Android - How to circular zoom/magnify part of image?

IZI_Shadow_IZI picture IZI_Shadow_IZI · Dec 13, 2012 · Viewed 11.8k times · Source

I am trying to allow the user to touch the image and then basically a cirular magnifier will show that will allow the user to better select a certain area on the image. When the user releases the touch the magnified portion will dissapear. This is used on several photo editing apps and I am trying to implement my own version of it. The code I have below does magnify a circular portion of the imageview but does not delete or clear the zoom once I release my finger. I currently set a bitmap to a canvas using canvas = new Canvas(bitMap); and then set the imageview using takenPhoto.setImageBitmap(bitMap); I am not sure if I am going about it the right way. The onTouch code is below:

zoomPos = new PointF(0,0);
        takenPhoto.setOnTouchListener(new OnTouchListener() {

            @Override
            public boolean onTouch(View v, MotionEvent event) {
                 int action = event.getAction(); 
                    switch (action) { 
                        case MotionEvent.ACTION_DOWN: 
                            zoomPos.x = event.getX();
                            zoomPos.y = event.getY();
                            matrix.reset();
                            matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y);
                            shader.setLocalMatrix(matrix);
                            canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint);
                            takenPhoto.invalidate();
                            break; 
                        case MotionEvent.ACTION_MOVE: 
                            zoomPos.x = event.getX();
                            zoomPos.y = event.getY();
                            matrix.reset();
                            matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y);
                            canvas.drawCircle(zoomPos.x, zoomPos.y, 20, shaderPaint);
                            takenPhoto.invalidate();
                            break; 
                        case MotionEvent.ACTION_UP:   
                            //clear zoom here?

                            break; 
                        case MotionEvent.ACTION_CANCEL: 
                            break; 
                        default: 
                            break; 
            }
                    return true; 
            } 
            });

Answer

qzikl picture qzikl · Dec 20, 2012

Adapting your code, I was able to get the following approach working.

In the onTouch function, set a global point for determining where the user has touched, and set a boolean to indicate whether zooming is currently active or not:

@Override
public boolean onTouch(View view, MotionEvent event) {

    int action = event.getAction(); 

    zoomPos.x = event.getX();
    zoomPos.y = event.getY();

    switch (action) { 
    case MotionEvent.ACTION_DOWN:
    case MotionEvent.ACTION_MOVE:
        zooming = true;
        this.invalidate();
        break; 
    case MotionEvent.ACTION_UP:   
    case MotionEvent.ACTION_CANCEL:
        zooming = false;
        this.invalidate();
        break; 

    default: 
        break; 
    }

    return true; 
}

Then, in the onDraw method, you use your code for drawing the zoomed in portion:

@Override
protected void onDraw(Canvas canvas) {

    super.onDraw(canvas);

    if (zooming) {
        matrix.reset();
        matrix.postScale(2f, 2f, zoomPos.x, zoomPos.y);
        mPaint.getShader().setLocalMatrix(matrix);

        canvas.drawCircle(zoomPos.x, zoomPos.y, 100, mPaint);
    }
}

Note that for the shader, I used a bitmap shader as described here, which was created with:

mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.image);
mShader = new BitmapShader(mBitmap, TileMode.CLAMP, TileMode.CLAMP);

mPaint = new Paint();
mPaint.setShader(mShader);