Rotate zoom drag image in android imageview

android, graphics, image

Solution

call this method from inside from:

setOnTouchListener(new OnTouchListener() {

            @Override
            public boolean onTouch(View v, MotionEvent event) {

..........................................................

fixing();
setImageMatrix(savedMatrix2);

before the end of return

public void fixing()
{

float[] value = new float[9];
        matrix.getValues(value);

float[] savedValue = new float[9];
        savedMatrix2.getValues(savedValue);

int width = getWidth();
        int height = getHeight();

        Drawable d = getDrawable();
        if (d == null)  return;
        int imageWidth = d.getIntrinsicWidth();
        int imageHeight = d.getIntrinsicHeight();
        int scaleWidth = (int) (imageWidth * value[0]);
        int scaleHeight = (int) (imageHeight * value[4]);

// don't let the image go outside
        if (value[2] > width-1)   
            value[2] = width-10;
        else if (value[5] > height - 1)   
            value[5] = height - 10;
        else if (value[2] < -(scaleWidth-1))  
            value[2] = -(scaleWidth-10);
        else if (value[5] < -(scaleHeight-1))   
            value[5] = -(scaleHeight-10);

        // maximum zoom ratio: MAx
        if (value[0] > MAX_ZOOM || value[4] > MAX_ZOOM){
            value[0] = MAX_ZOOM;
            value[4] = MAX_ZOOM;
            //value[2] = savedValue[2];
            //value[5] = savedValue[5];
        }

        matrix.setValues(value); 
        savedMatrix2.set(matrix);
}

Problem

I want to be able to rotate, zoom and move an image in android framelayout and imageview. With the following code I am able to do it. But the view sometimes gets out of UI. As you can c I handle the rotation in ACTION_UP(90 degree rotation for each ACTION_UP) motionevent. following is my main.xml: ``` <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" > <ImageView android:id="@+id/imageView" android:layout_width="fill_parent" android:layout_height="fill_parent" android:src="@drawable/csf6a4_flipped" android:scaleType="matrix" > </ImageView> </FrameLayout> ``` and following is my java file: ``` package com.example.rotatezoommove; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.graphics.PointF; import android.os.Bundle; import android.util.FloatMath; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.ImageView; public class RotateZoomMove extends Activity implements OnTouchListener { private static final String TAG = "Touch"; // These matrices will be used to move and zoom image Matrix matrix = new Matrix(); Matrix savedMatrix = new Matrix(); // We can be in one of these 3 states static final int NONE = 0; static final int DRAG = 1; static final int ZOOM = 2; int mode = NONE; // Remember some things for zooming PointF start = new PointF(); PointF mid = new PointF(); float oldDist = 1f; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ImageView view = (ImageView) findViewById(R.id.imageView); view.setOnTouchListener(this); } @Override public boolean onTouch(View v, MotionEvent event) { ImageView view = (ImageView) v; int rotation = 25; // Dump touch event to log dumpEvent(event); // Handle touch events here... switch (event.getAction() & MotionEvent.ACTION_MASK) { case MotionEvent.ACTION_DOWN: savedMatrix.set(matrix); start.set(event.getX(), event.getY()); Log.d(TAG, "mode=DRAG"); mode = DRAG; break; case MotionEvent.ACTION_POINTER_DOWN: oldDist = spacing(event); Log.d(TAG, "oldDist=" + oldDist); if (oldDist > 10f) { savedMatrix.set(matrix); midPoint(mid, event); mode = ZOOM; Log.d(TAG, "mode=ZOOM"); } break; case MotionEvent.ACTION_UP: mode = NONE; Log.d(TAG, "mode=NONE"); savedMatrix.set(matrix); matrix.postRotate(90); break; case MotionEvent.ACTION_MOVE: if (mode == DRAG) { // ... matrix.set(savedMatrix); matrix.postTranslate(event.getX() - start.x, event.getY() - start.y); } else if (mode == ZOOM) { float newDist = spacing(event); Log.d(TAG, "newDist=" + newDist); if (newDist > 10f) { matrix.set(savedMatrix); float scale = newDist / oldDist; matrix.postScale(scale, scale, mid.x, mid.y); } } break; } view.setImageMatrix(matrix); return true; // indicate event was handled } /** Show an event in the LogCat view, for debugging */ private void dumpEvent(MotionEvent event) { String names[] = { "DOWN", "UP", "MOVE", "CANCEL", "OUTSIDE", "POINTER_DOWN", "POINTER_UP", "7?", "8?", "9?" }; StringBuilder sb = new StringBuilder(); int action = event.getAction(); int actionCode = action & MotionEvent.ACTION_MASK; sb.append("event ACTION_").append(names[actionCode]); if (actionCode == MotionEvent.ACTION_POINTER_DOWN || actionCode == MotionEvent.ACTION_POINTER_UP) { sb.append("(pid ").append( action >> MotionEvent.ACTION_POINTER_ID_SHIFT); sb.append(")"); } sb.append("["); for (int i = 0; i < event.getPointerCount(); i++) { sb.append("#").append(i); sb.append("(pid ").append(event.getPointerId(i)); sb.append(")=").append((int) event.getX(i)); sb.append(",").append((int) event.getY(i)); if (i + 1 < event.getPointerCount()) sb.append(";"); } sb.append("]"); Log.d(TAG, sb.toString()); } /** Determine the space between the first two fingers */ private float spacing(MotionEvent event) { float x = event.getX(0) - event.getX(1); float y = event.getY(0) - event.getY(1); return FloatMath.sqrt(x * x + y * y); } /** Calculate the mid point of the first two fingers */ private void midPoint(PointF point, MotionEvent event) { float x = event.getX(0) + event.getX(1); float y = event.getY(0) + event.getY(1); point.set(x / 2, y / 2); } } ``` I guess I'm almost there. Can anyone suggest any solutions so that I can rotate, drag and zoom the image and keep the image within UI all the time?

Original source

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