安卓:停止图像缩小 [英] Android : Stop image scaling down

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本文介绍了安卓:停止图像缩小的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我想绘制图像中的观点,但有问题试图保持原始图像的比例。基本上,我有一个小的观点,我想显示视图图像的一部分。意图然后是,使得不同的部分出现在视图中的图像执行一个翻译

I'm trying to draw an image in a view but having problems trying to maintain the scale of the original image. Basically, I have a small view and I would like to show part of the image in the view. The intention then is to perform a translation on the image so that a different part appears in the view.

无论我怎么努力,无论是图像会自动按比例缩小以适合视图或整幅图像可见。我试着打约与无济于事的BitmapDrawable,ImageView的和布局的设置。

No matter what I try, either the image is down-scaled automatically to fit the view or the whole image is viewable. I've tried playing about with the settings on BitmapDrawable, ImageView and Layout to no avail.

任何人都知道,以实现这一目标的好方法?

Anyone know a good way to achieve this?

推荐答案

希望这件code有助于。我已经在一个月前GOOGLE了它。它滚动的大Images.Here整个显示器大小的性能设置为视图的高度和宽度。你可以改变你知道。并且还可以保持变焦控制了。

Hope This piece of code helps. I have googled it a month ago. It Scrolling performance for the Larger Images.Here whole display size is set as the Height and width of the view. You can change you know. and also can maintain the zoom controls too.

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;

     }
}
}

这篇关于安卓:停止图像缩小的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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