如何在xml中设置高分辨率图像?

时间:2012-05-18 06:50:50

标签: android xml image high-resolution

我只需要设置一个高分辨率图像,但想知道是否可以在xml中设置它。我希望能够设置它,即使它比移动屏幕更大。

编辑:我想添加一个巨大的图像,因此用户必须滚动它。像地图一样,但需要在其上添加可点击区域,我只知道如何在xml中执行此操作。这就是我要求使用xml而不是在java中添加图像的原因。但如果有人可以告诉我如何在java中添加可点击区域。这样做会更好,因为我已经拥有了图像但是使用了java并且能够滚动。

编辑:下面是我从中获取代码的地方:Anddev.org我使用的代码与其他代码完全相同。

3 个答案:

答案 0 :(得分:0)

你在尝试什么?在android中,分辨率基于如下 -

Screen Support

MultipleResolution

刚读完这个。希望这两个链接足以满足您的查询。

答案 1 :(得分:0)

查看this示例代码,了解如何滚动大于屏幕的图像。它还进行位图缓存以加速绘制复杂图像,并显示如何响应图像上任意点的长按和双击。

答案 2 :(得分:0)

好的我发布这个作为答案,只是因为发布这个会更容易。 (这不是我想要的方式,但我得到了一些东西)我想分享这个,所以其他任何人,谁知道如何,可以帮助我在这里找到一个解决方案。这是代码

package com.example.largeimagescroller;

import android.app.Activity;
import android.os.Bundle;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
import android.view.Display;
import android.view.MotionEvent;
import android.view.View;
import android.view.WindowManager;
import android.widget.ImageView;
import android.widget.Toast;

public class LargeImageScroller extends Activity {

// Physical display width and height.
private static int displayWidth = 0;
private static int displayHeight = 0;

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);

    // displayWidth and displayHeight will change depending on screen
    // orientation. To get these dynamically, we should hook
    // onSizeChanged().
    // This simple example uses only landscape mode, so it's ok to get them
    // once on startup and use those values throughout.
    Display display = ((WindowManager) getSystemService(Context.WINDOW_SERVICE))
            .getDefaultDisplay();
    displayWidth = display.getWidth();
    displayHeight = display.getHeight();

    // SampleView constructor must be constructed last as it needs the
    // displayWidth and displayHeight we just got.
    setContentView(new SampleView(this));       
}

private static class SampleView extends View {
    private static Bitmap bmLargeImage; // bitmap large enough to be
                                        // scrolled
    private static Rect displayRect = null; // rect we display to
    private Rect scrollRect = null; // rect we scroll over our bitmap with
    private int scrollRectX = 0; // current left location of scroll rect
    private int scrollRectY = 0; // current top location of scroll rect
    private float scrollByX = 0; // x amount to scroll by
    private float scrollByY = 0; // y amount to scroll by
    private float startX = 0; // track x from one ACTION_MOVE to the next
    private float startY = 0; // track y from one ACTION_MOVE to the next

    public SampleView(Context context) {
        super(context);

        // Destination rect for our main canvas draw. It never changes.
        displayRect = new Rect(0, 0, displayWidth, displayHeight);
        // Scroll rect: this will be used to 'scroll around' over the
        // bitmap in memory. Initialize as above.
        scrollRect = new Rect(0, 0, displayWidth, displayHeight);

        // Load a large bitmap into an offscreen area of memory.

        bmLargeImage = BitmapFactory.decodeResource(getResources(),
                R.drawable.alienware);
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        //This code define what to do if you touch the x and y coordinates.
        float x1 = event.getX();
        float y1 = event.getY();

            switch (event.getActionMasked()){
            case MotionEvent.ACTION_DOWN:
                if (x1>150 & x1<200 & y1>400 & y1<500){
                    Toast.makeText(getContext(), "Touched the coordinates.", Toast.LENGTH_SHORT).show();
                }
            }

        switch (event.getAction()) {
        case MotionEvent.ACTION_DOWN:
            // Remember our initial down event location.
            startX = event.getRawX();
            startY = event.getRawY();
            break;

        case MotionEvent.ACTION_MOVE:
            float x = event.getRawX();
            float y = event.getRawY();
            // Calculate move update. This will happen many times
            // during the course of a single movement gesture.
            scrollByX = x - startX; // move update x increment
            scrollByY = y - startY; // move update y increment
            startX = x; // reset initial values to latest
            startY = y;
            invalidate(); // force a redraw
            break;
        }
        return true; // done with this event so consume it
    }

    @Override
    protected void onDraw(Canvas canvas) {

        // Our move updates are calculated in ACTION_MOVE in the opposite
        // direction
        // from how we want to move the scroll rect. Think of this as
        // dragging to
        // the left being the same as sliding the scroll rect to the right.
        int newScrollRectX = scrollRectX - (int) scrollByX;
        int newScrollRectY = scrollRectY - (int) scrollByY;

        // Don't scroll off the left or right edges of the bitmap.
        if (newScrollRectX < 0)
            newScrollRectX = 0;
        else if (newScrollRectX > (bmLargeImage.getWidth() - displayWidth))
            newScrollRectX = (bmLargeImage.getWidth() - displayWidth);

        // Don't scroll off the top or bottom edges of the bitmap.
        if (newScrollRectY < 0)
            newScrollRectY = 0;
        else if (newScrollRectY > (bmLargeImage.getHeight() - displayHeight))
            newScrollRectY = (bmLargeImage.getHeight() - displayHeight);

        // We have our updated scroll rect coordinates, set them and draw.
        scrollRect.set(newScrollRectX, newScrollRectY, newScrollRectX
                + displayWidth, newScrollRectY + displayHeight);
        Paint paint = new Paint();
        canvas.drawBitmap(bmLargeImage, scrollRect, displayRect, paint);

        // Reset current scroll coordinates to reflect the latest updates,
        // so we can repeat this update process.
        scrollRectX = newScrollRectX;
        scrollRectY = newScrollRectY;
    }
}
}

我正在使用该应用程序。 (由于触摸事件不能与cpu模拟器一起使用,我在手机上进行了操作)

http://www.youtube.com/watch?v=NrszZoDenXE&feature=youtube_gdata

正如你可以看到它触摸,但它随着滚动矩形移动,所以问题是:我如何触摸保持图像,所以它不会随着滚动矩形移动? / p>

由于