看到下面代码中用了AND位运算是为了什么呢?
首先来看看这些常量的值
例如:ACTION_MASK & ACTION_POINTER_2_DOWN 即0x000000ff & 0×00000105=0x0000005
可以看到,and运算的结果总是小于等于0x000000ff,那就是说and之后,无论你多少根手指加进来,都是会ACTION_POINTER_DOWN或者ACTION_POINTER_UP
imgitem.setOnTouchListener(new OnTouchListener() {
PointF start = new PointF();
PointF mid = new PointF();
float oldDist = 1f;
Matrix matrix = new Matrix();
Matrix savedMatrix = new Matrix();
static final int NONE = 0;
static final int DRAG = 1;
static final int ZOOM = 2;
int mode = NONE;
long startTime;
public boolean onTouch(View v, MotionEvent event) {
ImageView view = (ImageView) v;
view.setScaleType(ScaleType.MATRIX);
switch (event.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
matrix.set(view.getImageMatrix());
savedMatrix.set(matrix);
start.set(event.getX(), event.getY());
mode = DRAG;
// isclick = true;
startTime = System.currentTimeMillis();
break;
case MotionEvent.ACTION_POINTER_DOWN:
// isclick = false;
oldDist = spacing(event);
if (oldDist > 10f) {
savedMatrix.set(matrix);
midPoint(mid, event);
mode = ZOOM;
}
break;
case MotionEvent.ACTION_UP:
/*if (mode == DRAG && System.currentTimeMillis() - startTime < 150) {
finish();
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
}*/
break;
case MotionEvent.ACTION_POINTER_UP:
mode = NONE;
break;
case MotionEvent.ACTION_MOVE:
// isclick = false;
if (mode == DRAG) {
matrix.set(savedMatrix);
matrix.postTranslate(event.getX() - start.x, event.getY() - start.y);
} else if (mode == ZOOM) {
float newDist = spacing(event);
if (newDist > 10f) {
matrix.set(savedMatrix);
float scale = newDist / oldDist;
matrix.postScale(scale, scale, mid.x, mid.y);
}
}
break;
}
view.setImageMatrix(matrix);
return true;
}
private float spacing(MotionEvent event) {
float x = event.getX(0) - event.getX(1);
float y = event.getY(0) - event.getY(1);
return FloatMath.sqrt(x * x + y * y);
}
private void midPoint(PointF point, MotionEvent event) {
float x = event.getX(0) + event.getX(1);
float y = event.getY(0) + event.getY(1);
point.set(x / 2, y / 2);
}
});
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