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Touch event handling
- Touch Event properties
- Touch event phases
- Touch Point ID
Basic touch events are handled the same way you handle other events, like mouse events, in ActionScript. You can listen for a series of touch events defined by the event type constants in the TouchEvent class.
- Set your application to handle touch events by setting the
flash.ui.Multitouch.inputMode property toMultitouchInputMode.TOUCH_POINT. - Attach an event listener to an instance of a class that inherits properties from the InteractiveObject class, such as Sprite or TextField.
- Specify the type of touch event to handle.
- Call an event handler function to do something in response to the event.
For example, the following code displays a message when the square drawn on mySprite is tapped on a touch-enabled screen:
Multitouch.inputMode=MultitouchInputMode.TOUCH_POINT; var mySprite:Sprite = new Sprite(); var myTextField:TextField = new TextField(); mySprite.graphics.beginFill(0x336699); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.addEventListener(TouchEvent.TOUCH_TAP, taphandler); function taphandler(evt:TouchEvent): void { myTextField.text = "I've been tapped"; myTextField.y = 50; addChild(myTextField); }
Touch Event properties
When an event occurs, an event object is created. The TouchEvent object contains information about the location and conditions of the touch event. You can use the properties of the event object to retrieve that information.
For example, the following code creates a TouchEvent object evt, and then displays the
stageXproperty of the event object (the x-coordinate of the point in the Stage space that the touch occurred) in the text field:
Multitouch.inputMode=MultitouchInputMode.TOUCH_POINT; var mySprite:Sprite = new Sprite(); var myTextField:TextField = new TextField(); mySprite.graphics.beginFill(0x336699); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.addEventListener(TouchEvent.TOUCH_TAP, taphandler); function taphandler(evt:TouchEvent): void { myTextField.text = evt.stageX.toString; myTextField.y = 50; addChild(myTextField); }
Note: Not all TouchEvent properties are supported in all runtime environments. For example, not all touch-enabled devices are capable or detecting the amount of pressure the user is applying to the touch screen. So, theTouchEvent.pressure property is not supported on those devices. Try testing for specific property support to ensure your application works, and seeTroubleshooting for more information.
Touch event phases
Track touch events through various stages over and outside an InteractiveObject just as you do for mouse events. And, track touch events through the beginning, middle, and end of a touch interaction. The TouchEvent class provides values for handling
touchBegin,
touchMove, and
touchEndevents.
For example, you could use
touchBegin,
touchMove, and
touchEndevents to give the user visual feedback as they touch and move a display object:
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; var mySprite:Sprite = new Sprite(); mySprite.graphics.beginFill(0x336699); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); var myTextField:TextField = new TextField(); myTextField.width = 200; myTextField.height = 20; addChild(myTextField); mySprite.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin); stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove); stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd); function onTouchBegin(event:TouchEvent) { myTextField.text = "touch begin" + event.touchPointID; } function onTouchMove(event:TouchEvent) { myTextField.text = "touch move" + event.touchPointID; } function onTouchEnd(event:TouchEvent) { myTextField.text = "touch end" + event.touchPointID; }
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