Background
I recently needed to interact with child views from a custom layout, but the layout was rotated. Unfortunately, the touch events are still delivered to the original locations, so touching the child view wouldn't behave correctly (you'd have to touch where the view was prior to rotation).
Rotating the view
@Override
public void dispatchDraw(Canvas canvas) {
canvas.save();
canvas.rotate(getRotation(), getWidth() / 2, getHeight() / 2);
super.dispatchDraw(canvas);
canvas.restore();
}
Solution
Basically, what you have to do is manipulate the touch events before they're dispatched and manually change the coordinates.
Manipulating the events
@Override
public boolean dispatchTouchEvent(MotionEvent event) {
float[] coords = new float[] {
event.getX(), event.getY()
};
adjustCoords(coords, getRotation());
MotionEvent evt = MotionEvent.obtain(event.getDownTime(), event.getEventTime(), event
.getAction(), coords[0], coords[1], event.getPressure(), event.getSize(), event
.getMetaState(), event.getXPrecision(), event.getYPrecision(), event.getDeviceId(),
event.getEdgeFlags());
return super.dispatchTouchEvent(evt);
}
protected void adjustCoords(float[] coords, float deg) {
float x = coords[0];
float y = coords[1];
int centerX = getWidth() / 2;
int centerY = getHeight() / 2;
// convert to radians
float rad = (float) ((deg * Math.PI) / 180F);
float s = (float) Math.sin(rad);
float c = (float) Math.cos(rad);
// translate point back to origin:
x -= centerX;
y -= centerY;
// apply rotation
float tmpX = x * c - y * s;
float tmpY = x * s + y * c;
x = tmpX;
y = tmpY;
// translate point back:
x += centerX;
y += centerY;
coords[0] = x;
coords[1] = y;
}
And that's all there is to it! Note that in my case, the view is rotated about the center, so you'll have to modify as necessary to fit your situation.