Reputation: 317
I am designing virtual buttons for a game based on surfaceview in android. I have overridden the onTouch(MotionEvent event) method to carry out the multitouch functions but it doesn't behaves the way I want it to. When one finger is touched, the second finger does not gets recognized and hence I am not able to perform the functions as desired. This is the code for the method that I had overridden.
@Override
public boolean onTouchEvent(MotionEvent event){
touchX = (int)event.getX();
touchY = (int)event.getY();
int action = event.getActionMasked();//event.getAction() & MotionEvent.ACTION_MASK;
if(touchX >= 0 && touchX <= leftbutton.getWidth() && touchY >= this.getHeight() - 100 && touchY <= this.getHeight()){
if (action == MotionEvent.ACTION_DOWN){
starship.setLeftRight(1, 0, true);
leftButton.update(touchedleftbutton);
}
else if (action == MotionEvent.ACTION_UP){
starship.setLeftRight(0, 0, false);
leftButton.update(leftbutton);
}
else if (action == MotionEvent.ACTION_POINTER_DOWN){
starship.setLeftRight(1, 0, true);
leftButton.update(touchedleftbutton);
}
else if (action == MotionEvent.ACTION_POINTER_UP){
starship.setLeftRight(0, 0, false);
leftButton.update(leftbutton);
}
}
else if (touchX >= 20 + leftbutton.getWidth() && touchX <= 20 + leftbutton.getWidth() + rightbutton.getWidth() && touchY >= this.getHeight() - 100 && touchY <= this.getHeight()){
if (action == MotionEvent.ACTION_DOWN){
starship.setLeftRight(0, 1, true);
rightButton.update(touchedrightbutton);
}
else if (action == MotionEvent.ACTION_UP){
starship.setLeftRight(0, 0, false);
rightButton.update(rightbutton);
}
else if (action == MotionEvent.ACTION_POINTER_DOWN){
starship.setLeftRight(0, 1, true);
rightButton.update(touchedrightbutton);
}
else if (action == MotionEvent.ACTION_POINTER_UP){
starship.setLeftRight(0, 0, false);
rightButton.update(rightbutton);
}
}
else if(touchX >= this.getWidth() - shootbutton.getWidth() && touchY >+ this.getHeight() - 100 && touchY < this.getHeight()){
if (action == MotionEvent.ACTION_DOWN){
shootButton.update(shoottouched);
}
else if (action == MotionEvent.ACTION_UP){
shootButton.update(shootbutton);
}
else if (action == MotionEvent.ACTION_POINTER_DOWN){
shootButton.update(shoottouched);
}
else if (action == MotionEvent.ACTION_POINTER_UP){
shootButton.update(shootbutton);
}
}
return true;
}
----------------------------------------------Edit-----------------------------------------
I was able to solve my problem and everything's working fine now. Here's my updated code. Hope it helps anyone suffering from the same problem as me.
@Override
public boolean onTouchEvent(MotionEvent event){
int action = event.getActionMasked();//event.getAction() & MotionEvent.ACTION_MASK;
int pointerIndex = (event.getAction() & MotionEvent.ACTION_POINTER_ID_MASK) >> MotionEvent.ACTION_POINTER_ID_SHIFT;
int pointerID = event.getPointerId(pointerIndex);
int pointerCount = event.getPointerCount();
touchX = new int[pointerCount];
touchY = new int[pointerCount];
for(int i = 0; i<pointerCount; i++){
touchX[i] = (int) event.getX(i);
touchY[i] = (int) event.getY(i);
}
switch(action){
case MotionEvent.ACTION_DOWN:
if(touchX[0] >= 0 && touchX[0] <= leftbutton.getWidth() && touchY[0] >= this.getHeight() - 100 && touchY[0] <= this.getHeight()){
starship.setLeftRight(1, 0, true);
leftButton.update(touchedleftbutton);
}
else if (touchX[0] >= 20 + leftbutton.getWidth() && touchX[0] <= 20 + leftbutton.getWidth() + rightbutton.getWidth() && touchY[0] >= this.getHeight() - 100 && touchY[0] <= this.getHeight()){
starship.setLeftRight(0, 1, true);
rightButton.update(touchedrightbutton);
}
else if(touchX[0] >= this.getWidth() - shootbutton.getWidth() && touchY[0] >+ this.getHeight() - 100 && touchY[0] < this.getHeight()){
shootButton.update(shoottouched);
}
break;
case MotionEvent.ACTION_UP:
if(touchX[0] >= 0 && touchX[0] <= leftbutton.getWidth() && touchY[0] >= this.getHeight() - 100 && touchY[0] <= this.getHeight()){
starship.setLeftRight(0, 0, false);
leftButton.update(leftbutton);
}
else if (touchX[0] >= 20 + leftbutton.getWidth() && touchX[0] <= 20 + leftbutton.getWidth() + rightbutton.getWidth() && touchY[0] >= this.getHeight() - 100 && touchY[0] <= this.getHeight()){
starship.setLeftRight(0, 0, false);
rightButton.update(rightbutton);
}
else if(touchX[0] >= this.getWidth() - shootbutton.getWidth() && touchY[0] >+ this.getHeight() - 100 && touchY[0] < this.getHeight()){
shootButton.update(shootbutton);
}
break;
case MotionEvent.ACTION_POINTER_DOWN:
if(touchX[pointerID] >= 0 && touchX[pointerID] <= leftbutton.getWidth() && touchY[pointerID] >= this.getHeight() - 100 && touchY[pointerID] <= this.getHeight()){
starship.setLeftRight(1, 0, true);
leftButton.update(touchedleftbutton);
}
else if (touchX[pointerID] >= 20 + leftbutton.getWidth() && touchX[pointerID] <= 20 + leftbutton.getWidth() + rightbutton.getWidth() && touchY[pointerID] >= this.getHeight() - 100 && touchY[pointerID] <= this.getHeight()){
starship.setLeftRight(0, 1, true);
rightButton.update(touchedrightbutton);
}
else if(touchX[pointerID] >= this.getWidth() - shootbutton.getWidth() && touchY[pointerID] >+ this.getHeight() - 100 && touchY[pointerID] < this.getHeight()){
shootButton.update(shoottouched);
}
break;
case MotionEvent.ACTION_POINTER_UP:
if(touchX[pointerID] >= 0 && touchX[pointerID] <= leftbutton.getWidth() && touchY[pointerID] >= this.getHeight() - 100 && touchY[pointerID] <= this.getHeight()){
starship.setLeftRight(0, 0, false);
leftButton.update(leftbutton);
}
else if (touchX[pointerID] >= 20 + leftbutton.getWidth() && touchX[pointerID] <= 20 + leftbutton.getWidth() + rightbutton.getWidth() && touchY[pointerID] >= this.getHeight() - 100 && touchY[pointerID] <= this.getHeight()){
starship.setLeftRight(0, 0, false);
rightButton.update(rightbutton);
}
else if(touchX[pointerID] >= this.getWidth() - shootbutton.getWidth() && touchY[pointerID] >+ this.getHeight() - 100 && touchY[pointerID] < this.getHeight()){
shootButton.update(shootbutton);
}
break;
}
return true;
}
Upvotes: 2
Views: 2652
Reputation: 93133
My experience coding Android's multitouch and testing in a nexus one was depressing.
I ended up using android-multitouch-controller. That library will give you a better idea of how to handle all the caveats.
Upvotes: 2