/// <summary> /// Called when the current event occurred when a gesture IS in progress. The /// handling in this implementation may set the gesture out of progress. /// </summary> /// <param name="actionCode">Action code.</param> /// <param name="e">E.</param> protected override void HandleInProgressEvent(MotionEventActions actionCode, MotionEvent e) { switch (actionCode) { case MotionEventActions.Up: case MotionEventActions.Cancel: if (_tapPeriod > (e.EventTime - _firstEventTime)) { _listener.OnTap(this); ResetState(); } break; case MotionEventActions.Move: if (_tapPeriod < (e.EventTime - _firstEventTime)) { ResetState(); } break; } }
/// <summary> /// Called when the current event occurred when a gesture IS in progress. The /// handling in this implementation may set the gesture out of progress. /// </summary> /// <param name="actionCode">Action code.</param> /// <param name="e">E.</param> protected override void HandleInProgressEvent(MotionEventActions actionCode, MotionEvent e) { switch (actionCode) { case MotionEventActions.Up: case MotionEventActions.Cancel: if (_tapPeriod > (e.EventTime - _firstEventTime) && _xTolerance >= (System.Math.Abs(e.GetX() - _x)) && _yTolerance >= (System.Math.Abs(e.GetY() - _y))) { _listener.OnTap(this); ResetState(); } break; case MotionEventActions.Move: if (_tapPeriod < (e.EventTime - _firstEventTime)) { ResetState(); } break; } }