我有这个代码,它可以滚动和缩放图像,但即使图像很小,代码也会拉伸图像,使其填满整个屏幕。我希望它有一个可能包含图像的对话框,并通过修改代码而不占用整个屏幕来启用缩放和滚动。
编辑:是否可以使用下面的代码限制滚动或限制图像的大小?第一个显示器(居中)有一个默认的图像尺寸,这也是最小的缩小。当图像达到其最大可滚动大小(真实图像大小)时,它将恢复到默认大小。如果可能的话,还要控制图像可以滚动的区域,这样我就不会在放大时迷失方向。
public class ZoomHelloActivity extends Activity {
// Physical display width and height.
private static int displayWidth = 0;
private static int displayHeight = 0;
static String img="";
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Display display = ((WindowManager)
getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
displayWidth = display.getWidth();
displayHeight = display.getHeight();
//get intent
Bundle extras = getIntent().getExtras();
if (extras != null) {
Toast.makeText(this.getBaseContext(),"Inside: "+img.toString(),
Toast.LENGTH_SHORT).show();
img = extras.getString("img");
// and get whatever type user account id is
}
else{ Toast.makeText(this.getBaseContext(),"ERROR ni",
Toast.LENGTH_SHORT).show();}
setContentView(new SampleView(this));
}
private static class SampleView extends View {
private static Bitmap bmLargeImage; //bitmap large enough to be scrolled
private static Rect displayRect = null; //rect we display to
private Rect scrollRect = null; //rect we scroll over our bitmap with
private int scrollRectX = 0; //current left location of scroll rect
private int scrollRectY = 0; //current top location of scroll rect
private float scrollByX = 0; //x amount to scroll by
private float scrollByY = 0; //y amount to scroll by
private float startX = 0; //track x from one ACTION_MOVE to the next
private float startY = 0; //track y from one ACTION_MOVE to the next
public SampleView(Context context) {
super(context);
// Destination rect for our main canvas draw. It never changes.
displayRect = new Rect(0, 0, displayWidth, displayHeight);
// Scroll rect: this will be used to 'scroll around' over the
// bitmap in memory. Initialize as above.
scrollRect = new Rect(0, 0, displayWidth, displayHeight);
// Load a large bitmap into an offscreen area of memory.
int assignImg;
assignImg = Integer.parseInt(img);
bmLargeImage = BitmapFactory.decodeResource(getResources(),
assignImg);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// Remember our initial down event location.
startX = event.getRawX();
startY = event.getRawY();
break;
case MotionEvent.ACTION_MOVE:
float x = event.getRawX();
float y = event.getRawY();
// Calculate move update. This will happen many times
// during the course of a single movement gesture.
scrollByX = x - startX; //move update x increment
scrollByY = y - startY; //move update y increment
startX = x; //reset initial values to latest
startY = y;
invalidate(); //force a redraw
break;
}
return true; //done with this event so consume it
}
@Override
protected void onDraw(Canvas canvas) {
int newScrollRectX = scrollRectX - (int)scrollByX;
int newScrollRectY = scrollRectY - (int)scrollByY;
// Don't scroll off the left or right edges of the bitmap.
if (newScrollRectX < 0)
newScrollRectX = 0;
else if (newScrollRectX > (bmLargeImage.getWidth() - displayWidth))
newScrollRectX = (bmLargeImage.getWidth() - displayWidth);
// Don't scroll off the top or bottom edges of the bitmap.
if (newScrollRectY < 0)
newScrollRectY = 0;
else if (newScrollRectY > (bmLargeImage.getHeight() - displayHeight))
newScrollRectY = (bmLargeImage.getHeight() - displayHeight);
// We have our updated scroll rect coordinates, set them and draw.
scrollRect.set(newScrollRectX, newScrollRectY,
newScrollRectX + displayWidth, newScrollRectY + displayHeight);
Paint paint = new Paint();
canvas.drawBitmap(bmLargeImage, scrollRect, displayRect, paint);
// Reset current scroll coordinates to reflect the latest updates,
// so we can repeat this update process.
scrollRectX = newScrollRectX;
scrollRectY = newScrollRectY;
}
}
}
编辑:想要的输出: