My canvas-based javascript application is functioning on android, however, I am encountering a problem where dragging across the screen with my finger causes the entire web page to freeze. Is there a solution to prevent this issue from happening?
My canvas-based javascript application is functioning on android, however, I am encountering a problem where dragging across the screen with my finger causes the entire web page to freeze. Is there a solution to prevent this issue from happening?
Your question could benefit from providing more detailed information. It seems like web apps may have some limitations in fully utilizing Android features.
When you mentioned having a javascript application running in a canvas, it gave the impression that you might be using an android canvas in your app.
Here is a helpful link that discusses running html5 canvas on android.
When dealing with a MotionEvent.ACTION_DOWN
and MOVE in your code, it is important to have a routine that handles drawing on the canvas without interruptions from other routines.
If you are facing issues or need some guidance, consider the following example:
protected void onDraw(Canvas canvas) {
// fills the canvas with black
canvas.drawColor(Color.BLACK);
// draw various items on the canvas
background.draw(canvas);
basket.draw(canvas);
for (int i = 0; i < appleList.size(); i++){
appleList.get(i).draw(canvas);
}
}
The handling of the motionevent can be implemented as shown below (with relevant comments included within the code):
@Override
public boolean onTouchEvent(MotionEvent event) {
if (!isTouchDisabled){
if (event.getAction() == MotionEvent.ACTION_DOWN) {
// add code to transfer the action to the objects
basket.handleActionDown((int) event.getX(), (int) event.getY());
}
if (event.getAction() == MotionEvent.ACTION_MOVE) {
// handle gestures
// only pass the move events to the touched objects (determined by previous touch actions)
if (basket.isTouched()) {
// the basket is being dragged
basket.setX((int) event.getX());
basket.setY((int) event.getY());
}
}
if (event.getAction() == MotionEvent.ACTION_UP) {
// Check button interactions
if (btnMoreFruit.isTouched()){
btnMoreFruit.handleActionUp((int) event.getX(), (int) event.getY());
btnMoreFruit.setTouched(false);
}
if (btnLessFruit.isTouched()){
btnLessFruit.handleActionUp(this.getContext(), (int) event.getX(), (int) event.getY());
btnLessFruit.setTouched(false);
}
}
}
When a user drags their finger or mouse across a canvas in an app, various processes are triggered based on the code implemented. For instance, painting apps record the XY position of the user's focus each time it transitions between pixels. If the code within these events is heavy, the client may experience delays as it struggles to keep up with the processing demands.
Working with canvas and JavaScript in Android can be quite challenging, leading to occasional freezing issues.
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