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case MotionEvent.ACTION_MOVE: // A long-press has fired and is in progress. Don't bother with any // other processing. A side-effect of this is that we won't be able // to do any other movement until we either cancel (ACTION_CANCEL) // or finish (ACTION_UP) the current movement. if (isLongPress) break; final float x = event.getRawX(); final float y = event.getRawY(); scrollByX = x - startX; // calculate move increments scrollByY = y - startY; if (hasNotMoved) { // Have we moved out of the threshold radius of initial // user touch? final int deltaXFromDown = (int)(x - downX); final int deltaYFromDown = (int)(y - downY); int distance = (deltaXFromDown * deltaXFromDown) + (deltaYFromDown * deltaYFromDown); if (distance > scaledTouchSlopSquared) { // We've moved so handle scroll update and cancel // long-press. hasNotMoved = false; messageHandler.removeMessages(MSG_LONG_PRESS); startX = x; // reset previous values to latest startY = y; invalidate(); } } else { // This is a move gesture so update our move incrementers // for next pass through ACTION_MOVE, and force a redraw with // the updated scroll values. We don't need to call // .removeMessages() since the only way here is via the if // block above which calls it for us. startX = x; // reset previous values to latest startY = y; invalidate(); } break;