If there's one function the Android emulator Bluestacks needs to make more obvious, it's the ability to two-finger touch and swipe. A huge amount of games allow you to zoom in and out via pinching your fingers together or swiping them apart on the screen.

If you've ever given up on emulating a particular Android game because you weren't sure how to zoom in or out, you'll be free of that restriction soon enough. There are two methods PC users can use to imitate pinching and outward swiping to zoom in and out in games on Bluestacks.

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These are:. This works in any game that innately has a zoom in and zoom out function, but does not work on games that do not allow you to zoom. Bluestacks has several keybinding functions. Some games have keyboard layout presets already available when you first launch the game such as Lineage 2: Revolutionbut most require you to set the keys yourself if you want to use the keyboard. Unfortunately you can't use this function to set your preferred camera zooming method, but holding Ctrl and scrolling the mouse wheel is pretty simple.

There are a lot of reasons to use an emulator like Nox or Bluestacks -- perhaps your phone can't run a game, or you prefer to play your shooters on PC -- but not knowing how to do a function as simple as pinching in or out to zoom is a big enough reason not to bother.

Luckily now you do know how to do it, so go forth and emulate! Ashley Shankle Associate Editor.

pinch zoom with mouse android

Platforms PC Android Tags bluestacks. Published Apr. Xbox Articles.Need an app which will let me work with an Android device via bluetooth mouse and emulate a pinch-to-zoom function with a mousewheel.

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Useful info: the latest Android versions already support HID-devices checked on Samsung Galaxy Tab and a bluetooth mousebut mouse can't do pinch-to-zoom the mousewheel is used only for scrolling. Also, devices with an advanced docking station like ASUS Transformer have a touchpad with a multi-touch support e.

So, it is possible to send multi-touch commands to an Android device from another device. It would be highly appreciated if the app doesn't require the root rights. Skills: AndroidMobile App Development. See more: android mouse zoomandroid zoom mouseandroid pinch zoom mouseandroid mouse pinch zoomzoom mouse androidpinch zoom mouse androidpinch zoom android mousezoom android mousemouse zoom androidandroid mouse pinchandroid pinch mousepinch mouse androidmouse pinch zoom androidbluetooth mouse android zoomandroid pinch zoom bluetooth mousecan zoom mouse androidandroid touchpad pinch zoomandroid bluetooth mouse zoommouse android zoomzoom angry birds android mouse.

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pinch zoom with mouse android

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Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. It works fine on iOS, however. It also works on Android in the Samsung Internet Browser app. I am able to reproduce this using the fullscreen demo here.

Thanks for reporting this issue. I'll have to take on an Android device. Can you report what version of Chrome you are using? I ran into this as well. Pinch-to-zoom fails on fullscreen using a variety of browsers on Android 10, Pixel 2. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

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TOUCH CONTROLS in Unity!

Jump to bottom. Copy link Quote reply. Is this a known issue, or should I keep digging further? This comment has been minimized. Sign in to view. Currently running Android 8.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information.

I have an application in which I need to implement image editing, which also includes pinch zooming. I am done with pinch zooming but I can test this only on device, not on emulator.

Is there any way for testing pinch zooming in android emulator, any shortcut key or any other way? Since ADT 17, it is possible to use a physical Android 4. See Android's instructions here. The emulator supports multi-touch input, as an experimental feature in r17, using a tethered Android device running the SdkControllerMultitouch application. The application contains an activity that monitors touch inputs and sends them to the emulator.

This requires an Android 4. The activity displays the content of the emulator screens to help with interactivity. It is recommended to enable "show touches" in the Developer section of the Settings on the emulator to see exactly where the touches are sent. But this is still a workaround since we need a real device. My advice would be to test your app directly on a real device as it's more robust, and even more performant.

Press and hold Ctrl and press and hold left mouse and while doing that move your mouse. Otherwise, it looks like testing on real device is just better for this case and in general its also much faster. This is working on the android studio emulator. You can find all the shortcuts in the extended controls menu, by pressing the three dots on the menu and then navigating to "help". Double-click and then hold down the second click and move the mouse up to zoom out or down to zoom in. An Android Emulator doesn't support multi-touch you can't test it on emulators.

Please use real-device for multitouch testing. You can not able to test pinch zoom in Emulator. Please use Real device to test pinch zoom effect. I have not try with youwave. May be you can able to test pinch in that environment.The Samsung Galaxy Note 2 release date was September Features and Specs include a 5.

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Here is everything we know so far! I remember having an issue with a stock browser where double-tapping a text wasn't zooming in with a proper format on some of the websites. Switched to Chrome and never looked back! Dolphin is having problems with this as well. They just updated recently and I think that caused the issue because I don't remember experiencing this when the phone first arrived. It allows you to temp. If you lift your finger it goes back to the normal screen res.

Can't say this will work for the Note 2 but it does on my Nexus 7. It works on my Note II stock browser. I just tried it and I had been using it often. Samsung Galaxy Note 2 Forum.

pinch zoom with mouse android

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Adding a pinch gesture recognizer

Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password?By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. On top of that, I want to be able to pinch to zoom and double tap to zoom.

Does this view exists on Android or does somebody knows a project who does? I think it's possible to achieve what you want, but there is, as far as I know build in solution for it. From the second part of your question I guess that you don't want a zoomable View but a ViewGroup which is the super class of all Views that can contain other view e. Here is some code you could start from building your own ViewGroup most of it comes from this blog post:.

What this class should be able to do, is dragging the content around and allowing pinch to zoom, double tap to zoom isn't possible right now, but it should be easy to implement in the onTouchEvent method. If you have questions how to layout the childs in your ViewGroup I found this video very helpfull or if you have any further questions how single methods work or anything else feel free to ask in the comments.

Repost of Artjom answer with minor errors fixed, namely braces, imports, and extending ViewGroup. Based on the given answers I used this code to get the pan and zoom functions to work.

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Had problems with the pivot-points at first. I added a zoomToFit method which is commented at this point because most people wont't need this. It fits the children to the size of the container and takes the first child as reference for the scalefactor. Thomas answer is almost the best I have one position bug on my phone : the zoom starts immediately which is not the case with Alex 's codeand the zoom is made at the right pivot-point. However, contrary to Alex 's code, it is not possible to zoom with a "double-tap-drag" gesture not a well known gesture but a very useful one to zoom with only one finger, like in Google Chrome or Google Maps apps.

So here is a modification of Thomas 's code to make it possible and fixing the subview position bug :. This custom view is a subclass of the Android standard imageView and adds to it multi touch pan and zoom and double tap zoom, as well :.

You can use it inside a view "stack" an Android FrameLayout or something like that together with the other textView s you need. I mean a "pile" of views, like a pile of dishes or a stack of cards. In other words, a pile of views stacked one over the next on the Z axis.

Moving all your views together requires that you take control of the Android Gestures multitouch mechanism and write the required code. There isn't any ready-to-use solution for your quite complex requirement.While developing Byter for GitHub Game OffI wanted to allow players to pan and zoom the camera on both touch tap and drag to pan, pinch to zoom devices including Android and iOS, as well as using the mouse click and drag to pan, mouse-wheel scroll to zoom on the desktop and WebGL versions of the game.

The camera for Byter has a fixed angle, meaning players cannot rotate it, but zooming and panning are important for collecting the Lost Packets in the game, and are a nice addition to allow interaction in a mostly static clicker style game.

The source code for this is available in the open source github.

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The only thing really noteworthy here is the CameraHandler script attached to the camera, which is where the input handling to control panning and zooming will be located. All of the code below is contained within the CameraHandler script, and there is no need for logic outside of this class unless you want further customization.

The first thing I did was define some boundaries for panning and zooming, and the speed at which the camera moves and zooms. These allow me to restrict the camera to a certain area of the scene, and to limit how much you can zoom the camera. The boundaries are defined as float arrays each with a length of two. The first value represents the lower bound, and the second represents the upper bound.

Similarly, BoundsZ will control the z-axis, and ZoomBounds will be used for the zooming. For my purposes, I simply check if touch is supported using the Input. Alright, time to make some moves. First we check if the mouse was clicked this frame using Input. If the mouse was not clicked this frame, we check if it is still clicked using Input.

Next, we handle zooming using the scroll wheel. Using Input.

Android Pinch Zoom Layout Example

Next we call ZoomCamera with the scroll returned from Input. GetAxisand the speed at which we want to zoom. PanCamera takes the new position of the mouse or finger and creates an offset based on the previous position of the mouse or finger. This is the distance that the mouse again, or finger has moved since the last time PanCamera was called, likely the previous frame.

Next, a move Vector3 is constructed that takes the x and z coordinates of the offset again, for my purposes there was no y-axis movementand multiplies them by the PanSpeed. Next, we use transform. Translate to move the camera in world space. Once this is executed, the camera will have actually been moved. This clamped position is then applied directly to the camera transform and we have set our final camera position.

For zooming the camera we have the ZoomCamera function, which takes an offset and a speed. The reason we take a speed parameter here is that the mouse and touch controlled zooming are significantly different, and a different speed will be applied to each. The fieldOfView defines, essentially, how much the camera can see vertically in degrees.

Likewise, the higher the fieldOfViewthe further away the camera appears to. As you can see in the GIF below this effect is pretty powerful, and yet the camera never actually moves. Anyways, knowing this, we simply Clamp the fieldOfView to a new value which is the current fieldOfView minus the offset times speedor the lower or upper zoom bounds if the new value happens to go out of bounds.

Alright, at this point you should be ready to test out the mouse controls in the Unity Editor. Run your game and click and drag to move the camera around, scroll in and out to zoom the camera, and modify the constants defined at the top to suit your needs. The function is really broken down into two core sections based on the number of fingers touching the screen.

If only a single finger is touching, we handle panning, and if two fingers are touching, we handle zooming. Next we check the phase of the single Touch and act accordingly. If the touch began this frame, we store the position and the finger ID to be used in subsequent frames when the finger has moved.

Next in the zooming section where there are two fingerswe store the position of the two fingers in a Vector2[] called newPositions.


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