Example #1
0
        public void OnPinchRecognized(flash.events.TransformGestureEvent tge)
        {
            mSpanPlayerGesture.Begin();

            if (tge.phase == "begin")
            {
                mDeactivateMouseEvents = true;
                if (mMouseDown)
                {
                    // We were already sending mouse down event, so to close the loop, we are going to send a mouse up event with the last position for completion
                    var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, mStage.mouseX, mStage.mouseY, mStage);
                    mStage.dispatchEvent(me);
                    mSkipNextMouseUp = true;
                }
            }
            else if (tge.phase == "end")
            {
                mDeactivateMouseEvents = false;
            }
            else
            {
                mDeactivateMouseEvents = false;
            }

            mStage.dispatchEvent(tge);
            mSpanPlayerGesture.End();
        }
Example #2
0
        public void OnPinchRecognized(UIPinchGestureRecognizer pinchRecognizer)
        {
            mSpanPlayerGesture.Begin();
            var tge = new flash.events.TransformGestureEvent(flash.events.TransformGestureEvent.GESTURE_ZOOM, true, false);

            tge.scaleX = tge.scaleY = pinchRecognizer.Scale;

            switch (pinchRecognizer.State)
            {
            case UIGestureRecognizerState.Possible:
            case UIGestureRecognizerState.Began:
                tge.phase = "begin";
                mDeactivateMouseEvents = true;                                          // For swipe gestures, we don't want to send any mouse events at the same time
                if (mMouseDown)
                {
                    // We were already sending mouse down event, so to close the loop, we are going to send a mouse up event with the last position for completion
                    var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, mStage.mouseX, mStage.mouseY, mStage);
                    mStage.dispatchEvent(me);
                    mSkipNextMouseUp = true;
                }
                break;

            case UIGestureRecognizerState.Changed:
                tge.phase = "update";
                break;

            case UIGestureRecognizerState.Recognized:
                //case UIGestureRecognizerState.Ended:		// Same as recognized
                tge.phase = "end";
                mDeactivateMouseEvents = false;
                break;

            case UIGestureRecognizerState.Cancelled:
            case UIGestureRecognizerState.Failed:
                mDeactivateMouseEvents = false;
                return;                                 // In this case, we don't even send the event
            }


            mStage.dispatchEvent(tge);
            mSpanPlayerGesture.End();
        }
Example #3
0
		public void OnPinchRecognized(UIPinchGestureRecognizer pinchRecognizer)
		{
			mSpanPlayerGesture.Begin();
			var tge = new flash.events.TransformGestureEvent(flash.events.TransformGestureEvent.GESTURE_ZOOM, true, false);
			tge.scaleX = tge.scaleY = pinchRecognizer.Scale;

			switch (pinchRecognizer.State)
			{
				case UIGestureRecognizerState.Possible:
				case UIGestureRecognizerState.Began:
					tge.phase = "begin";
					mDeactivateMouseEvents = true;			// For swipe gestures, we don't want to send any mouse events at the same time
					if (mMouseDown) {
						// We were already sending mouse down event, so to close the loop, we are going to send a mouse up event with the last position for completion
						var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, mStage.mouseX, mStage.mouseY, mStage);
						mStage.dispatchEvent (me);
						mSkipNextMouseUp = true;
					}
					break;

				case UIGestureRecognizerState.Changed:
					tge.phase = "update";
					break;

				case UIGestureRecognizerState.Recognized:
				//case UIGestureRecognizerState.Ended:		// Same as recognized
					tge.phase = "end";
					mDeactivateMouseEvents = false;
					break;

				case UIGestureRecognizerState.Cancelled:
				case UIGestureRecognizerState.Failed:
					mDeactivateMouseEvents = false;
					return;		// In this case, we don't even send the event
			}


			mStage.dispatchEvent(tge);
			mSpanPlayerGesture.End();
		}