I write this class to an project I'm developing.
public class ScrollableImage extends View {
private Bitmap bmLargeImage; // bitmap large enough to be scrolled
private 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 int width, height;
private Paint background;
public ScrollableImage(Context context, AttributeSet attrs) {
super(context, attrs);
}
public ScrollableImage(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public void setSize(int width, int height) {
background = new Paint();
background.setColor(Color.WHITE);
this.width = width;
this.height = height;
// Destination rect for our main canvas draw. It never changes.
displayRect = new Rect(0, 0, width, height);
// Scroll rect: this will be used to 'scroll around' over the
// bitmap in memory. Initialize as above.
scrollRect = new Rect(0, 0, width, height);
// scrollRect = new Rect(0, 0, bmp.getWidth(), bmp.getHeight());
}
public void setImage(Bitmap bmp) {
if (bmLargeImage != null)
bmLargeImage.recycle();
bmLargeImage = bmp;
scrollRect = new Rect(0, 0, width, height);
scrollRectX = 0;
scrollRectY = 0;
scrollByX = 0;
scrollByY = 0;
}
@Override
public boolean onTouchEvent(MotionEvent event) {
return true; // done with this event so consume it
}
public void notifyScroll(float distX, float distY) {
scrollByX = distX; // move update x increment
scrollByY = distY; // move update y increment
}
@Override
protected void onDraw(Canvas canvas) {
if (bmLargeImage == null)
return;
if (scrollByX != 0 || scrollByY != 0) {
// 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;
scrollByX = 0;
scrollByY = 0;
// Don't scroll off the left or right edges of the bitmap.
if (newScrollRectX < 0)
newScrollRectX = 0;
else if (newScrollRectX > (bmLargeImage.getWidth() - width))
newScrollRectX = (bmLargeImage.getWidth() - width);
// Don't scroll off the top or bottom edges of the bitmap.
if (newScrollRectY < 0)
newScrollRectY = 0;
else if (newScrollRectY > (bmLargeImage.getHeight() - height))
newScrollRectY = (bmLargeImage.getHeight() - height);
scrollRect.set(newScrollRectX, newScrollRectY, newScrollRectX
+ width, newScrollRectY + height);
scrollRectX = newScrollRectX;
scrollRectY = newScrollRectY;
}
canvas.drawRect(displayRect, background);
// We have our updated scroll rect coordinates, set them and draw.
canvas.drawBitmap(bmLargeImage, scrollRect, displayRect, background);
}
}
And in the gesture listener I has this implementation of onScroll
Where img is your ScrollableImage instance.
Remember to use the setImage with your large image.
Edit: Also use setSize to set the size of your display.
public boolean onScroll(MotionEvent e1, MotionEvent e2,
float distanceX, float distanceY) {
img.notifyScroll(-distanceX, -distanceY);
img.invalidate();
return true;
}