Because I don't make animated pictures, I put a few and a few representative pictures of them first.
My previous train of thought was to identify by gesture movement through the dynamic setting of XY coordinates, but I later tried it and found that the performance was very poor. So snatch made the following ball control, in fact, the implementation is very simple. As long as you are familiar with the use of custom controls and gesture recognition. Basically, it's OK.
Now let's look at the source code for this control Touchmoveview.java
PackageCom.fay.touchmove;ImportAndroid.annotation.SuppressLint;ImportAndroid.content.Context;ImportAndroid.graphics.Bitmap;Importandroid.graphics.BitmapFactory;ImportAndroid.graphics.Canvas;ImportAndroid.util.AttributeSet;ImportAndroid.util.Log;Importandroid.view.MotionEvent;ImportAndroid.view.View;/*** Moving by gesture *@authorFay *@since2014/5/27 * {@link[email protected]}*/ Public classTouchmoveviewextendsView {PrivateString TAG = "Touchmoveview"; /*** The default bitmap for the Touchmoveview*/ PrivateBitmap Defaultbitmap =Bitmapfactory.decoderesource (Getresources (), r.drawable.ic_launcher); /*** The width of the default bitmap*/ Private intwidth =defaultbitmap.getwidth (); /*** The height of the default bitmap*/ Private intHeight =defaultbitmap.getheight (); /*** The x-location of the bitmap*/ Private floatxlocation = 0; /*** The y-location of the bitmap*/ Private floatylocation = 0; PublicTouchmoveview (context context, AttributeSet attrs,intdefstyleattr) { Super(context, attrs, defstyleattr); } PublicTouchmoveview (Context context, AttributeSet attrs) {Super(context, attrs); } PublicTouchmoveview (Context context) {Super(context); } @Overrideprotected voidOnDraw (canvas canvas) {Super. OnDraw (canvas); Canvas.drawbitmap (Defaultbitmap, Xlocation, Ylocation,NULL); } @SuppressLint ("Newapi") @Override Public Booleanontouchevent (Motionevent event) {Switch(Event.getaction ()) { CaseMotionevent.action_down:floatx =Event.getx (); floaty =event.gety (); if(xlocation <= x && x <= xlocation + width && ylocation <= y && y <= ylocation +height) { //Continue}Else { return false;//End the event } Break; CaseMotionEvent.ACTION_MOVE:xLocation=Event.getx (); Ylocation=event.gety (); Break; Casemotionevent.action_up: Break; } invalidate (); return true; } PublicBitmap Getdefaultbitmap () {returnDefaultbitmap; } Public voidSetdefaultbitmap (Bitmap defaultbitmap) { This. Defaultbitmap =Defaultbitmap; //Update the width and the height of the default bitmapwidth =defaultbitmap.getwidth (); Height=defaultbitmap.getheight (); } Public floatgetxlocation () {returnxlocation; } /*** Set the initialized x-location *@paramint xlocation*/ Public voidSetxlocation (floatxlocation) { This. xlocation =xlocation; } Public floatgetylocation () {returnylocation; } /*** Set the initialized y-location *@paramint Ylocation*/ Public voidSetylocation (floatylocation) { This. ylocation =ylocation; } }
And look at this mainactivity.java.
PackageCom.fay.touchmove;ImportAndroid.annotation.SuppressLint;Importandroid.app.Activity;Importandroid.graphics.BitmapFactory;Importandroid.os.Bundle; @SuppressLint ("Newapi") Public classMainactivityextendsActivity {PrivateString TAG = "Mainactivity"; PrivateTouchmoveview Mtouchmoveview =NULL; @Overrideprotected voidonCreate (Bundle savedinstancestate) {Super. OnCreate (savedinstancestate); Setcontentview (R.layout.activity_main); Mtouchmoveview=(Touchmoveview) Findviewbyid (R.id.imageview); //Mtouchmoveview.setdefaultbitmap (Bitmapfactory.decoderesource (Getresources (), r.drawable.lock_selected)); //mtouchmoveview.setxlocation (100); //mtouchmoveview.setylocation (+); }}
We should be able to see that in this activity it is easy to set the moving picture, as well as the initialized x, y coordinates. Moving through continuous drawing. Note that this control is full-screen. So that's something to understand.
The whole process is simple and convenient. I hope to help some friends.
SOURCE Download: Http://files.cnblogs.com/yinweiliang/TouchMove.zip