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; } }
private List <flash.events.TouchEvent> CreateTouchEvents(String action, MotionEvent e) { flash.events.TouchEvent touchEvent = new flash.events.TouchEvent(action, true, false, 0, true, e.GetX(), e.GetY(), 1.0, 1.0, 1.0); List <flash.events.TouchEvent> touchEvents = new List <flash.events.TouchEvent> (); touchEvents.Add(touchEvent); return(touchEvents); }
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 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(); }
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); } } }
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); }
private List<flash.events.TouchEvent> CreateTouchEvents(String action, MotionEvent e) { flash.events.TouchEvent touchEvent = new flash.events.TouchEvent(action, true, false, 0, true, e.GetX(), e.GetY(), 1.0, 1.0, 1.0 ); List<flash.events.TouchEvent> touchEvents = new List<flash.events.TouchEvent> (); touchEvents.Add (touchEvent); return touchEvents; }
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 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 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); } } }
public override void TouchesMoved(NSSet touches, UIEvent evt) { base.TouchesMoved (touches, evt); foreach (UITouch touch in touches) { var p = touch.LocationInView(this); 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 ); if (mStage!=null) mStage.dispatchEvent (te); } }
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); } }