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Multi-Touch Finger Tracking

This topic demonstrates how to track touch events from multiple fingers

There are times when a multi-touch application needs to track individual fingers as they move simultaneously on the screen. One typical application is a finger-paint program. You want the user to be able to draw with a single finger, but also to draw with multiple fingers at once. As your program processes multiple touch events, it needs to distinguish which events correspond to each finger. Android supplies an ID code for this purpose, but obtaining and handling that code can be a little tricky.

For all the events associated with a particular finger, the ID code remains the same. The ID code is assigned when a finger first touches the screen, and becomes invalid after the finger lifts from the screen. These ID codes are generally very small integers, and Android reuses them for later touch events.

Almost always, a program that tracks individual fingers maintains a dictionary for touch tracking. The dictionary key is the ID code that identifies a particular finger. The dictionary value depends on the application. In the FingerPaint sample, each finger stroke (from touch to release) is associated with an object that contains all the information necessary to render the line drawn with that finger. The program defines a small FingerPaintPolyline class for this purpose:

class FingerPaintPolyline
{
    public FingerPaintPolyline()
    {
        Path = new Path();
    }

    public Color Color { set; get; }

    public float StrokeWidth { set; get; }

    public Path Path { private set; get; }
}

Each polyline has a color, a stroke width, and an Android graphics Path object to accumulate and render multiple points of the line as it's being drawn.

The remainder of the code shown below is contained in a View derivative named FingerPaintCanvasView. That class maintains a dictionary of objects of type FingerPaintPolyline during the time that they are actively being drawn by one or more fingers:

Dictionary<int, FingerPaintPolyline> inProgressPolylines = new Dictionary<int, FingerPaintPolyline>();

This dictionary allows the view to quickly obtain the FingerPaintPolyline information associated with a particular finger.

The FingerPaintCanvasView class also maintains a List object for the polylines that have been completed:

List<FingerPaintPolyline> completedPolylines = new List<FingerPaintPolyline>();

The objects in this List are in the same order that they were drawn.

FingerPaintCanvasView overrides two methods defined by View: OnDraw and OnTouchEvent. In its OnDraw override, the view draws the completed polylines and then draws the in-progress polylines.

The override of the OnTouchEvent method begins by obtaining a pointerIndex value from the ActionIndex property. This ActionIndex value differentiates between multiple fingers, but it is not consistent across multiple events. For that reason, you use the pointerIndex to obtain the pointer id value from the GetPointerId method. This ID is consistent across multiple events:

public override bool OnTouchEvent(MotionEvent args)
{
    // Get the pointer index
    int pointerIndex = args.ActionIndex;

    // Get the id to identify a finger over the course of its progress
    int id = args.GetPointerId(pointerIndex);

    // Use ActionMasked here rather than Action to reduce the number of possibilities
    switch (args.ActionMasked)
    {
        // ...
    }

    // Invalidate to update the view
    Invalidate();

    // Request continued touch input
    return true;
}

Notice that the override uses the ActionMasked property in the switch statement rather than the Action property. Here's why:

When you're dealing with multi-touch, the Action property has a value of MotionEventsAction.Down for the first finger to touch the screen, and then values of Pointer2Down and Pointer3Down as the second and third fingers also touch the screen. As the fourth and fifth fingers make contact, the Action property has numeric values that don't even correspond to members of the MotionEventsAction enumeration! You'd need to examine the values of bit flags in the values to interpret what they mean.

Similarly, as the fingers leave contact with the screen, the Action property has values of Pointer2Up and Pointer3Up for the second and third fingers, and Up for the first finger.

The ActionMasked property takes on a fewer number of values because it's intended to be used in conjunction with the ActionIndex property to differentiate between multiple fingers. When fingers touch the screen, the property can only equal MotionEventActions.Down for the first finger and PointerDown for subsequent fingers. As the fingers leave the screen, ActionMasked has values of Pointer1Up for the subsequent fingers and Up for the first finger.

When using ActionMasked, the ActionIndex distinguishes among the subsequent fingers to touch and leave the screen, but you usually don't need to use that value except as an argument to other methods in the MotionEvent object. For multi-touch, one of the most important of these methods is GetPointerId called in the code above. That method returns a value that you can use for a dictionary key to associate particular events to fingers.

The OnTouchEvent override in the sample processes the MotionEventActions.Down and PointerDown events identically by creating a new FingerPaintPolyline object and adding it to the dictionary:

public override bool OnTouchEvent(MotionEvent args)
{
    // Get the pointer index
    int pointerIndex = args.ActionIndex;

    // Get the id to identify a finger over the course of its progress
    int id = args.GetPointerId(pointerIndex);

    // Use ActionMasked here rather than Action to reduce the number of possibilities
    switch (args.ActionMasked)
    {
        case MotionEventActions.Down:
        case MotionEventActions.PointerDown:

            // Create a Polyline, set the initial point, and store it
            FingerPaintPolyline polyline = new FingerPaintPolyline
            {
                Color = StrokeColor,
                StrokeWidth = StrokeWidth
            };

            polyline.Path.MoveTo(args.GetX(pointerIndex),
                                 args.GetY(pointerIndex));

            inProgressPolylines.Add(id, polyline);
            break;
        // ...
    }
    // ...        
}

Notice that the pointerIndex is also used to obtain the position of the finger within the view. All the touch information is associated with the pointerIndex value. The id uniquely identifies fingers across multiple messages, so that's used to create the dictionary entry.

Similarly, the OnTouchEvent override also handles the MotionEventActions.Up and Pointer1Up identically by transferring the completed polyline to the completedPolylines collection so they can be drawn during the OnDraw override. The code also removes the id entry from the dictionary:

public override bool OnTouchEvent(MotionEvent args)
{
    // ...
    switch (args.ActionMasked)
    {
        // ...
        case MotionEventActions.Up:
        case MotionEventActions.Pointer1Up:

            inProgressPolylines[id].Path.LineTo(args.GetX(pointerIndex),
                                                args.GetY(pointerIndex));

            // Transfer the in-progress polyline to a completed polyline
            completedPolylines.Add(inProgressPolylines[id]);
            inProgressPolylines.Remove(id);
            break;

        case MotionEventActions.Cancel:
            inProgressPolylines.Remove(id);
            break;
    }
    // ...        
}

Now for the tricky part.

Between the down and up events, generally there are many MotionEventActions.Move events. These are bundled in a single call to OnTouchEvent, and they must be handled differently from the Down and Up events. The pointerIndex value obtained earlier from the ActionIndex property must be ignored. Instead, the method must obtain multiple pointerIndex values by looping between 0 and the PointerCount property, and then obtain an id for each of those pointerIndex values:

public override bool OnTouchEvent(MotionEvent args)
{
    // ...
    switch (args.ActionMasked)
    {
        // ...
        case MotionEventActions.Move:

            // Multiple Move events are bundled, so handle them differently
            for (pointerIndex = 0; pointerIndex < args.PointerCount; pointerIndex++)
            {
                id = args.GetPointerId(pointerIndex);

                inProgressPolylines[id].Path.LineTo(args.GetX(pointerIndex),
                                                    args.GetY(pointerIndex));
            }
            break;
        // ...
    }
    // ...        
}

This type of processing allows the sample to track individual fingers and draw the results on the screen:

Example screenshot from FingerPaint example

You've now seen how you can track individual fingers on the screen and distinguish among them.