图片热区点击之二(地界反弹,缩放,移动)


图片热区点击之二(边界反弹,缩放,移动)

  背景:对图片的部分区域进行点击,响应相应的事件(可对图片进行放大,边界反弹,以及图片移动)

  针对于前次的热区点击做了个补充

  1.对图片的部分区域进行可响应事件

  2.对图片进行缩放后,仍可响应区域点击事件

  3.对图片进行移动后.仍可响应区域点击事件

  4.当图片移出边界区域后,可进行回弹.

  其效果图如下(GIF图片较大,只截取一部分,在模拟器上,缩放效果无法演示)

  

  部分关键性代码:

  a.对点击的区域进行判断,

  /** * 检测是否在区域范围内 * @param rectf 从外部传可以重用 * @param x * @param y * @return */ public boolean isInArea(RectF rectf, float x, float y) { boolean resStatus = false; if(this.path != null) { rectf.setEmpty(); path.computeBounds(rectf, true); if(isRectF) { //当是矩形时 resStatus = rectf.contains(x, y); }else { //如果是多边形时 Region region = new Region(); region.setPath(path, region); region.setPath(path, new Region((int)rectf.left, (int)rectf.top, (int)rectf.right, (int)rectf.bottom)); resStatus = region.contains((int)x, (int)y); } } return resStatus; }

  b. 滑动或缩放完成后,是否移出边界检测

  /** * 边界反弹事件检测 * @param event */ protected void upToCheckOutOfSide(MotionEvent event) { float scale = getCurrentScale(); float[] moveXY = getCurrentMoveXY(); float curBitWidth = scale * BIT_WIDTH; float curBitHeight = scale * BIT_HEIGHT; float[] dstXY = new float[2]; boolean needMove = false; dstXY[0] = moveXY[0]; dstXY[1] = moveXY[1]; //当图片的高度小于视图高度时 if(curBitHeight <= VIEW_HEIGHT) { needMove = true; dstXY[1] = (VIEW_HEIGHT - curBitHeight) / 2.0f; } //当图片的宽度小于视图宽度时 if(curBitWidth <= VIEW_WIDTH) { needMove = true; dstXY[0] = (VIEW_WIDTH - curBitWidth) / 2.0f; } //当图片高度大于视图的高度时 if(curBitHeight > VIEW_HEIGHT) { float distance = event.getY() - mPointF.y; //手向下滑动 if(distance > 0) { if(moveXY[1] > 0) { dstXY[1] = 0; needMove = true; } //手向上滑动 }else if(distance < 0) { float goalY = VIEW_HEIGHT - curBitHeight; if(moveXY[1] < goalY) { dstXY[1] = goalY; needMove = true; } } } //图片的当前宽度大小视图的高度时 if(curBitWidth > VIEW_WIDTH) { float distance = event.getX() - mPointF.x; //向右滑动 if(distance > 0) { if(moveXY[0] > 0) { dstXY[0] = 0; needMove = true; } //向左滑动 }else if(distance < 0) { float goalX = VIEW_WIDTH - curBitWidth; if(moveXY[0] < goalX) { dstXY[0] = goalX; needMove = true; } } } if(needMove) { mViewHandler.postDelayed(new MoveRunnable(moveXY[0], moveXY[1], dstXY[0], dstXY[1]), 0); } }

  c.边界移动的Runnable

  /** * 反弹时的动画线程 */ protected class MoveRunnable implements Runnable { //移动的步长 private final static int MOVE_STEEP = 20; //移动的方向 private float direct; //是X方向上的移动还是Y方向上的移动 private boolean isMoveX; private float srcX, srcY, dstX, dstY; //一元一次方程 private float a, b; public MoveRunnable(float srcX, float srcY, float dstX, float dstY) { this.srcX = srcX; this.srcY = srcY; this.dstX = dstX; this.dstY = dstY; //求解A,B if((dstY - srcY) != 0 && (dstX - srcX) != 0) { a = (dstY - srcY) / (dstX - srcX); b = dstY - a * dstX; } //以长的作为出发点 isMoveX = Math.abs(srcX - dstX) > Math.abs(srcY - dstY); direct = isMoveX ((dstX - srcX) > 0 1.0f : -1.0f) : ((dstY - srcY) > 0 1.0f : -1.0f); isAnimation = true; } @Override public void run() { float distanceX = 0; float distanceY = 0; boolean isEnd = false; if(isMoveX) { distanceX = direct * MOVE_STEEP; srcX += distanceX; if(direct > 0) { if(srcX >= dstX) { isEnd = true; srcX -= distanceX; distanceX = dstX - srcX; srcX = dstX; } }else { if(srcX <= dstX) { isEnd = true; srcX -= distanceX; distanceX = dstX - srcX; srcX = dstX; } } if(a == 0 && b == 0) { distanceY = 0; }else { float tempY = a * srcX + b; distanceY = tempY - srcY; srcY = tempY; } }else { distanceY = direct * MOVE_STEEP; srcY += distanceY; if(direct > 0 ) { if(srcY >= dstY) { isEnd = true; srcY -= distanceY; distanceY = dstY - srcY; srcY = dstY; } }else { if(srcY <= dstY) { isEnd = true; srcY -= distanceY; distanceY = dstY - srcY; srcY = dstY; } } if(a == 0 && b == 0 ) { distanceX = 0; }else { float tempX = (srcY - b) / a; distanceX = tempX - srcX; srcX = tempX; } } mViewHandler.obtainMessage(0, new Float[]{distanceX, distanceY}).sendToTarget(); if(!isEnd) { mViewHandler.postDelayed(this, 10); }else { isAnimation = false; LogUtils.d(TAG, isAnimation + ", End!"); } } }

  其它的一些代码在程序中均已经做过注释

移动开发 程序开发 基础知识

chendm 10 years, 3 months ago

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