track pixel by pixel movement in Android
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22-10-2019 - |
Question
I am writing an Android app that requires very precise measurements of movement. Ideally, I would like it if the user has their finger on the screen and moves one pixel, I can track it. Currently, I am overriding onTouch to track where the user is. The problem is, when the finger moves fast across the screen, onTouch misses as much as 15px in a movement. Is there a more precise way to do this that onTouch?
This is an example of what I am currently doing:
@Override
public boolean onTouch(View view, MotionEvent event){
if(event.getAction() == MotionEvent.ACTION_MOVE){
Log.d(TAG, event.getX() + ", " + event.getY();
}
}
Thanks.
Solution
We had the same issue, and were unable to get further precision. I am not sure the framework will offer pixel-by-pixel movement. However, when a user is making precise movements at slower speeds, this tends to be more accurate. So, if the user has their finger down and literally moves a single pixel, you should get that event. However, if they quickly swipe across 800 pixels, do not expect 800 events.
OTHER TIPS
Here's a bit more precise than just getX & getY: historical touch events. I'm sure this works from SDK8 up, but haven't tested it on lower versions.
@Override public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
mCurDown = action == MotionEvent.ACTION_DOWN
|| action == MotionEvent.ACTION_MOVE;
int N = event.getHistorySize();
for (int i=0; i<N; i++) {
drawPoint(event.getHistoricalX(i), event.getHistoricalY(i),
event.getHistoricalPressure(i),
event.getHistoricalSize(i));
}
drawPoint(event.getX(), event.getY(), event.getPressure(),
event.getSize());
return true;
}
private void drawPoint(float x, float y, float pressure, float size) {
mCurX = (int)x;
mCurY = (int)y;
mCurPressure = pressure;
mCurSize = size;
mCurWidth = (int)(mCurSize*(getWidth()/3));
if (mCurWidth < 1) mCurWidth = 1;
if (mCurDown && mBitmap != null) {
int pressureLevel = (int)(mCurPressure*255);
mPaint.setARGB(pressureLevel, 255, 255, 255);
mCanvas.drawCircle(mCurX, mCurY, mCurWidth, mPaint);
mRect.set(mCurX-mCurWidth-2, mCurY-mCurWidth-2,
mCurX+mCurWidth+2, mCurY+mCurWidth+2);
invalidate(mRect);
}
}