Android: Drag and Drop Images

I have this "Drag and Drop" thingy.

So basically we are making a prototype to let the user (kid) to drag and drop the candy to a jar.

These are the code I have been researching for a while

package edu.sbcc.cs123.draganddropbasic;

import android.app.*;
import android.graphics.*;
import android.os.*;
import android.view.*;
import android.view.View.*;
import android.widget.*;

@SuppressWarnings("deprecation")
public class DragAndDropBasicActivity extends Activity implements OnTouchListener {
    private ImageView letterView;                       // The letter that the user drags.
    private ImageView emptyLetterView;              // The letter outline that the user is supposed to drag letterView to.
    private AbsoluteLayout mainLayout;


    /** Called when the activity is first created. */
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.main);

        mainLayout = (AbsoluteLayout) findViewById(R.id.mainLayout);
        mainLayout.setOnTouchListener(this);
        letterView = (ImageView) findViewById(R.id.letterView);
        letterView.setOnTouchListener(this);

        emptyLetterView = (ImageView) findViewById(R.id.emptyLetterView);
    }

    private boolean dragging = false;
    private Rect hitRect = new Rect();

    @Override
    /**
     * NOTE:  Had significant problems when I tried to react to ACTION_MOVE on letterView.   Kept getting alternating (X,Y) 
     * locations of the motion events, which caused the letter to flicker and move back and forth.  The only solution I could 
     * find was to determine when the user had touched down on the letter, then process moves in the ACTION_MOVE 
     * associated with the mainLayout.
     */
    public boolean onTouch(View v, MotionEvent event) {
        boolean eventConsumed = true;
        int x = (int)event.getX();
        int y = (int)event.getY();

        int action = event.getAction();
        if (action == MotionEvent.ACTION_DOWN) {
            if (v == letterView) {
                dragging = true;
                eventConsumed = false;
            }
        } else if (action == MotionEvent.ACTION_UP) {

            if (dragging) {
                emptyLetterView.getHitRect(hitRect);
                if (hitRect.contains(x, y))
                    setSameAbsoluteLocation(letterView, emptyLetterView);
            }
            dragging = false;
            eventConsumed = false;

        } else if (action == MotionEvent.ACTION_MOVE) {
            if (v != letterView) {
                if (dragging) {
                    setAbsoluteLocationCentered(letterView, x, y);
                }
            }
        }

        return eventConsumed;

    }


    private void setSameAbsoluteLocation(View v1, View v2) {
        AbsoluteLayout.LayoutParams alp2 = (AbsoluteLayout.LayoutParams) v2.getLayoutParams();
        setAbsoluteLocation(v1, alp2.x, alp2.y);
    }


    private void setAbsoluteLocationCentered(View v, int x, int y) {
        setAbsoluteLocation(v, x - v.getWidth() / 2, y - v.getHeight() / 2);
    }


    private void setAbsoluteLocation(View v, int x, int y) {
        AbsoluteLayout.LayoutParams alp = (AbsoluteLayout.LayoutParams) v.getLayoutParams();
        alp.x = x;
        alp.y = y;
        v.setLayoutParams(alp);
    }
}

these are for the main.xml

<?xml version="1.0" encoding="utf-8"?>


<AbsoluteLayout
    android:layout_width="fill_parent"
    android:layout_height="fill_parent" 
    xmlns:android="http://schemas.android.com/apk/res/android" 
    android:id="@+id/mainLayout">

<ImageView 
    android:layout_height="wrap_content" 
    android:layout_width="wrap_content" 
    android:id="@+id/emptyLetterView" 
    android:src="@drawable/candy" 
    android:layout_x="200px" 
    android:layout_y="300px"></ImageView>

<ImageView 
    android:layout_height="wrap_content" 
    android:layout_width="wrap_content" 
    android:id="@+id/letterView" 
    android:src="@drawable/candy1" >

</ImageView>
</AbsoluteLayout>

However, I want to add other candies to be dragged also. How can I implement this?

Upvotes: 3

Views: 2415

Answers (1)

cjds
cjds

Reputation: 8426

Okay since, your a beginner I'll go through this thoroughly.

The method you have chosen is not ideal for what you're attempting and you might be better of with a custom view and using the Canvas.

However you can still do what you want with this method (and it would avoid a re-write)

The problem here is you have one ImageView when you want multiple instances of it.

So since you want multiple instances create them dynamically first remove candy from your XML file and then follow this code

ImageView[] candies = new ImageView[10];
 for(int i=0;i<candies.length;i++){
      candies[i]=new ImageView(this);
      // TODO: Set LayoutParams for each imageView
      // i.e. AbsoluteLayout.LayoutParams imageParams1 = new AbsoluteLayout.LayoutParams(imageWidth, imageHeight); 

     candies[i].setBackgroundResource(R.drawable.candy); 
     layout.addView(candies[i], imageParams1);
}

Now you have 'n' number of candies added to your screen you need to be able to move them.

Your code for the onTouch will now need to be edited.

Now instead of boolean dragging make dragging an int indicating which view is being dragged.

Also instead of

setSameAbsoluteLocation(letterView, emptyLetterView);

use

setSameAbsoluteLocation(v, emptyLetterView);

so the code will work for all views listening (i.e. all the candies). Do this in all letterView locations in MOUSE_UP and MOUSE_DOWN

Now in your MOUSE_MOVE you'll have to do something like this to drag appropriate view

if (v != letterView) {
    if (dragging!=-1) {
        setAbsoluteLocationCentered(letterView[dragging], x, y);
     }
}

Upvotes: 2

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