直接上代码:
private float mDx, mDy;//按下坐标值
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
mDx = event.getX();
mDy = event.getY();
Log.i(TAG, "down=mDx=" + mDx + ",mDy=" + mDy);
break;
case MotionEvent.ACTION_MOVE:
float mx = event.getX();
float my = event.getY();
float disW = mx - mDx;//x轴滑动距离
float disH = my - mDy;//y轴滑动距离
if (Math.abs(disW) > Math.abs(disH)) {//滑动轴判断(这个条件可根据实际需求判断)
if (disW > 0) {//往右滑
//你的逻辑...
Log.i(TAG, "move=往右滑=mDx=" + mDx + ",mDy=" + mDy + ",mx=" + mx + ",my=" + my + ",disW=" + disW + ",disH=" + disH);
} else {//往左滑
//你的逻辑...
Log.i(TAG, "move=往左滑=mDx=" + mDx + ",mDy=" + mDy + ",mx=" + mx + ",my=" + my + ",disW=" + disW + ",disH=" + disH);
}
} else {
if (disH > 0) {//往下滑
//你的逻辑...
Log.i(TAG, "move=往下滑=mDx=" + mDx + ",mDy=" + mDy + ",mx=" + mx + ",my=" + my + ",disW=" + disW + ",disH=" + disH);
} else {//往上滑
//你的逻辑...
Log.i(TAG, "move=往上滑=mDx=" + mDx + ",mDy=" + mDy + ",mx=" + mx + ",my=" + my + ",disW=" + disW + ",disH=" + disH);
}
}
mDx = mx;//替换x轴坐标值
mDy = my;//替换y轴坐标值
break;
case MotionEvent.ACTION_UP:
break;
}
return true;
}