Short version: I want a way to start a time-based counter on an onTouchEvent, and test to see if a certain amount of time has passed before responding, as a manual LongTouch det
I'm not sure from you question, but it seems that you're trying to implement a catch long click event in your onTouchListener except you need to perform some kind of logic before the ACTION_UP event happens? If so, that's the same exact problem I was having. I also tried using System.nanoTime() but I found a less tricky method. You CAN use a timer, you just have to schedule it on the first ACTION_DOWN event and cancel it when anything adverse happens (like an ACTION_UP which means it's wasn't a long press but just a click, or an ACTION_MOVE with a displacement over a certain threshold). Something like the following:
layout.seyOnTouchListener(new OnTouchListener(){
private Timer longpressTimer; //won't depend on a motion event to fire
private final int longpressTimeDownBegin = 500; //0.5 s
private Point previousPoint;
switch(event.getAction()){
case MotionEvent.ACTION_DOWN:{
longPressTimer = new Timer();
longpressTimer.schedule(new TimerTask(){
//whatever happens on a longpress
}, longpressTimeDownBegin);
return true; //the parent was also handling long clicks
}
case MotionEvent.ACTION_MOVE:{
Point currentPoint = new Point((int)event.getX(), (int)event.getY());
if(previousPoint == null){
previousPoint = currentPoint;
}
int dx = Math.abs(currentPoint.x - previousPoint.x);
int dy = Math.abs(currentPoint.y - previousPoint.y);
int s = (int) Math.sqrt(dx*dx + dy*dy);
boolean isActuallyMoving = s >= minDisToMove; //we're moving
if(isActuallyMoving){ //only restart timer over if we're actually moving (threshold needed because everyone's finger shakes a little)
cancelLongPress();
return false; //didn't trigger long press (will be treated as scroll)
}
else{ //finger shaking a little, so continue to wait for possible long press
return true; //still waiting for potential long press
}
}
default:{
cancelLongPress();
return false;
}
}
}