public void OnTouchesEnded(NSSet touches, UIEvent evt) { mMouseDown = false; foreach (UITouch touch in touches) { var p = GetPosition(touch); //Console.WriteLine ("touches-ended {0}", p); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_END, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0); mStage.dispatchEvent(te); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // Mouse up events can be deactivated is a gesture was recognized before and we had to already send a mouse up // to avoid having the mouse up at the end of gesture (with the full delta range between the two) if (mSkipNextMouseUp == false) { var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, p.X, p.Y, mStage); mStage.dispatchEvent(me); } } } if (mDeactivateMouseEvents == false) { mSkipNextMouseUp = false; } }
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(); }
private void onMouseEvent(MouseEvent e) { switch (e.type) { case MouseEvent.MOUSE_OVER: currentState = mouseDown ? _downState : _overState; Mouse.cursor = Cursor.Pointer.toString(); break; case MouseEvent.MOUSE_OUT: Mouse.cursor = Cursor.Default.toString(); currentState = _upState; break; case MouseEvent.MOUSE_DOWN: currentState = _downState; mouseDown = true; break; case MouseEvent.MOUSE_UP: currentState = _upState; mouseDown = false; break; } }
public void OnTouchesEnded(List <flash.events.TouchEvent> touches) { mSpanPlayerTouch.Begin(); mMouseDown = false; foreach (flash.events.TouchEvent touch in touches) { mStage.dispatchEvent(touch); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = touch.localX; mStage.mouseY = touch.localY; // Mouse up events can be deactivated is a gesture was recognized before and we had to already send a mouse up // to avoid having the mouse up at the end of gesture (with the full delta range between the two) if (mSkipNextMouseUp == false) { var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, touch.localX, touch.localY, mStage); mStage.dispatchEvent(me); } } } if (mDeactivateMouseEvents == false) { mSkipNextMouseUp = false; } mSpanPlayerTouch.End(); }
public void OnMouseMoved(PointF p, uint buttonMask) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // dispatch touch event var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_MOVE, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0); mStage.dispatchEvent(te); // dispatch mouse event var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_MOVE, true, false, p.X, p.Y, mStage); mStage.dispatchEvent(me); }
public void OnTouchesEnded(NSSet touches, UIEvent evt) { foreach (UITouch touch in touches) { var p = touch.LocationInView(touch.View); //Console.WriteLine ("touches-ended {0}", p); mStage.mouseX = p.X; mStage.mouseY = p.Y; var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_END, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0); mStage.dispatchEvent(te); var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, p.X, p.Y, mStage); mStage.dispatchEvent(me); } }
public void OnTouchesMoved(List <flash.events.TouchEvent> touches) { mSpanPlayerTouch.Begin(); foreach (flash.events.TouchEvent touch in touches) { mStage.dispatchEvent(touch); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = touch.localX; mStage.mouseY = touch.localY; var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_MOVE, true, false, touch.localX, touch.localY, mStage); mStage.dispatchEvent(me); } } mSpanPlayerTouch.End(); }
public void OnMouseUp(PointF p, uint buttonMask) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // dispatch touch event mSpanPlayerTouch.Begin(); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_END, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0); mStage.dispatchEvent(te); mSpanPlayerTouch.End(); // dispatch mouse event mSpanPlayerMouseUp.Begin(); var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, p.X, p.Y, mStage); mStage.dispatchEvent(me); mSpanPlayerMouseUp.End(); }
private void handEventsHandler(MouseEvent e) { if (stage == null) { return; } switch (e.type) { case MouseEvent.MOUSE_OUT: Mouse.cursor = Cursor.Default.toString(); break; case MouseEvent.MOUSE_MOVE: case MouseEvent.MOUSE_OVER: Mouse.cursor = Cursor.Pointer.toString(); break; } }
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(); }
public void OnTouchesMoved(NSSet touches, UIEvent evt) { foreach (UITouch touch in touches) { var p = GetPosition(touch); //Console.WriteLine ("touches-moved {0}", p); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_MOVE, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0); mStage.dispatchEvent(te); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = p.X; mStage.mouseY = p.Y; var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_MOVE, true, false, p.X, p.Y, mStage); mStage.dispatchEvent(me); } } }
// TODO: at some point we'll have a platform agnostic notion of touches to pass to the player, for now we use UITouch public void OnTouchesBegan(NSSet touches, UIEvent evt) { mMouseDown = true; // This is used so we can send a MOUSE_UP event foreach (UITouch touch in touches) { var p = GetPosition(touch); //Console.WriteLine ("touches-began {0}", p); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_BEGIN, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0); mStage.dispatchEvent(te); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = p.X; mStage.mouseY = p.Y; var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_DOWN, true, false, p.X, p.Y, mStage); mStage.dispatchEvent(me); } } }
private void DispatchScrollWheelEvents() { // determine delta to dispatch // since flash only accepts integer deltas we dispatch incrementally one delta at a time int intDelta = 0; if (mScrollDelta < -5.0) { intDelta = -5; } else if (mScrollDelta > 5.0) { intDelta = 5; } else if (mScrollDelta < -1.0) { intDelta = -1; } else if (mScrollDelta > 1.0) { intDelta = 1; } if (intDelta != 0) { // Console.WriteLine("dispatch scroll delta {0} {1}", intDelta, mScrollDelta); // dispatch mouse wheel event mSpanPlayerMouseMove.Begin(); var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_WHEEL, true, false, mStage.mouseX, mStage.mouseY, mStage); me.delta = intDelta; mStage.dispatchEvent(me); mSpanPlayerMouseMove.End(); // subtract off of accumulated delta mScrollDelta -= (float)intDelta; } }
public void OnTouchesEnded (NSSet touches, UIEvent evt) { mMouseDown = false; foreach (UITouch touch in touches) { var p = GetPosition(touch); //Console.WriteLine ("touches-ended {0}", p); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_END, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0 ); mStage.dispatchEvent (te); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // Mouse up events can be deactivated is a gesture was recognized before and we had to already send a mouse up // to avoid having the mouse up at the end of gesture (with the full delta range between the two) if (mSkipNextMouseUp == false) { var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, p.X, p.Y, mStage); mStage.dispatchEvent (me); } } } if (mDeactivateMouseEvents == false) { mSkipNextMouseUp = false; } }
public void OnScrollWheel(PointF p, float delta) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // accumulate the deltas here since flash only accepts integer deltas mScrollDelta += delta; float thisDelta = (float)Math.Floor(mScrollDelta); if (thisDelta != 0.0f) { // Console.WriteLine("delta {0}", delta); // dispatch mouse event var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_WHEEL, true, false, p.X, p.Y, mStage); me.delta = (int)thisDelta; mStage.dispatchEvent (me); mScrollDelta -= thisDelta; } }
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(); }
public void OnMouseMoved(PointF p, uint buttonMask) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // dispatch touch event mSpanPlayerTouch.Begin(); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_MOVE, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0 ); mStage.dispatchEvent (te); mSpanPlayerTouch.End(); // dispatch mouse event mSpanPlayerMouseMove.Begin(); var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_MOVE, true, false, p.X, p.Y, mStage); mStage.dispatchEvent (me); mSpanPlayerMouseMove.End(); }
public void OnTouchesMoved (List<flash.events.TouchEvent> touches) { mSpanPlayerTouch.Begin(); foreach (flash.events.TouchEvent touch in touches) { mStage.dispatchEvent (touch); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = touch.localX; mStage.mouseY = touch.localY; var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_MOVE, true, false, touch.localX, touch.localY, mStage); mStage.dispatchEvent (me); } } mSpanPlayerTouch.End(); }
public void OnTouchesEnded (NSSet touches, UIEvent evt) { foreach (UITouch touch in touches) { var p = touch.LocationInView(touch.View); //Console.WriteLine ("touches-ended {0}", p); mStage.mouseX = p.X; mStage.mouseY = p.Y; var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_END, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0 ); mStage.dispatchEvent (te); var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, p.X, p.Y, mStage); mStage.dispatchEvent (me); } }
private void DispatchScrollWheelEvents() { // determine delta to dispatch // since flash only accepts integer deltas we dispatch incrementally one delta at a time int intDelta = 0; if (mScrollDelta < -5.0) { intDelta = -5; } else if (mScrollDelta > 5.0) { intDelta = 5; } else if (mScrollDelta < -1.0) { intDelta = -1; } else if (mScrollDelta > 1.0) { intDelta = 1; } if (intDelta != 0) { // Console.WriteLine("dispatch scroll delta {0} {1}", intDelta, mScrollDelta); // dispatch mouse wheel event mSpanPlayerMouseMove.Begin(); var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_WHEEL, true, false, mStage.mouseX, mStage.mouseY, mStage); me.delta = intDelta; mStage.dispatchEvent (me); mSpanPlayerMouseMove.End(); // subtract off of accumulated delta mScrollDelta -= (float)intDelta; } }
// TODO: at some point we'll have a platform agnostic notion of touches to pass to the player, for now we use UITouch public void OnTouchesBegan (NSSet touches, UIEvent evt) { mMouseDown = true; // This is used so we can send a MOUSE_UP event foreach (UITouch touch in touches) { var p = GetPosition(touch); //Console.WriteLine ("touches-began {0}", p); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_BEGIN, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0 ); mStage.dispatchEvent (te); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = p.X; mStage.mouseY = p.Y; var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_DOWN, true, false, p.X, p.Y, mStage); mStage.dispatchEvent (me); } } }
public void OnTouchesEnded (List<flash.events.TouchEvent> touches) { mSpanPlayerTouch.Begin(); mMouseDown = false; foreach (flash.events.TouchEvent touch in touches) { mStage.dispatchEvent (touch); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = touch.localX; mStage.mouseY = touch.localY; // Mouse up events can be deactivated is a gesture was recognized before and we had to already send a mouse up // to avoid having the mouse up at the end of gesture (with the full delta range between the two) if (mSkipNextMouseUp == false) { var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, touch.localX, touch.localY, mStage); mStage.dispatchEvent (me); } } } if (mDeactivateMouseEvents == false) { mSkipNextMouseUp = false; } mSpanPlayerTouch.End(); }
public void OnTouchesMoved (NSSet touches, UIEvent evt) { foreach (UITouch touch in touches) { var p = GetPosition(touch); //Console.WriteLine ("touches-moved {0}", p); var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_MOVE, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0 ); mStage.dispatchEvent (te); // Mouse events can be deactivated if a gesture was recognized if (mDeactivateMouseEvents == false) { mStage.mouseX = p.X; mStage.mouseY = p.Y; var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_MOVE, true, false, p.X, p.Y, mStage); mStage.dispatchEvent (me); } } }
public void OnMouseUp(PointF p, uint buttonMask) { mStage.mouseX = p.X; mStage.mouseY = p.Y; // dispatch touch event var te = new flash.events.TouchEvent(flash.events.TouchEvent.TOUCH_END, true, false, 0, true, p.X, p.Y, 1.0, 1.0, 1.0 ); mStage.dispatchEvent (te); // dispatch mouse event var me = new flash.events.MouseEvent(flash.events.MouseEvent.MOUSE_UP, true, false, p.X, p.Y, mStage); mStage.dispatchEvent (me); }
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 (); }