Images in ScrollView in android
To make your Imageview scroll if it doesn't fit in height, you can next a ImageView inside a ScrollView in the xml, & add this parameter -
android:adjustViewBounds="true"
Here's an example -
<ScrollView
android:layout_width="fill_parent"
android:layout_height="wrap_content" >
<ImageView
android:id="@+id/imageView2"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:adjustViewBounds="true"
android:background="@drawable/back" >
</ImageView>
</ScrollView>
A simple solution is to scroll a container which contains an ImageView much bigger than the container:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:gravity="center"
android:orientation="vertical" >
<LinearLayout
android:id="@+id/Container"
android:layout_width="200dp"
android:layout_height="200dp" >
<ImageView
android:id="@+id/ImageView01"
android:layout_width="480dp"
android:layout_height="800dp"
android:src="@drawable/sky_bgr" >
</ImageView>
</LinearLayout>
</LinearLayout>
And then use code to scroll it:
public class StartActivity extends Activity {
private LinearLayout container;
private int currentX;
private int currentY;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
container = (LinearLayout) findViewById(R.id.Container);
container.scrollTo(220, 400);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN: {
currentX = (int) event.getRawX();
currentY = (int) event.getRawY();
break;
}
case MotionEvent.ACTION_MOVE: {
int x2 = (int) event.getRawX();
int y2 = (int) event.getRawY();
container.scrollBy(currentX - x2 , currentY - y2);
currentX = x2;
currentY = y2;
break;
}
case MotionEvent.ACTION_UP: {
break;
}
}
return true;
}
}
Here many improvements can be made such as limit the scrolling range etc... The other way is to control ImageView's matrix... Then you can load an image into a bitmap and draw a portion of it on canvas etc