Use ScaleGestureDetector with GestureDetector? - android-imageview

In my Android app I have an ImageView where I'd like the user to be able to fling it left/right/up/down to change the image (static maps) to the adjacent one. But in addition, I'd like pinch-zoom abilities and a map itself.
I can get either flinging OR pinch-zooming to work, but not together. I'm using GestureDetector (with a SimpleOnGestureListener) for the flinging. And I'm using ScaleGestureDetector (from Making Sense of Multitouch) for the scaling.
The difficulty is to determine which gesture listener to invoke upon a touch action. This is less a coding issue, but logic issue. Upon a single finger touch action, is it a fling or scale? Even when a pinch-zoom is used, the initial MotionEvent is ACTION_DOWN. I've been trying to use the image size (intrinsic or scaled?) as a decision point. But the initial scaling operation (when image size is intrinsic and I want to zoom on it) with ACTION_DOWN seems to escape me.
Has anyone tackled this successfully previously?

You can pass the events on to both gesture detectors.
Check http://developer.android.com/training/gestures/scale.html under "More complex scaling example":
public boolean onTouchEvent(MotionEvent event) {
boolean retVal = mScaleGestureDetector.onTouchEvent(event);
retVal = mGestureDetector.onTouchEvent(event) || retVal;
return retVal || super.onTouchEvent(event);
}
Of course given the bug Ratatat is referencing, super.onTouchEvent will never be called in the above example, which may or may not be fine, depending on your use case.

The idea of Ratatat's answer is OK but we should still pass events to the gestureDetector even if we don't want to scroll, or it will be messed up.
I ended up with something like this:
scaleDetector = new ScaleGestureDetector( ... );
gestureDetector = new GestureDetector(context, new GestureDetector.SimpleOnGestureListener() {
#Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
if (scaleDetector.isInProgress()) {
// don't allow scrolling while scaling
return false;
}
// handle scrolling
return true;
}
}
And then onTouchEvent's implementation should be like in aij's answer:
boolean result = scaleDetector.onTouchEvent(event);
result = gestureDetector.onTouchEvent(event) || result;
return result || super.onTouchEvent(event);

Finally found the answer on a link:
http://code.google.com/p/android/issues/detail?id=42591
#Override
public boolean onTouchEvent(MotionEvent event) {
boolean result = mScaleGestureDetector.onTouchEvent(event);
// result is always true here, so I need another way to check for a detected scaling gesture
boolean isScaling = result = mScaleGestureDetector.isInProgress();
if (!isScaling) {
// if no scaling is performed check for other gestures (fling, long tab, etc.)
result = mCommonGestureDetector.onTouchEvent(event);
}
// some irrelevant checks...
return result ? result : super.onTouchEvent(event);
}

Related

Disable copy/paste on Xamarin forms input field i.e. Entry

I am working on disabling copy/paste option menus on xamarin forms Entry, I am able to disable copy option using IsPassword=true attribute but this attribute also converts the normal input field to password field, which is not a requirement.
<Entry IsPassword="true" Placeholder="Password" TextColor="Green" BackgroundColor="#2c3e50" />
Thanks in advance.
This has to do with how Forms functions. Using iOS as the example here, the CanPerform override referred to in the other answer's Bugzilla issue is using the UIMenuController as the withSender and not the UITextField itself that might otherwise be expected. This is because the EntryRenderer class is a ViewRenderer<TView, TNativeView> type and subsequently is using whatever TNativeView (in this case, the UITextView) has in its CanPerform. Because nothing is going to be overridden by default, one still sees all of the cut/copy/paste options in the UIMenuController.
As a result, there would be a couple options. You could first make the modification where if you don't want copy/paste but are fine with getting rid of everything else, you can use UIMenuController.SharedMenuController.SetMenuVisible(false, false) in a custom renderer inheriting from EntryRenderer. If you look around on SO, there are similar questions where this is a possible route.
Alternatively, you can create a "true" custom renderer inheriting from ViewRenderer<TView, TNativeView> as ViewRenderer<Entry, YourNoCopyPasteUITextFieldClassName>. The class inheriting from UITextField can then override CanPerform as something like follows:
public override bool CanPerform(Selector action, NSObject withSender)
{
if(action.Name == "paste:" || action.Name == "copy:" || action.Name == "cut:")
return false;
return base.CanPerform(action, withSender);
}
This will require more effort because the custom renderer will not have the same behavior as the EntryRenderer, but as Xamarin.Forms is now open source, you could look to it for some ideas as to how the EntryRenderer functions normally. Something similar would likely have to be done for Android.
Edit: For Android, you can probably use this SO answer as a starting point: How to disable copy/paste from/to EditText
Another custom renderer, this time inheriting from ViewRenderer<Entry, EditText>, and create a class inside of it like this (in the most basic form):
class Callback : Java.Lang.Object, ActionMode.ICallback
{
public bool OnActionItemClicked(ActionMode mode, IMenuItem item)
{
return false;
}
public bool OnCreateActionMode(ActionMode mode, IMenu menu)
{
return false;
}
public void OnDestroyActionMode(ActionMode mode)
{
}
public bool OnPrepareActionMode(ActionMode mode, IMenu menu)
{
return false;
}
}
Then, in your OnElementChanged method, you can set the native control and the CustomSelectionActionModeCallback value:
protected override void OnElementChanged(ElementChangedEventArgs<Entry> e)
{
base.OnElementChanged(e);
if (Control != null)
{
Control.CustomSelectionActionModeCallback = new Callback();
}
}
Doing something like the following appears to disable all of the copy/paste/cut functionality on the custom entry as far as the toolbar goes. However, you can still long click to show the paste button, to which I've poked around a bit hadn't found an answer yet beyond setting LongClickable to false. If I do find anything else in that regard, I'd make sure to update this.

Render glitch with custom block boundaries minecraft

I'm creating a mod for Minecraft. Recently, I've tried to make a custom block, and I'm having two issues with it.
My main issue is that the block is rendering incorrectly. I want the block to be smaller in size than a full block. I successfully changed the block boundaries with setBlockBounds(), and while that did make the block render smaller and use the smaller boundaries, it causes other rendering issues. When I place the block, the floor below is becomes invisible and I can see through it, either to caves below, blocks behind it, or the void if there is nothing there. How do I fix that block not rendering? Here's a screenshot:
Additionally, my goal for this block is to emit an "aura" that gives players around it speed or some other potion effect. I have the basic code for finding players around the block and giving them speed, but I can't find a way to activate this method every tick or every X amount of ticks to ensure that it gives players within the box speed in a reliable manner. There are already some blocks in the normal game that do this, so it must be possible. How can I do this?
For your first issue, you need to override isOpaqueCube to return false. You'll also want to override isFullCube for other parts of the code, but that isn't as important for rendering. Example:
public class YourBlock {
// ... existing code ...
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
#Override
public boolean isOpaqueCube(IBlockState state) {
return false;
}
#Override
public boolean isFullCube(IBlockState state) {
return false;
}
}
Here's some info on rendering that mentions this.
Regarding your second problem, that's more complicated. It's generally achieved via a tile entity, though you can also use block updates (which is much slower). Good examples of this are BlockBeacon and TileEntityBeacon (for using tile entities) and BlockFrostedIce (for block updates). Here's some (potentially out of date) info on tile entities.
Here's an (untested) example of getting an update each tick this with tile entities:
public class YourBlock {
// ... existing code ...
/**
* Returns a new instance of a block's tile entity class. Called on placing the block.
*/
#Override
public TileEntity createNewTileEntity(World worldIn, int meta) {
return new TileEntityYourBlock();
}
}
/**
* Tile entity for your block.
*
* Tile entities normally store data, but they can also receive an update each
* tick, but to do so they must implement ITickable. So, don't forget the
* "implements ITickable".
*/
public class TileEntityYourBlock extends TileEntity implements ITickable {
#Override
public void update() {
// Your code to give potion effects to nearby players would go here
// If you only want to do it every so often, you can check like this:
if (this.worldObj.getTotalWorldTime() % 80 == 0) {
// Only runs every 80 ticks (4 seconds)
}
}
// The following code isn't required to make a tile entity that gets ticked,
// but you'll want it if you want (EG) to be able to set the effect.
/**
* Example potion effect.
* May be null.
*/
private Potion effect;
public void setEffect(Potion potionEffect) {
this.effect = potionEffect;
}
public Potion getEffect() {
return this.effect;
}
#Override
public void readFromNBT(NBTTagCompound compound) {
super.readFromNBT(compound);
int effectID = compound.getInteger("Effect")
this.effect = Potion.getPotionById(effectID);
}
public void writeToNBT(NBTTagCompound compound) {
super.writeToNBT(compound);
int effectID = Potion.getIdFromPotion(this.effect);
compound.setInteger("Effect", effectID);
}
}
// This line needs to go in the main registration.
// The ID can be anything so long as it isn't used by another mod.
GameRegistry.registerTileEntity(TileEntityYourBlock.class, "YourBlock");

JGraphX - Autolayout edges only

Is there anyway i can a run auto-layout on graph edges only?
I have a lot of fixed vertexes that i do not want to move/rearrange, but i do want to fix edges that overlap my cell/vertexes.
Is there any way to do this?
The layouts, namely mxIGraphLayout implementations, concern themselves with visible cells only, and they access those via the mxGraph object API. So the proper solution is to subclass mxGraph and override the isCellVisible(Object cell) method according to your needs. This way you'd create an alternate view of your graph.
Of course, you can also change the actual cell visibility in the model (graph.getModel().setVisible(cell, false)) and restore it back after the layout execution. But that seems like a hack.
Alternatively you could subclass the layout class itself and override these methods:
public boolean isVertexMovable(Object vertex)
{
return graph.isCellMovable(vertex);
}
public boolean isVertexIgnored(Object vertex)
{
return !graph.getModel().isVertex(vertex)
|| !graph.isCellVisible(vertex);
}
public boolean isEdgeIgnored(Object edge)
{
mxIGraphModel model = graph.getModel();
return !model.isEdge(edge) || !graph.isCellVisible(edge)
|| model.getTerminal(edge, true) == null
|| model.getTerminal(edge, false) == null;
}

Number of Touchpoints in GestureRecognizer

I am using the GestureRecognizer to detect drag and pinch gestures.
The ManipulationStarted, ManipulationUpdated and ManipulationCompleted events provide the translation and scale values that are needed to pinch and drag.
However I cant figure out how to distinguish between drag (1 touch point) and pinch (2 touch points) gestures. There is no information about the number of touchpoints in GestureRecognizer.
How can I distinguish between drag and pinch with the GestureRecognizer?
Well, I feel it is very hacky (as most solutions seem to be for a useable WinRT app) but you can create a List<uint> to keep track of the number of pointers that are currently down on the screen. You would have to handle the PointerPressed event on whatever control you are interacting with (Let's say you are using a Canvas) to "capture" the pointers as they are pressed. That is where you would populate the List<uint>. Don't forget to clear the list at the end of the ManipulationCompleted event as well as any event that would fire upon the end of any gestures (like PointerReleased, PointerCanceled, and PointerCaptureLost). Maybe it would be a good idea to make sure the list is cleared in the ManipulationStarted event. Perhaps you can try that and see how that works for you.
In the ManipulationCompleted event, you can check if your List contains exactly 2 elements (PointerIds). If so, then you know it is a pinch/zoom.
Here is what it could look like:
private void Canvas_PointerPressed(object sender, PointerRoutedEventArgs e)
{
var ps = e.GetIntermediatePoints(null);
if (ps != null && ps.Count > 0)
{
this.gestureRecognizer.ProcessDownEvent(ps[0]);
this.pointerList.Add(e.Pointer.PointerId);
e.Handled = true;
}
}
private void gestureRecognizer_ManipulationCompleted(GestureRecognizer sender, ManipulationCompletedEventArgs args)
{
if (this.pointerList.Count == 2)
{
// This could be your pinch or zoom.
}
else
{
// This could be your drag.
}
// Don't forget to clear the list.
this.pointerList.Clear();
}
// Make sure you clear your list in whatever events make sense.
private void Canvas_PointerReleased(object sender, PointerRoutedEventArgs e)
{
this.pointerList.Clear();
}
private void Canvas_PointerCanceled(object sender, PointerRoutedEventArgs e)
{
this.pointerList.Clear();
}
I have been struggling with the same question for a few hours now and it looks WinRT platform does not provide that. What it instead provides is Delta.Rotation and Delta.Scale values in addition to Delta.Translation with the arguments to ManipulationUpdated callback.
If Delta.Rotation is 0 (or very close to zero - because it is a float value) and Delta.Scale is 1 (or very close to 1), you can conclude that a pinch operation is not the case and a drag operation is being carried otherwise it is a pinch operation. It is not the best you can get but it looks it is the only availability for the time being.

Controller selection

In my title screen, i have a code saying that the first controller using A is the PlayerIndex.one.
Here is the code:
public override void HandleInput(InputState input)
{
for (int anyPlayer = 0; anyPlayer <4; anyPlayer++)
{
if (GamePad.GetState((PlayerIndex)anyPlayer).Buttons.A == ButtonState.Pressed)
{
FirstPlayer = (PlayerIndex)anyPlayer;
this.ExitScreen();
AddScreen(new Background());
}
}
}
My question is: How can i use the "FirstPlayer" in other classes? (without this, there is no interest in this code)
I tried the Get Set thing but i can't make it work. Does i need to put my code in another class? Do you use other code to make this?
Thanks.
You can make a static variable say : SelectedPlayer,
and assign first player to it!
then you can call the first player through this class,
for example
class GameManager
{
public static PlayerIndex SelectedPlayer{get;set;}
..
..
..
}
and right after the loop in your code, you can say:
GameManager.SelectedPlayer = FirstPlayer;
I hope this helps, if your code cold be clearer that would be easier to help :)
Ok, so to do this properly you're going to have to redesign a little.
First off, you should be checking for a new gamepad input (i.e. you should be exiting the screen only when 'A' has been newly pressed). To do this you should be storing previous and current gamepad states:
private GamePadState currentGamePadState;
private GamePadState lastGamePadState;
// in your constructor
currentGamePadState = new GamePadState();
lastGamePadState = new GamePadState();
// in your update
lastGamePadState = currentGamePadState;
currentGamePadState = GamePad.GetState(PlayerIndex.One);
Really what you need to do is modify your class that deals with input. The basic functionality from your HandleInput function should be moved into your input class. Input should have a collection of functions that test for new/current input. For example, for the case you posted:
public Bool IsNewButtonPress(Buttons buton)
{
return (currentGamePadState.IsButtonDown(button) && lastGamePadState.IsButtonUp(button));
}
Then you can write:
public override void HandleInput(InputState input)
{
if (input.IsNewButtonPress(Buttons.A)
{
this.ExitScreen();
AddScreen(new Background());
}
}
Note: this will only work for one controller. To extend the implementation, you'll need to do something like this:
private GamePadState[] currentGamePadStates;
private GamePadState[] lastGamePadStates;
// in your constructor
currentGamePadStates = new GamePadState[4];
currentGamePadStates[0] = new GamePadState(PlayerIndex.One);
currentGamePadStates[1] = new GamePadController(PlayerIndex.Two);
// etc.
lastGamePadStates[0] = new GamePadState(PlayerIndex.One);
// etc.
// in your update
foreach (GamePadState s in currentGamePadStates)
{
// update all of this as before...
}
// etc.
Now, you want to test every controller for input, so you'll need to generalise by writing a function that returns a Bool after checking each GamePadState in the arrays for a button press.
Check out the MSDN Game State Management Sample for a well developed implementation. I can't remember if it supports multiple controllers, but the structure is clear and can easily be adapted if not.