我試圖在視圖中繪製圖像,但嘗試維持原始圖像的縮放比例存在問題。基本上,我有一個小視圖,我想在視圖中顯示部分圖像。然後,意圖是在圖像上執行翻譯,以便在視圖中顯示不同的部分。Android:停止縮小圖像
無論我嘗試什麼,圖像都會自動縮小以適合視圖或整個圖像可見。我試着玩了BitmapDrawable,ImageView和Layout的設置無濟於事。
任何人都知道一個很好的方法來實現這一目標?
我試圖在視圖中繪製圖像,但嘗試維持原始圖像的縮放比例存在問題。基本上,我有一個小視圖,我想在視圖中顯示部分圖像。然後,意圖是在圖像上執行翻譯,以便在視圖中顯示不同的部分。Android:停止縮小圖像
無論我嘗試什麼,圖像都會自動縮小以適合視圖或整個圖像可見。我試着玩了BitmapDrawable,ImageView和Layout的設置無濟於事。
任何人都知道一個很好的方法來實現這一目標?
這可能不會是最有效的方式,但如果你不打算太多,它會做的。 將它視爲一張spritesheet,使用Bitmap.createBitmap(位圖源,int x,int y,int width,int height)從原始位圖中獲取想要的部分作爲其自己的位圖,然後將其傳入。然後通過它而不是整個位圖,它只會與你想要顯示的部分一起工作。
聽起來就像你想要在一個較小的視圖內(像一個窗口一樣)有一個大的ImageView控件,然後在裏面移動ImageView控件,因此一次只能看到它的一部分。
不完全確定你會怎麼做,但很確定它可能與AbsoluteLayout和一些修補。
希望這段代碼有幫助。我在一個月前搜索了它。它爲更大的圖像滾動性能。這裏整個顯示大小被設置爲視圖的高度和寬度。你可以改變你的知道。也可以保持縮放控制。
public class LargeImageScroller extends Activity {
// Physical display width and height.
private static int displayWidth = 0;
private static int displayHeight = 0;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// displayWidth and displayHeight will change depending on screen
// orientation. To get these dynamically, we should hook onSizeChanged().
// This simple example uses only landscape mode, so it's ok to get them
// once on startup and use those values throughout.
Display display = ((WindowManager)
getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
displayWidth = display.getWidth();
displayHeight = display.getHeight();
// SampleView constructor must be constructed last as it needs the
// displayWidth and displayHeight we just got.
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.
bmLargeImage = BitmapFactory.decodeResource(getResources(),
R.drawable.testlargeimage);
}
@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) {
// Our move updates are calculated in ACTION_MOVE in the opposite direction
// from how we want to move the scroll rect. Think of this as dragging to
// the left being the same as sliding the scroll rect to the right.
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;
}
}
}