Android catch two fingers tap on MapView - java

In my code I want to add zoom in on double-tap and zoom out on two-fingers-tap (like Google Maps). I'm using this code:
gestureDetector = new GestureDetector(new DoubleTapDetector());
touchListener = new View.OnTouchListener() {
public boolean onTouch(View view, MotionEvent motionEvent) {
final int action = motionEvent.getAction();
final int fingersCount = motionEvent.getPointerCount();
if ((action == MotionEvent.ACTION_POINTER_UP) && (fingersCount == 2)) {
onTwoFingersTap();
return false;
}
return gestureDetector.onTouchEvent(motionEvent);
}
};
Double-tap works fine, but when I trying to pinch map, it zoom as usual but zoom out by one step because of onTwoFingersTap(); is catched too.
How can I avoid this?

return true if your condition is satified:
touchListener = new View.OnTouchListener() {
public boolean onTouch(View view, MotionEvent motionEvent) {
final int action = motionEvent.getAction();
final int fingersCount = motionEvent.getPointerCount();
if ((action == MotionEvent.ACTION_POINTER_UP) && (fingersCount == 2)) {
onTwoFingersTap();
return true;
}
return gestureDetector.onTouchEvent(motionEvent);
}
};

Related

Get X and Y coordinates of OnLongClickListener

I want to get the X & Y coordinates of the location where i long click and set the button to this location, but i don't get it because there is no MotionEvent as with the onClick method.
private View.OnLongClickListener layoutOnTouchListener(){
return new View.OnLongClickListener() {
#Override
public boolean onLongClick(View v) {
RelativeLayout.LayoutParams positionRules = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT);
positionRules.leftMargin = (int) v.getX();
positionRules.topMargin = (int) v.getY();
mainButton.setLayoutParams(positionRules);
Log.d("X", String.valueOf(v.getX()));
return true;
}
};
}
Thats the code i tried.
You can try setonkeyListener and check whether it's long click or not
#Override
public boolean onKey(View view, int i, KeyEvent keyEvent) {
if (null != keyEvent && keyEvent.getAction() == KeyEvent.ACTION_DOWN) {
if (System.currentTimeMillis() - mLastClickedTime > DEFAULT_PRESSED_DELAY) {
Log.d(TAG, "onKey: single presed");
onKeyPressed(view, keyEvent);
} else {
Log.d(TAG, "onKey: repeat pressed");
onKeyRepeatPressed(view);
}
mLastClickedTime=System.currentTimeMillis();
}
return false;
}
If it's long click take the x and y points

drag and drop (checkmark if I drag the right image) android

If I drag a countryTypical image and drop in imageCountry[n9] the application set the checkmark image on the right countryTypical image.
It happens if I drag the right countryTypical image and also if I drag the mistaken countryTypical image. I would like to correct the error.
Many thanks...
String[] countryNames = {
"Italy", "France", "Spain", "Germany", "Belgium", "Portugal", "Switzerland", "Great Britain"
};
int[] countryImages = {
R.drawable.italy,
R.drawable.france,
R.drawable.spain,...
};
int[] countryFlags = {
R.drawable.italian_flag,
R.drawable.french_flag,
R.drawable.spanish_flag,....
};
In my OnCreate:
countryTypical1.setImageResource(countryFlags[n1]);
countryTypical2.setImageResource(countryFlags[n2]);
countryTypical3.setImageResource(countryFlags[n3]);
countryTypical4.setImageResource(countryFlags[n4]);
countryTypical5.setImageResource(countryFlags[n5]);
countryTypical6.setImageResource(countryFlags[n6]);
countryTypical7.setImageResource(countryFlags[n7]);
countryTypical8.setImageResource(countryFlags[n8]);
countryTypical1.setOnTouchListener(dragClick);
countryTypical2.setOnTouchListener(dragClick);
countryTypical3.setOnTouchListener(dragClick);
countryTypical4.setOnTouchListener(dragClick);
countryTypical5.setOnTouchListener(dragClick);
countryTypical6.setOnTouchListener(dragClick);
countryTypical7.setOnTouchListener(dragClick);
countryTypical8.setOnTouchListener(dragClick);
imageCountry.setOnDragListener(DropListener);
View.OnTouchListener dragClick = new View.OnTouchListener() {
public boolean onTouch(View view, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_MOVE) {
DragShadow dragShadow = new DragShadow(view);
ClipData dragData = ClipData.newPlainText("", "");
view.startDrag(dragData, dragShadow, view,0);
return true;
}
return true;
}
};
private class DragShadow extends View.DragShadowBuilder{
public DragShadow(View view) {
super(view);
}
#Override
public void onProvideShadowMetrics(Point shadowSize, Point shadowTouchPoint) {
View view = getView();
int height = view.getHeight();
int width = view.getWidth();
shadowSize.set(width, height);
shadowTouchPoint.set(width, height);
}
#Override
public void onDrawShadow(Canvas canvas) {
getView().draw(canvas);
}
}
View.OnDragListener DropListener = new View.OnDragListener() {
#Override
public boolean onDrag(View view, DragEvent event) {
assignDropTrue(countryTypical1, event, n1);
assignDropTrue(countryTypical2, event, n2);
assignDropTrue(countryTypical3, event, n3);
assignDropTrue(countryTypical4, event, n4);
assignDropTrue(countryTypical5, event, n5);
assignDropTrue(countryTypical6, event, n6);
assignDropTrue(countryTypical7, event, n7);
assignDropTrue(countryTypical8, event, n8);
return true;
}
};
private void assignDropTrue(ImageView countryTypical, DragEvent event, int n1){
if (n9 == n1){
int dragEvent = event.getAction();
switch (dragEvent) {
case DragEvent.ACTION_DROP:
countryTypical.setImageResource(R.drawable.vcheckmark);
}}
}
I wrote a sample just to give you an idea behind the logic I propose (a.k.a it's not tested)
View.OnDragListener DropListener = new View.OnDragListener() {
#Override
public boolean onDrag(View view, DragEvent event) {
int action = event.getAction();
View draggedView = (View) event.getLocalState();
//view is the country where the flag was dropped, draggedView is the flag you dropped
//below we check if the correct flag is dropped in the correct country
switch (event.getAction()){
case DragEvent.ACTION_DROP:
for (int i; i< countryImages.length(); i++){
if (draggedView.getId() == countryFlags[i] && view.getId()== countryImages[i])
draggedView.setImageResource(R.drawable.vcheckmark);
}
break;
default:
break;
}
return true;
}
};

ImageView MotionEvent if two pointer, stop ACTION_UP

In my activity I have an ImageView. It has pinch-zoom feature.
When I touch on ImageView I show thumbnails layout.
But when I pinch on ImageView thumbnail layout shows. I want to block it?
How can I do it?
Here is my code to show thumbnail layout:
image.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
Boolean openThumbnails=true;
if(event.getAction() == MotionEvent.ACTION_UP && openThumbnails){
Log.e("event.getAction()", "MotionEvent.ACTION_UP");
if(thumbnailsLayout.getVisibility()==View.GONE && header.getVisibility()==View.GONE && openThumbnails){
thumbnailsLayout.setVisibility(View.VISIBLE);
header.setVisibility(View.VISIBLE);
header.bringToFront();
}
else{
thumbnailsLayout.setVisibility(View.GONE);
header.setVisibility(View.GONE);
}
}
else if(event.getAction() == MotionEvent.ACTION_DOWN){
Log.e("event.getAction()", "MotionEvent.ACTION_DOWN");
return true;
}
else if(event.getAction()==MotionEvent.ACTION_MOVE){
Log.e("openThumbnails before", openThumbnails.toString());
openThumbnails=false;
Log.e("openThumbnails and after", openThumbnails.toString());
}
return false;
}
});
Your openThumbnails is always true. You set it at the start of method. Every touch event (e.g. Action_up, action_move) you set openThumbnail to true. That's why you always show it.
image.setOnTouchListener(new OnTouchListener() {
Boolean openThumbnails=true;
#Override
public boolean onTouch(View v, MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP && openThumbnails){
Log.e("event.getAction()", "MotionEvent.ACTION_UP");
if(thumbnailsLayout.getVisibility()==View.GONE && header.getVisibility()==View.GONE && openThumbnails){
thumbnailsLayout.setVisibility(View.VISIBLE);
header.setVisibility(View.VISIBLE);
header.bringToFront();
}
else{
thumbnailsLayout.setVisibility(View.GONE);
header.setVisibility(View.GONE);
}
}
else if(event.getAction() == MotionEvent.ACTION_DOWN){
Log.e("event.getAction()", "MotionEvent.ACTION_DOWN");
return true;
}
else if(event.getAction()==MotionEvent.ACTION_MOVE){
Log.e("openThumbnails before", openThumbnails.toString());
openThumbnails=false;
Log.e("openThumbnails and after", openThumbnails.toString());
}
return false;
}
});

Running out of memory using many editTexts and onclicklisteners

I have an application that has a layout with ~150 editText's and a mainActivity that has an onClickListener for each of these editTexts, and a button which loops through them all and clears them.
The application was running fine, and without making any significant changes I am now getting the following logCat error everytime i start up the application:
Out of memory on a 2903056-byte allocation.
Is there any obvious bad practices I am doing here that is causing the memory loss?
Some of my code below as illustration (this is repeated many times obviously)
box0101.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
txtHint.setText(hintPrefix + onOneClick);
return false;
}
});
box0301.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
txtHint.setText(hintPrefix + onOneClick);
return false;
}
});
box0401.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
txtHint.setText(hintPrefix + onOneClick);
return false;
}
});
box0501.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
txtHint.setText(hintPrefix + onOneClick);
return false;
}
});
box0601.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
txtHint.setText(hintPrefix + onOneClick);
return false;
}
});
and also some buttonclick listeners that set off some loops
btnClear.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
clearBoard();
}
});
public void clearBoard() {
final int ROW_COUNT = 14;
final int COL_COUNT = 9;
final String ROWS[] = {"01","02","03","04","05","06","07","08","09","10","11","12","13","14","15"};
final String COLS[] = {"01","02","03","04","05","06","07","08","09","10"};
for(int i=0; i<ROW_COUNT; i++) {
for(int j=0; j<COL_COUNT; j++) {
String a = ROWS[i];
String b = COLS[j];
int editTextId = getResources().getIdentifier("box" + a + b , "id", getPackageName());
EditText et=(EditText)findViewById(editTextId);
et.setText("");
}
}
}
As #alex.veprik mentioned: try to use one OnClickListener, and assign it to all your EditText-objects. If you create a new OnClickListener for every EditText-object, although they all do the same, this will eat a lot of your memory.
Example)
View.OnTouchListener boxListener = new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
txtHint.setText(hintPrefix + onOneClick);
return false;
}
});
//boxes is a list of all your boxes
for(int i=0; i < boxes.size(); i++) {
boxes.get(i).setOnTouchListener(boxListener);
}
It might also be wise to put the creation of your EditText-objects in a loop, and to store only the list of all boxes in a member variable. So instead of having 150 variables, you now only need one for the list, while at the same time keeping all the references. (this doesn't affect your memory problem, but it's good code style)
List<EditText> boxes = new ArrayList<EditText>();
for (int i = 0; i < NBR_OF_BOXES; i++) {
boxes.add(new EditText());
}
As #zapl recommended, it might also be good to use a memory profiler.
Instead of having a onTouch() method for each EditText, use a switch statement to create a case for each EditText, using the EditText ID
public boolean onTouch(View v, MotionEvent event) {
switch(v.getId())
{
case R.id.editTextID:
//Do something, etc
}
return false;
}

Detecting a long press in Android

I am currently using onTouchEvent(MotionEvent event) { } to detect when the user presses my glSurfaceView is there a way to detect when a long click is made.
I'm guessing if I can't find much in the dev docs then it will be some sort of work around method. Something like registering ACTION_DOWN and seeing how long it is before ACTION_UP.
How do you detect long presses on Android using opengl-es?
GestureDetector is the best solution.
Here is an interesting alternative. In onTouchEvent on every ACTION_DOWN schedule a Runnable to run in 1 second. On every ACTION_UP or ACTION_MOVE, cancel scheduled Runnable. If cancelation happens less than 1s from ACTION_DOWN event, Runnable won't run.
final Handler handler = new Handler();
Runnable mLongPressed = new Runnable() {
public void run() {
Log.i("", "Long press!");
}
};
#Override
public boolean onTouchEvent(MotionEvent event, MapView mapView){
if(event.getAction() == MotionEvent.ACTION_DOWN)
handler.postDelayed(mLongPressed, ViewConfiguration.getLongPressTimeout());
if((event.getAction() == MotionEvent.ACTION_MOVE)||(event.getAction() == MotionEvent.ACTION_UP))
handler.removeCallbacks(mLongPressed);
return super.onTouchEvent(event, mapView);
}
Try this:
final GestureDetector gestureDetector = new GestureDetector(new GestureDetector.SimpleOnGestureListener() {
public void onLongPress(MotionEvent e) {
Log.e("", "Longpress detected");
}
});
public boolean onTouchEvent(MotionEvent event) {
return gestureDetector.onTouchEvent(event);
};
I have a code which detects a click, a long click and movement.
It is fairly a combination of the answer given above and the changes i made from peeping into every documentation page.
//Declare this flag globally
boolean goneFlag = false;
//Put this into the class
final Handler handler = new Handler();
Runnable mLongPressed = new Runnable() {
public void run() {
goneFlag = true;
//Code for long click
}
};
//onTouch code
#Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
handler.postDelayed(mLongPressed, 1000);
//This is where my code for movement is initialized to get original location.
break;
case MotionEvent.ACTION_UP:
handler.removeCallbacks(mLongPressed);
if(Math.abs(event.getRawX() - initialTouchX) <= 2 && !goneFlag) {
//Code for single click
return false;
}
break;
case MotionEvent.ACTION_MOVE:
handler.removeCallbacks(mLongPressed);
//Code for movement here. This may include using a window manager to update the view
break;
}
return true;
}
I confirm it's working as I have used it in my own application.
I have created a snippet - inspired by the actual View source - that reliably detects long clicks/presses with a custom delay. But it's in Kotlin:
val LONG_PRESS_DELAY = 500
val handler = Handler()
var boundaries: Rect? = null
var onTap = Runnable {
handler.postDelayed(onLongPress, LONG_PRESS_DELAY - ViewConfiguration.getTapTimeout().toLong())
}
var onLongPress = Runnable {
// Long Press
}
override fun onTouch(view: View, event: MotionEvent): Boolean {
when (event.action) {
MotionEvent.ACTION_DOWN -> {
boundaries = Rect(view.left, view.top, view.right, view.bottom)
handler.postDelayed(onTap, ViewConfiguration.getTapTimeout().toLong())
}
MotionEvent.ACTION_UP, MotionEvent.ACTION_CANCEL -> {
handler.removeCallbacks(onLongPress)
handler.removeCallbacks(onTap)
}
MotionEvent.ACTION_MOVE -> {
if (!boundaries!!.contains(view.left + event.x.toInt(), view.top + event.y.toInt())) {
handler.removeCallbacks(onLongPress)
handler.removeCallbacks(onTap)
}
}
}
return true
}
When you mean user presses, do you mean a click? A click is when the user presses down and then immediately lifts up finger. Therefore it is encompassing two onTouch Events. You should save the use of onTouchEvent for stuff that happens on the initial touch or the after release.
Thus, you should be using onClickListener if it is a click.
Your answer is analogous: Use onLongClickListener.
The solution by MSquare works only if you hold a specific pixel, but that's an unreasonable expectation for an end user unless they use a mouse (which they don't, they use fingers).
So I added a bit of a threshold for the distance between the DOWN and the UP action in case there was a MOVE action inbetween.
final Handler longPressHandler = new Handler();
Runnable longPressedRunnable = new Runnable() {
public void run() {
Log.e(TAG, "Long press detected in long press Handler!");
isLongPressHandlerActivated = true;
}
};
private boolean isLongPressHandlerActivated = false;
private boolean isActionMoveEventStored = false;
private float lastActionMoveEventBeforeUpX;
private float lastActionMoveEventBeforeUpY;
#Override
public boolean dispatchTouchEvent(MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_DOWN) {
longPressHandler.postDelayed(longPressedRunnable, 1000);
}
if(event.getAction() == MotionEvent.ACTION_MOVE || event.getAction() == MotionEvent.ACTION_HOVER_MOVE) {
if(!isActionMoveEventStored) {
isActionMoveEventStored = true;
lastActionMoveEventBeforeUpX = event.getX();
lastActionMoveEventBeforeUpY = event.getY();
} else {
float currentX = event.getX();
float currentY = event.getY();
float firstX = lastActionMoveEventBeforeUpX;
float firstY = lastActionMoveEventBeforeUpY;
double distance = Math.sqrt(
(currentY - firstY) * (currentY - firstY) + ((currentX - firstX) * (currentX - firstX)));
if(distance > 20) {
longPressHandler.removeCallbacks(longPressedRunnable);
}
}
}
if(event.getAction() == MotionEvent.ACTION_UP) {
isActionMoveEventStored = false;
longPressHandler.removeCallbacks(longPressedRunnable);
if(isLongPressHandlerActivated) {
Log.d(TAG, "Long Press detected; halting propagation of motion event");
isLongPressHandlerActivated = false;
return false;
}
}
return super.dispatchTouchEvent(event);
}
The idea is creating a Runnable for execute long click in a future, but this execution can be canceled because of a click, or move.
You also need to know, when long click was consumed, and when it is canceled because finger moved too much. We use initialTouchX & initialTouchY for checking if the user exit a square area of 10 pixels, 5 each side.
Here is my complete code for delegating Click & LongClick from Cell in ListView to Activity with OnTouchListener:
ClickDelegate delegate;
boolean goneFlag = false;
float initialTouchX;
float initialTouchY;
final Handler handler = new Handler();
Runnable mLongPressed = new Runnable() {
public void run() {
Log.i("TOUCH_EVENT", "Long press!");
if (delegate != null) {
goneFlag = delegate.onItemLongClick(index);
} else {
goneFlag = true;
}
}
};
#OnTouch({R.id.layout})
public boolean onTouch (View view, MotionEvent motionEvent) {
switch (motionEvent.getAction()) {
case MotionEvent.ACTION_DOWN:
handler.postDelayed(mLongPressed, ViewConfiguration.getLongPressTimeout());
initialTouchX = motionEvent.getRawX();
initialTouchY = motionEvent.getRawY();
return true;
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_CANCEL:
if (Math.abs(motionEvent.getRawX() - initialTouchX) > 5 || Math.abs(motionEvent.getRawY() - initialTouchY) > 5) {
handler.removeCallbacks(mLongPressed);
return true;
}
return false;
case MotionEvent.ACTION_UP:
handler.removeCallbacks(mLongPressed);
if (goneFlag || Math.abs(motionEvent.getRawX() - initialTouchX) > 5 || Math.abs(motionEvent.getRawY() - initialTouchY) > 5) {
goneFlag = false;
return true;
}
break;
}
Log.i("TOUCH_EVENT", "Short press!");
if (delegate != null) {
if (delegate.onItemClick(index)) {
return false;
}
}
return false;
}
ClickDelegateis an interface for sending click events to the handler class like an Activity
public interface ClickDelegate {
boolean onItemClick(int position);
boolean onItemLongClick(int position);
}
And all what you need is to implement it in your Activity or parent Viewif you need to delegate the behavior:
public class MyActivity extends Activity implements ClickDelegate {
//code...
//in some place of you code like onCreate,
//you need to set the delegate like this:
SomeArrayAdapter.delegate = this;
//or:
SomeViewHolder.delegate = this;
//or:
SomeCustomView.delegate = this;
#Override
public boolean onItemClick(int position) {
Object obj = list.get(position);
if (obj) {
return true; //if you handle click
} else {
return false; //if not, it could be another event
}
}
#Override
public boolean onItemLongClick(int position) {
Object obj = list.get(position);
if (obj) {
return true; //if you handle long click
} else {
return false; //if not, it's a click
}
}
}
setOnTouchListener(new View.OnTouchListener() {
public boolean onTouch(View v, MotionEvent event) {
int action = MotionEventCompat.getActionMasked(event);
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
longClick = false;
x1 = event.getX();
break;
case MotionEvent.ACTION_MOVE:
if (event.getEventTime() - event.getDownTime() > 500 && Math.abs(event.getX() - x1) < MIN_DISTANCE) {
longClick = true;
}
break;
case MotionEvent.ACTION_UP:
if (longClick) {
Toast.makeText(activity, "Long preess", Toast.LENGTH_SHORT).show();
}
}
return true;
}
});
Here is an approach, based on MSquare's nice idea for detecting a long press of a button, that has an additional feature: not only is an operation performed in response to a long press, but the operation is repeated until a MotionEvent.ACTION_UP message is received. In this case, the long-press and short-press actions are the same, but they could be different.
Note that, as others have reported, removing the callback in response to a MotionEvent.ACTION_MOVE message prevented the callback from ever getting executed since I could not keep my finger still enough. I got around that problem by ignoring that message.
private void setIncrementButton() {
final Button btn = (Button) findViewById(R.id.btn);
final Runnable repeater = new Runnable() {
#Override
public void run() {
increment();
final int milliseconds = 100;
btn.postDelayed(this, milliseconds);
}
};
btn.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent e) {
if (e.getAction() == MotionEvent.ACTION_DOWN) {
increment();
v.postDelayed(repeater, ViewConfiguration.getLongPressTimeout());
} else if (e.getAction() == MotionEvent.ACTION_UP) {
v.removeCallbacks(repeater);
}
return true;
}
});
}
private void increment() {
Log.v("Long Press Example", "TODO: implement increment operation");
}
option: custom detector class
abstract public class
Long_hold
extends View.OnTouchListener
{
public#Override boolean
onTouch(View view, MotionEvent touch)
{
switch(touch.getAction())
{
case ACTION_DOWN: down(touch); return true;
case ACTION_MOVE: move(touch);
}
return true;
}
private long
time_0;
private float
x_0, y_0;
private void
down(MotionEvent touch)
{
time_0= touch.getEventTime();
x_0= touch.getX();
y_0= touch.getY();
}
private void
move(MotionEvent touch)
{
if(held_too_short(touch) {return;}
if(moved_too_much(touch)) {return;}
long_press(touch);
}
abstract protected void
long_hold(MotionEvent touch);
}
use
private double
moved_too_much(MotionEvent touch)
{
return Math.hypot(
x_0 -touch.getX(),
y_0 -touch.getY()) >TOLERANCE;
}
private double
held_too_short(MotionEvent touch)
{
return touch.getEventTime()-time_0 <DOWN_PERIOD;
}
where
TOLERANCE is the maximum tolerated movement
DOWN_PERIOD is the time one has to press
import
static android.view.MotionEvent.ACTION_MOVE;
static android.view.MotionEvent.ACTION_DOWN;
in code
setOnTouchListener(new Long_hold()
{
protected#Override boolean
long_hold(MotionEvent touch)
{
/*your code on long hold*/
}
});
I found one solution and it does not require to define runnable or other things and it's working fine.
var lastTouchTime: Long = 0
// ( ViewConfiguration.#.DEFAULT_LONG_PRESS_TIMEOUT =500)
val longPressTime = 500
var lastTouchX = 0f
var lastTouchY = 0f
view.setOnTouchListener { v, event ->
when (event.action) {
MotionEvent.ACTION_DOWN -> {
lastTouchTime = SystemClock.elapsedRealtime()
lastTouchX = event.x
lastTouchY = event.y
return#setOnTouchListener true
}
MotionEvent.ACTION_UP -> {
if (SystemClock.elapsedRealtime() - lastTouchTime > longPressTime
&& Math.abs(event.x - lastTouchX) < 3
&& Math.abs(event.y - lastTouchY) < 3) {
Log.d(TAG, "Long press")
}
return#setOnTouchListener true
}
else -> {
return#setOnTouchListener false
}
}
}

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