I'm building an app that uses the pinch zoom and drag. The problem is that for now I can drag the picture out of it bounds. I wanted to know how can I use drag and make sure the image stays on the screen at the same time.
Here is my code :
public boolean onTouch(View v, MotionEvent event) {
ImageView view = (ImageView)v;
//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:
case MotionEvent.ACTION_POINTER_UP:
mode = NONE;
Log.d(TAG, "mode=NONE" );
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 temp = new Matrix();
temp.set(matrix);
temp.postScale(scale, scale, mid.x, mid.y);
float[] f = new float[9];
temp.getValues(f);
Float xScale = f[0];
if(xScale >= 1 && xScale <= 10){
matrix.postScale(scale, scale, mid.x, mid.y);
savedMatrixZoom.set(matrix);
}else{
matrix.set(savedMatrixZoom);
}
}
break;
}
} //perform the transformation.
view.setImageMatrix(matrix);
return true; // indicate event was handled
}
Why not grab the dimensions of the screen and check the MotionEvent coordinates are within these before updating your matrix?
Something like..