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A "touch gesture" occurs when a user places one or more fingers on the touch screen, and your application interprets that pattern of touches as a particular gesture. There are correspondingly two phases to gesture detection:
The examples in this lesson use the and
classes. These classes are in the. You should use Support Library classes where possible to provide compatibility with devices running Android 1.6 and higher. Note that
is not a replacement for the
class. Rather, it provides static utility methods to which you pass your
object in order to receive the desired action associated with that event.
When a user places one or more fingers on the screen, this triggers the callback on the View that received the touch events. For each sequence of touch events (position, pressure, size, addition of another finger, etc.) that is ultimately identified as a gesture,
is fired several times.
The gesture starts when the user first touches the screen, continues as the system tracks the position of the user's finger(s), and ends by capturing the final event of the user's fingers leaving the screen. Throughout this interaction, the delivered to
provides the details of every interaction. Your app can use the data provided by the
to determine if a gesture it cares about happened.
To intercept touch events in an Activity or View, override the callback.
The following snippet uses to extract the action the user performed from the
event
parameter. This gives you the raw data you need to determine if a gesture you care about occurred:
public class MainActivity extends Activity { ...// This example shows an Activity, but you would use the same approach if// you were subclassing a View.@Overridepublic boolean onTouchEvent(MotionEvent event){ int action = MotionEventCompat.getActionMasked(event); switch(action) { case (MotionEvent.ACTION_DOWN) : Log.d(DEBUG_TAG,"Action was DOWN"); return true; case (MotionEvent.ACTION_MOVE) : Log.d(DEBUG_TAG,"Action was MOVE"); return true; case (MotionEvent.ACTION_UP) : Log.d(DEBUG_TAG,"Action was UP"); return true; case (MotionEvent.ACTION_CANCEL) : Log.d(DEBUG_TAG,"Action was CANCEL"); return true; case (MotionEvent.ACTION_OUTSIDE) : Log.d(DEBUG_TAG,"Movement occurred outside bounds " + "of current screen element"); return true; default : return super.onTouchEvent(event); } }
You can then do your own processing on these events to determine if a gesture occurred. This is the kind of processing you would have to do for a custom gesture. However, if your app uses common gestures such as double tap, long press, fling, and so on, you can take advantage of the class.
makes it easy for you to detect common gestures without processing the individual touch events yourself. This is discussed below in .
As an alternative to , you can attach an
object to any
object using the
method. This makes it possible to to listen for touch events without subclassing an existing
. For example:
View myView = findViewById(R.id.my_view); myView.setOnTouchListener(new OnTouchListener() { public boolean onTouch(View v, MotionEvent event) { // ... Respond to touch events return true; }});
Beware of creating a listener that returns false
for the event. If you do this, the listener will not be called for the subsequent
and
string of events. This is because
is the starting point for all touch events.
If you are creating a custom View, you can override , as described above.
Android provides the class for detecting common gestures. Some of the gestures it supports include
,
,
, and so on. You can use
in conjunction with the
method described above.
When you instantiate a object, one of the parameters it takes is a class that implements the
interface.
notifies users when a particular touch event has occurred. To make it possible for your
object to receive events, you override the View or Activity's
method, and pass along all observed events to the detector instance.
In the following snippet, a return value of true
from the individual on<TouchEvent>
methods indicates that you have handled the touch event. A return value of false
passes events down through the view stack until the touch has been successfully handled.
Run the following snippet to get a feel for how actions are triggered when you interact with the touch screen, and what the contents of the are for each touch event. You will realize how much data is being generated for even simple interactions.
public class MainActivity extends Activity implements GestureDetector.OnGestureListener, GestureDetector.OnDoubleTapListener{ private static final String DEBUG_TAG = "Gestures"; private GestureDetectorCompat mDetector; // Called when the activity is first created. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); // Instantiate the gesture detector with the // application context and an implementation of // GestureDetector.OnGestureListener mDetector = new GestureDetectorCompat(this,this); // Set the gesture detector as the double tap // listener. mDetector.setOnDoubleTapListener(this); } @Override public boolean onTouchEvent(MotionEvent event){ this.mDetector.onTouchEvent(event); // Be sure to call the superclass implementation return super.onTouchEvent(event); } @Override public boolean onDown(MotionEvent event) { Log.d(DEBUG_TAG,"onDown: " + event.toString()); return true; } @Override public boolean onFling(MotionEvent event1, MotionEvent event2, float velocityX, float velocityY) { Log.d(DEBUG_TAG, "onFling: " + event1.toString()+event2.toString()); return true; } @Override public void onLongPress(MotionEvent event) { Log.d(DEBUG_TAG, "onLongPress: " + event.toString()); } @Override public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) { Log.d(DEBUG_TAG, "onScroll: " + e1.toString()+e2.toString()); return true; } @Override public void onShowPress(MotionEvent event) { Log.d(DEBUG_TAG, "onShowPress: " + event.toString()); } @Override public boolean onSingleTapUp(MotionEvent event) { Log.d(DEBUG_TAG, "onSingleTapUp: " + event.toString()); return true; } @Override public boolean onDoubleTap(MotionEvent event) { Log.d(DEBUG_TAG, "onDoubleTap: " + event.toString()); return true; } @Override public boolean onDoubleTapEvent(MotionEvent event) { Log.d(DEBUG_TAG, "onDoubleTapEvent: " + event.toString()); return true; } @Override public boolean onSingleTapConfirmed(MotionEvent event) { Log.d(DEBUG_TAG, "onSingleTapConfirmed: " + event.toString()); return true; }}
If you only want to process a few gestures, you can extend instead of implementing the
interface.
provides an implementation for all of the
on<TouchEvent>
methods by returning false
for all of them. Thus you can override only the methods you care about. For example, the snippet below creates a class that extends and overrides
and
.
Whether or not you use , it's best practice to implement an
method that returns
true
. This is because all gestures begin with an message. If you return
false
from , as
does by default, the system assumes that you want to ignore the rest of the gesture, and the other methods of
never get called. This has the potential to cause unexpected problems in your app. The only time you should return
false
from is if you truly want to ignore an entire gesture.
public class MainActivity extends Activity { private GestureDetectorCompat mDetector; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); mDetector = new GestureDetectorCompat(this, new MyGestureListener()); } @Override public boolean onTouchEvent(MotionEvent event){ this.mDetector.onTouchEvent(event); return super.onTouchEvent(event); } class MyGestureListener extends GestureDetector.SimpleOnGestureListener { private static final String DEBUG_TAG = "Gestures"; @Override public boolean onDown(MotionEvent event) { Log.d(DEBUG_TAG,"onDown: " + event.toString()); return true; } @Override public boolean onFling(MotionEvent event1, MotionEvent event2, float velocityX, float velocityY) { Log.d(DEBUG_TAG, "onFling: " + event1.toString()+event2.toString()); return true; } }}
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