Change the size of ImageView on zooming

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逝去的感伤
逝去的感伤 2021-02-14 01:15

I am using chrisbanes PhotoView to implement pinch zoom..Image zooms on pinching and double tapping but i can\'t see that my image streched to full screen on zooming..on zooming

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  • 2021-02-14 01:36

    I created a fully functional project on github. link in the end of the answer.

    Problem elements:

    1. Getting touch events and use it's variables to set image zoom level and window. (left, top, right, bottom).

    Sample Code: only part of image will be showing at a time. therefore setting android:scaleType="fitCenter" will achieve the zooming.

    <?xml version="1.0" encoding="utf-8"?>
    <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        android:id="@+id/imageFrameLayout"
        android:background="@android:color/black">
    
        <ImageView android:id="@+id/imageView"
            android:layout_width="0px"
            android:layout_height="0px"
            android:layout_gravity="center"
            android:scaleType="fitCenter"
            android:background="@android:color/transparent" />
    
    </FrameLayout>
    

    Touch Listener (you can modify this to add your click event)

    OnTouchListener MyOnTouchListener = new OnTouchListener() {
        @Override
        public boolean onTouch(View view, MotionEvent event) {
            float distx, disty;
            switch(event.getAction() & MotionEvent.ACTION_MASK){   
                case MotionEvent.ACTION_DOWN:
                    //A pressed gesture has started, the motion contains the initial starting location.
                    touchState = TOUCH;
                    currentX = (int) event.getRawX();
                    currentY = (int) event.getRawY();
                break;
    
                case MotionEvent.ACTION_POINTER_DOWN:
                    //A non-primary pointer has gone down.
                    touchState = PINCH;
                    //Get the distance when the second pointer touch
                    distx = event.getX(0) - event.getX(1);
                    disty = event.getY(0) - event.getY(1);
    
                    dist0 = (float) Math.sqrt(distx * distx + disty * disty);
                    distLast = dist0;
                break;
    
                case MotionEvent.ACTION_MOVE:
                    //A change has happened during a press gesture (between ACTION_DOWN and ACTION_UP).
                    if(touchState == PINCH){
                        // pinch started calculate scale step.
                        //Get the current distance
                        distx = event.getX(0) - event.getX(1);
                        disty = event.getY(0) - event.getY(1);
                        distCurrent = (float) Math.sqrt(distx * distx + disty * disty);
                        if (Math.abs(distCurrent-distLast) >= 35) // check sensitivity
                        {
                            stepScale = distCurrent/dist0;
                            distLast = distCurrent;
                            drawMatrix(); // draw new image
                        }
                    }
                    else
                    {
                        // move started.
                        if (currentX==-1 && currentY==-1) 
                        {
                            // first move after touch down
                            currentX = (int) event.getRawX();
                            currentY = (int) event.getRawY();
                        }
                        else
                        {
                            // calculate move window variable.
                            int x2 = (int) event.getRawX();
                            int y2 = (int) event.getRawY();
                            int dx = (currentX - x2);
                            int dy = (currentY - y2);
                            left += dx;
                            top += dy;
                            currentX = x2;
                            currentY = y2;
                            drawMatrix(); // draw new image window
                        }
                    }
                break;
    
                case MotionEvent.ACTION_UP:
                    //A pressed gesture has finished.
    
                    touchState = IDLE;
                break;
    
                case MotionEvent.ACTION_POINTER_UP:
                    //A non-primary pointer has gone up.
                    if (touchState == PINCH)
                    {
                        // pinch ended. reset variable.
                    }
                    touchState = TOUCH;
                break;
            }
            return true;
        }
    };
    

    2. Since zooming required. I assume that we are using high quality images.

    Therefore, loading the full sized quality image when zoomed out won't benefit, since the user won't recognise the small details. But it will increase memory usage and could crash for very large images.

    Solution Trick: On zooming out load larger window with lower quality. On zoom in load smaller window with higher quality.

    The proposed solution checks the current zoom level and image window required and based on that gets only part of the image with specific quality using BitmapRegionDecoder and BitmapFactory.

    Sample Code:

    Initialise image decoder that is going to be used later to ask for a part of the image:

        InputStream is = null;
        bitmapRegionDecoder = null;
    
        try {
            is = getAssets().open(res_id); // get image stream from assets. only the stream, no mem usage
            bitmapRegionDecoder = BitmapRegionDecoder.newInstance(is, false);
    
        } catch (IOException e) {
            e.printStackTrace();
        }
    
        bounds = new BitmapFactory.Options();
        bounds.inJustDecodeBounds = true; // only specs needed. no image yet!
        BitmapFactory.decodeStream(is, null, bounds); // get image specs.
    
        try {
            is.close(); // close stream no longer needed.
        } catch (IOException e) {
            e.printStackTrace();
        }
    

    Ask for image with quality and window:

        Rect pRect = new Rect(left, top, left + newWidth, top + newHeight);
        BitmapFactory.Options bounds = new BitmapFactory.Options();
        int inSampleSize = 1;
        if (tempScale <= 2.75) // you can map scale with quality better than this.
            inSampleSize = 2;
    
        bounds.inSampleSize = inSampleSize; // set image quality. takes binary steps only. 1, 2, 4, 8 . .
        bm = bitmapRegionDecoder.decodeRegion(pRect, bounds);
        imageView.setImageBitmap(bm);
    

    project on github.

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  • 2021-02-14 01:38

    The problem is that when using NetworkImageView does not behave the same as an ImageView, I solve it by creating an xml design for portrait and landscape

    PORTRAIT

    layout/item_image.xml

    height="match_parent" and width="wrap_content", important scaleType="fitCenter"

     <com.android.volley.toolbox.NetworkImageView
            android:layout_width="wrap_content"
            android:layout_height="match_parent"
            android:scaleType="fitCenter"
            android:background="@android:color/transparent"
            android:id="@+id/imageitem"/>
    

    LAND

    layout/land/item_image.xml

    now in the land layout the height="wrap_content" and width="match_parent", always scaleType="fitCenter"

     <com.android.volley.toolbox.NetworkImageView
            android:layout_width="match_parent"
            android:layout_height="wrap_content"
            android:scaleType="fitCenter"
            android:background="@android:color/transparent"
            android:id="@+id/imageitem"/>
    

    It's also important to instantiate the PhotoViewAttacher object after assigning the resource to the NetworkImageView control

        NetworkImageView imageView;
        PhotoViewAttacher mAttacher;
    
            imageView = (NetworkImageView) 
            mImgPagerView.findViewById(R.id.imageitem);
            //firts set the image resources, i'm using Android Volley Request
            ImageLoader imageLoader = MySocialMediaSingleton.getInstance(context).getImageLoader();
            imageView.setImageUrl(url, imageLoader);
            //next create instance of PhotoViewAttecher
            mAttacher = new PhotoViewAttacher(imageView);
            mAttacher.update();
    
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  • 2021-02-14 01:39

    I had faced this issue in photo view image zoom library. i was changed the layout_height is "wrap_content" to "match_parent. It's working fine for me.

    https://github.com/chrisbanes/PhotoView

    <com.xyz.NetworkImageView
            android:id="@+id/imageitem"
            android:layout_width="match_parent"
            android:layout_height="match_parent"
            android:scaleType="matrix"
            android:layout_gravity="center"
            android:adjustViewBounds="true"
            android:background="@drawable/image_loading" />
    
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  • 2021-02-14 01:43

    If you wish to change the ImageView's size, you need to change its layoutParams, as I've demonstrated here. You can also change its scale as of Honeycomb.

    However, if you wish to just move a rectangle within the image, which also zooms nicely (like other apps that allow to crop), you can use a library like "cropper" or if you don't need the features there you can use a library like TouchImageView

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  • 2021-02-14 01:48

    I will highly recommend having a look at Photo View:

    https://github.com/chrisbanes/PhotoView

    It was developed by Chris Banes who is one of the actual developers that worked on the Android development team, so you can't go wrong here. This library will save you A LOT of headaches.

    Usage is as simple as:

    ImageView mImageView;
    PhotoViewAttacher mAttacher;
    
    @Override
    public void onCreate(Bundle savedInstanceState) {
      super.onCreate(savedInstanceState);
      setContentView(R.layout.activity_main);
    
      // Any implementation of ImageView can be used!
      mImageView = (ImageView) findViewById(R.id.iv_photo);
    
      // Set the Drawable displayed
      Drawable bitmap = getResources().getDrawable(R.drawable.wallpaper);
      mImageView.setImageDrawable(bitmap);
    
      // Attach a PhotoViewAttacher, which takes care of all of the zooming functionality.
      mAttacher = new PhotoViewAttacher(mImageView);
    }
    
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  • 2021-02-14 01:59

    Better try a different approach if youre stuck

    You can find below a link to a class created by Jason Polites that will allow you to handle pinch zooms on custom ImageViews: https://github.com/jasonpolites/gesture-imageview.

    Just include this package into your application and then you will be able to use a custom GestureImaveView in your XML files:

    <LinearLayout
    xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:gesture-image="http://schemas.polites.com/android"
    android:layout_width="fill_parent"
    android:layout_height="fill_parent">
    
    <com.polites.android.GestureImageView
        android:id="@+id/image"
        android:layout_width="fill_parent"
        android:layout_height="wrap_content"
        android:src="@drawable/image"
        gesture-image:min-scale="0.1"
        gesture-image:max-scale="10.0"
        gesture-image:strict="false"/>
    

    This class handles pinch zooms, but also double taps.

    Answer credit goes to Yoann :)

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