Android - How to circular zoom/magnify part of ima

2019-01-16 16:34发布

问题:

I am trying to allow the user to touch the image and then basically a cirular magnifier will show that will allow the user to better select a certain area on the image. When the user releases the touch the magnified portion will dissapear. This is used on several photo editing apps and I am trying to implement my own version of it. The code I have below does magnify a circular portion of the imageview but does not delete or clear the zoom once I release my finger. I currently set a bitmap to a canvas using canvas = new Canvas(bitMap); and then set the imageview using takenPhoto.setImageBitmap(bitMap); I am not sure if I am going about it the right way. The onTouch code is below:

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; 
            } 
            });

回答1:

Adapting your code, I was able to get the following approach working.

In the onTouch function, set a global point for determining where the user has touched, and set a boolean to indicate whether zooming is currently active or not:

@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; 
}

Then, in the onDraw method, you use your code for drawing the zoomed in portion:

@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);
    }
}

Note that for the shader, I used a bitmap shader as described here, which was created with:

mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.image);
mShader = new BitmapShader(mBitmap, TileMode.CLAMP, TileMode.CLAMP);

mPaint = new Paint();
mPaint.setShader(mShader);


回答2:

The best way to revert any changes made to the image will be to reload the image from the source file. Or alternatively, keep the a copy original matrix variable before transformations begun, during MotionEvent.ACTION_UP load the original matrix.



回答3:

You can implement it by using a custom imageview ,Create a class CodesforMagnifierImageView.java in your package. You can see the code for respective class at CodesforMagnifier.java and simply use the following code in your layout file instead for the imageview

<com.yourpackage.CodesforMagnifierImageView
     android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      android:src="@drawable/your image" />


回答4:

Some people asked for a fixed place magnifier position, I experimented it and came up with the solution:

// bitmapWidth is the width of bitmap used for BitmapShader
// bitmapHeight is the height of bitmap used for BitmapShader
// canvasWidth is the width of canvas where the zoom touch events are tracked (usually has the same image as shader but can be different size)
// canvasHeight is the height of canvas where the zoom touch events are tracked
// touchPoint is the point on the canvas which area should be shown in zoom circle
// fixedZoomPoint is the center of the zoom circle (different from touch point)
// ZOOM_SCALE is the zooming ratio (e.g.: 2f)
// ZOOM_RADIUS is the radius of the zoom circle

override fun onDraw(canvas: Canvas) {
    super.onDraw(canvas)
    if (zooming) {
        val widthRatio = bitmapWidth / canvasWidth // This can be omitted if 1.0
        val heightRatio = bitmapHeight / canvasHeight // This can be omitted if 1.0
        matrix.reset()
        matrix.postScale(ZOOM_SCALE, ZOOM_SCALE, touchPoint.x * widthRatio, touchPoint.y * heightRatio)
        matrix.postTranslate(fixedZoomPoint.x - touchPoint.x * widthRatio, fixedZoomPoint.y - touchPoint.y * heightRatio)
        paint.getShader().setLocalMatrix(matrix)
        drawCircle(fixedZoomPoint.x, fixedZoomPoint.y, ZOOM_RADIUS, paint)
    }
}