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). -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

