I'm currently fiddling around with Android programming, but I have a small problem detecting different touch events, namely a normal touch press (press on the screen and release right away), a long press (touch the screen and hold the finger on it) and movement (dragging on the screen).
What I wanted to do is have an image (of a circle) on my screen which I can drag around. Then when I press it once (short/normal press) a Toast comes up with some basic information about it. When I long press it, an AlertDialog with a list comes up to select a different image (circle, rectangle or triangle).
I made a custom View with my own OnTouchListener to detect the events and draw the image in onDraw. The OnTouchListener.onTouch goes something like this:
// has a touch press started?
private boolean touchStarted = false;
// co-ordinates of image
private int x, y;
public boolean onTouch(View v, MotionEvent event) {
int action = event.getAction();
if (action == MotionEvent.ACTION_DOWN) {
touchStarted = true;
}
else if (action == MotionEvent.ACTION_MOVE) {
// movement: cancel the touch press
touchStarted = false;
x = event.getX();
y = event.getY();
invalidate(); // request draw
}
else if (action == MotionEvent.ACTION_UP) {
if (touchStarted) {
// touch press complete, show toast
Toast.makeText(v.getContext(), "Coords: " + x + ", " + y, 1000).show();
}
}
return true;
}
The problem is that the press doesn't quite work as expected, because when I casually touch the screen it also detects a tiny bit of movement and cancels the touch press and moves around the image instead.
I "hacked" around this a bit my introducing a new variable "mTouchDelay" which I set to 0 on ACTION_DOWN, increase in MOVE and if it's >= 3 in MOVE I execute my "move" code. But I have a feeling this isn't really the way to go.
I also haven't found out how to detect a long press. The culprit really is the MOVE which seems to always trigger.
For an example of what I roughly want, see the Android application "DailyStrip": it shows an image of a comic strip. You can drag it if it's too large for the screen. You can tap it once for some controls to pop-up and long press it for an options menu.
PS. I'm trying to get it to work on Android 1.5, since my phone only runs on 1.5.
This code can distinguish between click and movement (drag, scroll). In onTouchEvent set a flag isOnClick, and initial X, Y coordinates on ACTION_DOWN. Clear the flag on ACTION_MOVE (minding that unintentional movement is often detected which can be solved with a THRESHOLD const).
private float mDownX;
private float mDownY;
private final float SCROLL_THRESHOLD = 10;
private boolean isOnClick;
@Override
public boolean onTouchEvent(MotionEvent ev) {
switch (ev.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
mDownX = ev.getX();
mDownY = ev.getY();
isOnClick = true;
break;
case MotionEvent.ACTION_CANCEL:
case MotionEvent.ACTION_UP:
if (isOnClick) {
Log.i(LOG_TAG, "onClick ");
//TODO onClick code
}
break;
case MotionEvent.ACTION_MOVE:
if (isOnClick && (Math.abs(mDownX - ev.getX()) > SCROLL_THRESHOLD || Math.abs(mDownY - ev.getY()) > SCROLL_THRESHOLD)) {
Log.i(LOG_TAG, "movement detected");
isOnClick = false;
}
break;
default:
break;
}
return true;
}
For LongPress as suggested above, GestureDetector is the way to go. Check this Q&A: