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.
Related
I would like to run particular methods of a custom Camera class whenever the user zooms in or out in the helix toolkit view that my program is running inside of.
A key feature of this functionality is getting the mouseargs from the event so I can adjust the camera in a way that is proportional to the number of scroll ticks.
I began to try this:
public event PropertyChangedEventHandler PropertyChanged;
public virtual void onMouseWheeled(MouseDevice Mouse, int time,
MouseWheelEventArgs e) {
MouseWheel?.Invoke(this, new MouseWheelEventArgs(Mouse, time,
e.Delta)); }
//This next line goes in a MainWindow_Loaded method that gets called in the
//MainWindowConstructor
void MainWindow_Loaded(object sender, RoutedEventArgs e) {
view1.MouseWheel += new MouseWheelEventHandler(onMouseWheeled(Cursor,
Time.simTime, view1.MouseWheeledEventArgs)); }
but was having a lot of trouble figuring out how to pass a MouseWheelEventArgs object into the onMouseWheeled method when I'm trying to add the onMouseWheeled method to the MouseWheelEventHandler. Assuming nothing is fundamentally wrong with that sentence, which is nothing more than wishful thinking, The last thing I am trying to figure out is how to get mouse wheel event args so that I can pass it into a method.
Then I tried this:
public event MouseWheelEventHandler MouseWheel;
public virtual void onMouseWheeled(object sender, MouseWheelEventArgs e)
{
Console.WriteLine(e.Delta);
}
//In Main Window Loaded method...
void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
view1.MouseWheel += onMouseWheeled;
}
But I get no output when i scroll the wheel. I assumed this might actually work because view1 is the helix window I'm attaching all of my objects to, as children of view1.
Basically my main questions are:
What does invoke actually do? I only have this running to try to see if its working because onPropertyChanged methods I always use run the Invoke command like so. I'm actually not sure where I'm going with this.
How does the handler work?
How do the event args get called out so that I can use them and pass them as objects to other methods?
Thank you for your time. And Thank you twice for any and all pointers and advice you may give me.
Try to use preview mouse wheel event
When I set player not in fullscreen (player.IsFullWindows = false), event work normally but when change player to full screen all manipulation event not work. Anyone have solution?
<MediaElement Name="player"
Margin="10,5" ManipulationCompleted="player_ManipulationCompleted"
ManipulationDelta="Grid_ManipulationDelta"
ManipulationMode="TranslateX"
>
I can reproduce this scenario by enabling both the IsFullWindow="True" and the AreTransportControlsEnabled="True". I think it makes sense, because when we are in the Full Window mode, it will go to the new layer named FullWindowMediaRoot instead of the MediaElement. Inside the FullWindowMediaRoot, it is the MediaTransportControls. You can see that clearly by using the Live Visual Tree as following:
So when we are in the Full Window mode, we need to handle the manipulation event of the TransportControls instead of the manipulation event of the MediaElement as following:
public MainPage()
{
this.InitializeComponent();
player.TransportControls.ManipulationMode = ManipulationModes.TranslateX;
player.TransportControls.ManipulationDelta += TransportControls_ManipulationDelta;
player.TransportControls.ManipulationCompleted += TransportControls_ManipulationCompleted;
}
private void TransportControls_ManipulationCompleted(object sender, ManipulationCompletedRoutedEventArgs e)
{
}
private void TransportControls_ManipulationDelta(object sender, ManipulationDeltaRoutedEventArgs e)
{
}
Thanks.
I just found mention of how to keep background cell color even while hovering or selecting a row on a JFace TableViewer by using StyledCellLabelProvider.COLORS_ON_SELECTION. However, I am using a subclass of StyledCellLabelProvider - a DecoratingStyledCellLabelProvider.
Is there any way for me to use the StyledCellLabelProvider.COLORS_ON_SELECTION style bit? I don't see any constructors that take a style bit, and no method to set the style.
You can't set the flag but you can override the DecoratingStyledCellLabelProvider.paint method to simulate what it does:
#Override
protected void paint(final Event event, final Object element)
{
if ((event.detail & SWT.SELECTED) != 0)
{
event.detail &= ~SWT.SELECTED;
super.paint(event, element);
event.detail |= SWT.SELECTED;
}
else
super.paint(event, element);
}
This is just turning off the 'selected' flag during the paint so the row is treated as normal.
However I don't really recommend this (or COLORS_ON_SELECTION) as it does not work well on some platforms.
I have a strange problem with an AlphaAnimation. It is supposed to run repeatedly when an AsyncTask handler is called.
However, the first time the handler is called in the Activity, the animation won't start unless I touch the screen or if the UI is updated (by pressing the phone's menu button for example).
The strange part is that once the animation has run at least once, it will start without problem if the handler is called again.
Here's what the code looks like:
// AsyncTask handler
public void onNetworkEvent()
{
this.runOnUiThread(new Runnable() {
#Override
public void run()
{
flashScreen(Animation.INFINITE);
}
});
}
// Called method
private void flashScreen(int repeatCount)
{
final View flashView = this.findViewById(R.id.mainMenuFlashView);
AlphaAnimation alphaAnimation = new AlphaAnimation(1, 0);
alphaAnimation.setRepeatCount(repeatCount);
alphaAnimation.setRepeatMode(Animation.RESTART);
alphaAnimation.setDuration(300);
alphaAnimation.setInterpolator(new DecelerateInterpolator());
alphaAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation)
{
flashView.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationEnd(Animation animation)
{
flashView.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) { }
});
flashView.startAnimation(alphaAnimation);
}
I have noticed that runOnUIThread isn't necessary (same results occur if I don't use it), but I prefer keeping it as I'm not on the UI thread.
Any ideas on what could cause this?
A little more research showed that my problem was the same a this question:
Layout animation not working on first run
The flashView's visibility was set to GONE by default (causing the Animation not to start immediately as the View had never been rendered), so I just need to set it to INVISIBLE before calling flashView.startAnimation()
If setting the View to VISIBLE won't work, as was in my case, it helped for me to call requestLayout() before starting the Animation, like so:
Animation an = new Animation() {
...
view.requestLayout();
view.startAnimation(an);
In my case, my View was 0dip high which prevented onAnimationStart from being called, this helped me around that problem.
This worked for me:
view.setVisibility(View.VISIBLE);
view.startAnimation(animation);
I had to set the view to VISIBLE (not INVISIBLE, neither GONE), causing the view renderization needed to animate it.
That's not an easy one. Till you got a real answer : The animation start is triggered by onNetworkEvent. As we don't know the rest of the code, you should look there, try to change onNetworkEvent by an other event that you can easily identify, just to debug if the rest of the code is ok or if it's just the trigger that is responsible for it.
May be it will help someone, because previous answers not helped me.
My animation was changing height of view (from 0 to it's real height and back) on click - expand and collapse animations.
Nothing worked until i added listener and set visibility to GONE, when animation ends:
collapseAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
view.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
And when expand just set it to VISIBLE before animation:
view.setVisibility(View.VISIBLE);
view.startAnimation(expandAnim);
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);
}