I'd like to add drag and drop functionality to my app, which means
displaying an image at certain coordinates (which change on each
MotionEvent.ACTION_MOVE) and if possible resizing it dynamically
(like, say, making a card gradually smaller as it is moved from the
full-size play area to a discard area) and/or gradually changing the
transparency.

What would be a good way to do that? Right now it seems to me that my
two options are to have an invisible layout on top of mine with an
ImageView inside it (and I think I'd have to create a new LayoutParams
object on every move, which also looks like it interferes with
handling touch events in progress) or using a View that draws the
image itself with every onDraw. I am not sure which method would be
best, or how to efficiently add resizing to either.

Also, from reading the documentation it looks to me like when the
onTouch method is called, my drag-and-drop layer can return either
true (which means the components behind it don't even see the event)
or false (which means I am "also not interested in subsequent actions
from this event". How can I inspect events and pass them on while
still retaining the right to receive future events? The alternative
seems to be dispatching the events manually to whatever components are
below the touch screen layer at the ACTION_DOWN coordinates.

I won't even ask about using VelocityTracker to move objects with
inertia... (but if you can point me in the direction of any examples
for that, it would be a nice extra).

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