不会删除或清除缩放.我目前设置一个位图到画布使用canvas = new Canvas(bitMap);然后设置imageview takenPhoto.setImageBitmap(bitMap); 我不知道我是否正确的方式.onTouch代码如下:
zoomPos = new PointF(0,0);
takenPhoto.setOnTouchListener(new OnTouchListener() {
@Override
public boolean onTouch(View v, MotionEvent event) {
int action = event.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN:
zoomPos.x = event.getX();
zoomPos.y = event.getY();
matrix.reset();
matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y);
shader.setLocalMatrix(matrix);
canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint);
takenPhoto.invalidate();
break;
case MotionEvent.ACTION_MOVE:
zoomPos.x = event.getX();
zoomPos.y = event.getY();
matrix.reset();
matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y);
canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint);
takenPhoto.invalidate();
break;
case MotionEvent.ACTION_UP:
//clear zoom here?
break;
case MotionEvent.ACTION_CANCEL:
break;
default:
break;
}
return true;
}
});
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小智 18
调整代码,我能够使用以下方法.
在onTouch函数中,设置一个全局点来确定用户触摸的位置,并设置一个布尔值来指示缩放当前是否处于活动状态:
@Override
public boolean onTouch(View view, MotionEvent event) {
int action = event.getAction();
zoomPos.x = event.getX();
zoomPos.y = event.getY();
switch (action) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
zooming = true;
this.invalidate();
break;
case MotionEvent.ACTION_UP:
case MotionEvent.ACTION_CANCEL:
zooming = false;
this.invalidate();
break;
default:
break;
}
return true;
}
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然后,在onDraw方法中,使用代码绘制放大部分:
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (zooming) {
matrix.reset();
matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y);
mPaint.getShader().setLocalMatrix(matrix);
canvas.drawCircle(zoomPos.x, zoomPos.y, 100, mPaint);
}
}
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请注意,着色器,我作为描述的位图着色器在这里,这是与创建:
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.image);
mShader = new BitmapShader(mBitmap, TileMode.CLAMP, TileMode.CLAMP);
mPaint = new Paint();
mPaint.setShader(mShader);
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