Drag and Drop technology in Android. Drag and drop technology How drag and drop is performed
Drag and Drop can help increase the performance of your iPad. Here's how you can use it.
So, you can move a file from one cloud storage service to another, copy text from Safari to a text editing app to add a quote, or back up certain photos in a file storage app.
How to drag and drop photos, files and text
1. Touch and hold a photo, file, or highlighted text that you want to drag into another application.
2. Drag the item to the desired location in this application or another that you opened in the "Slide Over" or "Split View" mode and release.
How to drag and drop multiple photos or files at the same time
1. Touch and hold one of the photos or files you want to drag.
2. While dragging the current item, tap another photo or file that you also want to drag. Do it again with as many items as you want to move.
3. Drag all the selected objects to the designated location in another application that you opened in Slide Over or Split View mode and release them.
How to drag text from one application to another
1. Touch and hold the part of the text you want to drag to select it.
2. Use the selection points to select the rest of the text that you want to drag.
3. Press and hold the highlighted text.
4. Drag the text into the application you want to place it in and release.
How to change the arrangement of icons of several applications at once using "Drag and Drop"
While most iOS drag and drop functionality only works on the iPad, this trick actually works on both the iPhone and iPad. This allows you to organize the arrangement of apps on your home screen using « Drag and Drop ”instead of moving them one by one.
1. Press and hold the icon of the application you want to reposition on the home screen.
2. Tap additional apps that you want to move as well.
3. Drag these apps to the page or folder where you want them to be and release them.
When it comes to the graphical user interface, one cannot but mention the technology Drag and drop (literally: Pull and Drop).
This technology is based on dragging and dropping GUI elements from source to destination. The interface is accessible only with a mouse (touchpad, trackball) or touch screen.
An element available for dragging is grabbed and held with the mouse, dragging it simultaneously to another place. When the mouse is in the correct position, the mouse button is released, releasing the object.
However, the Drag'n Drop interface should be distinguished from interface controls that have methods in their methods responsible for moving, which are implemented in the same way. For example, a window (form) has the ability to move around the screen (by dragging the title bar). ScrollBox has a scroll bar. But in both examples, dragging is an internal (for the component) action (event) and does not affect other objects in the system in any way.
The Drag and Drop interface is only applicable for moving an object from container to container, even if the containers are dissimilar. For example, dragging a file from folder to email.
Drag and Drop interface in web technologies
Using interfaces Drag and drop in web technologies was a breakthrough in. There are offline Drag and Drop editors (for example, DreamWeaver) and online (for example, any modern website builder.
Recently I had an idea to start developing a game for android. To begin with, I decided to write chess. I thought technology Drag and drop perfect for implementing a mechanism for moving shapes. For the uninitiated, I note that the drag and drop method is in the possibility of dragging some graphic objects onto others and performing an action after releasing. The simplest example is removing a shortcut from your PC desktop by dragging it to the trash can. By throwing a shortcut into the trash can, we tell the system that we want to force these two objects to interact. The system receives our signal and decides what action it should take. Drag and drop has become widespread due to its intuitive clarity. This approach is backed up by our experience with real world objects and works great in a virtual environment. As for chess, using drag and drop it is technologically easier to determine the cell where the user has dragged the piece, since there is no need to calculate the cell number from the coordinates of the drop point. The virtual machine will take over this work.
Purpose of using Drag n Drop technology
Using the drag and drop technology allows me to solve three problems with little blood:
- Visualization of the course. When the user taps a shape and starts moving it around the screen, the shape is replaced by a smaller drawing. Thus, the user understands that the figure is captured.
- I limited the area of \u200b\u200bmovement of the shape to the size of the board.
- If the user released the shape in the wrong place, it should return to its original position.
The tasks are outlined, let's get down to their implementation.
Swap ImageView on touch
All my shapes are ImageView objects. Unfortunately, it turned out that the implementation of Drag & Drop in Android does not allow "out of the box" to replace the image of an object when it is touched. Nevertheless, this task is quite solvable by means of API. We need to perform a number of simple steps:
- Create DragShadowBuilder object.
- Call startDrag method.
- Hide our ImageView that displays the shape by calling the setVisibility method with the View.INVISIBLE parameter. As a result, only the DragShadowBuilder object will remain on the screen, which will signal the user to grab the shape.
These actions must be implemented in the OnTouchListner handler of the ImageView. To do this, we will override the onTouch method:
@ Override public boolean onTouch (View view, MotionEvent motionEvent) (if (motionEvent. GetAction () \u003d\u003d MotionEvent. ACTION_DOWN) (ClipData clipData \u003d ClipData. NewPlainText ("", ""); View. DragShadowBuilder dsb \u003d new View. DragShadowBuilder (view); view. startDrag (clipData, dsb, view, 0); view. setVisibility (View. INVISIBLE); return true;) else (return false;))Everything is very simple. So, we figured out the substitution of the image, let's move on to the next task.
Limiting the drag area for the drag drop function
There is one problem with limiting the drag area. The point is, if you drop the shape outside the board, the drop event will not happen, because the user dropped the object from scratch and the object has nothing to interact with. As a result, the figure will not return to its original state and will remain hidden forever. I spent a lot of time reading the documentation, but I still haven't found a way to limit the dragging area of \u200b\u200bobjects. The inspiration came suddenly. I don't need to constrain the area at all, I need to know if the user has released the shape correctly or not.
Determining the correct release
I found the answers to my questions in the "handling drag end events" section of the Android Developers site. Here are a few key points:
- When the user finishes dragging, the ACTION_DRAG_ENDED event is raised in the DragListeners handler.
- In the DragListener, you can get more detailed information about the drag operation by calling the DragEvent.getResult () method.
- If the DragListener returns true in response to the ACTION_DROP event, the getResult call will also return true, otherwise, false.
Thus, I need to intercept the ACTION_DRAG_ENDED event and call the getResult method. If it returns false, then the user has dragged the shape out of the board and I need to put the ImageView in visible mode.
@ Override public boolean onDrag (View view, DragEvent dragEvent) (int dragAction \u003d dragEvent. GetAction (); View dragView \u003d (View) dragEvent. GetLocalState (); if (dragAction \u003d\u003d DragEvent. ACTION_DRAG_EXITED) (containsDragable \u003d false;) else if (dragAction \u003d\u003d DragEvent. ACTION_DRAG_ENTERED) (containsDragable \u003d true;) else if (dragAction \u003d\u003d DragEvent. ACTION_DRAG_ENDED) (if (dropEventNotHandled (dragEvent)) (dragView. setVisibility (View. VISIBLE);)) else if (dragAction \u003d \u003d DragEvent. ACTION_DROP & amp; & amp; containsDragable) (checkForValidMove ((ChessBoardSquareLayoutView) view, dragView); dragView. SetVisibility (View. VISIBLE);) return true;) private boolean dropEventNotHandled (DragEvent dragEvent) (return! DragRult );)Now the user can release the figure anywhere, and nothing bad will happen.
Determining Allowable Moves
The last part of the article is devoted to checking the validity of the move that the user is trying to make. Before starting to discuss this topic in detail, I will make a small remark explaining the structure of my application. The chessboard is represented as a TableLayout, and each cell is a descendant of a LinearLayout and has an OnDragListener.
In addition, each OnDragListener refers to a mediator object that takes care of the interaction of game objects and remembers the position of the current cell.
When the user drags a piece over a cage, the following actions are possible:
- Using the ACTION_DRAG_ENTERED event to set the ‘containsDraggable’ variable to true.
- Using the ACTION_DRAG_EXITED event to set the ‘containsDraggable’ variable to false.
- Using the ACTION_DROP event to ask the broker whether it is allowed to place a figure in this cell.
Below is the code that implements the described logic
@ Override public boolean onDrag (View view, DragEvent dragEvent) (int dragAction \u003d dragEvent. GetAction (); View dragView \u003d (View) dragEvent. GetLocalState (); if (dragAction \u003d\u003d DragEvent. ACTION_DRAG_EXITED) (containsDragable \u003d false;) else if (dragAction \u003d\u003d DragEvent. ACTION_DRAG_ENTERED) (containsDragable \u003d true;) else if (dragAction \u003d\u003d DragEvent. ACTION_DRAG_ENDED) (if (dropEventNotHandled (dragEvent)) (dragView. setVisibility (View. VISIBLE);)) else if (dragAction \u003d \u003d DragEvent. ACTION_DROP & amp; & amp; containsDragable) (checkForValidMove ((ChessBoardSquareLayoutView) view, dragView); dragView. SetVisibility (View. VISIBLE);) return true;)As you can see, regardless of whether the move is legal or not, the ImageView is set to a visible state. I wanted the user to see the shape move. I mentioned earlier that the cell is a descendant of LayoutView. This is done to make it easier to move the ImageView from cell to cell. Below is the code for the checkForValidMove method that shows how the ImageView moves.
private void checkForValidMove (ChessBoardSquareLayoutView view, View dragView) (if (mediator. isValidMove (view)) (ViewGroup owner \u003d (ViewGroup) dragView. getParent (); owner. removeView (dragView); view. addView (dragView); view. setGravity (Gravity. CENTER); view. ShowAsLanded (); mediator. HandleMove (view);))I hope this article will help you in developing your own projects.
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In this example we select the div element and make it floatable by calling draggable () method... As shown in the figure below, in the opened document the element takes its normal position, but after that it can be moved using the mouse pointer to any place in the browser window:
The drag-and-drop feature is useful on its own, but it is even more useful when used in conjunction with the Droppable interaction described below.
Draggable's interaction is implemented solely through the use of specific HTML markup and CSS styles. This means that this functionality will work in almost any browser, but the elements endowed with it will not be able to work with similar native drag-and-drop tools of operating systems.
Drag-and-drop operations defined by the HTML5 specification are usually implemented using the native mechanisms of operating systems. If you are using jQuery UI's Drag-and-drop mechanism, it is best to disable the equivalent HTML5 features to avoid conflicts. To this end, set the draggable attribute of the document's body element to false.
Draggable interaction setup
There are many customization options for Draggable interaction. The most important properties, which are discussed in the following sections, are shown in the table below:
Property | Description |
---|---|
axis | Limits movement to specific directions. The default is false, meaning no constraints, but you can also specify "x" (move along the X axis only) or "y" (move along the Y axis only) |
containment | Constrains the position of the moved element to a specific area of \u200b\u200bthe screen. The types of supported values \u200b\u200bare described in the table below, using the corresponding example. The default is false, which means no restrictions |
delay | Determines how long an element must be dragged before it moves. The default is 0, which means no delay |
distance | Determines the distance that the user must drag an element from its starting position before it actually moves. The default is 1 pixel |
grid | Forces an item to be moved to grid cells. The default is false, which means no binding |
Limiting directions of movement
There are several ways in which you can restrict the movement of an element to certain directions. The first is to use the axis option to constrain the direction of movement to the X or Y axis. An example is shown below:
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