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You may be tempted to test against a particular Flash Player version number in your code. Although that may work, it isn t as maintainable, and it isn t as self-explanatory, as catching the ReferenceError.
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If you re all set and the Multitouch class is there, you can use these static properties to nd out more about the environment:
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supportsGestureEvents true if the hardware and OS can recognize common multi-
touch gestures
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supportedGestures A Vector of gesture names (Strings) that the hardware and OS
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supportsTouchEvents true if the hardware and OS can send the raw touch events maxTouchPoints The number of simultaneous touches the hardware can recognize (an int) You can make sure that a multitouch device is available by checking if (Multitouch .maxTouchPoints > 1). In Example 23-1, you ll display the properties of a multitouch
display, remember whether multitouch is available, and prioritize one mode over another, all using version-sensitive code that won t throw an error. EXAMPLE 23-1
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Retrieving Multitouch Capabilities
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package { import com.actionscriptbible.Example; import flash.system.Capabilities; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; public class ch23ex1 extends Example { protected var isMultitouch:Boolean; public function ch23ex1() { try { var test:Class = Multitouch; //older FP should throw error here trace("Multitouch capabilities on this device:"); trace("Screen type:", Capabilities.touchscreenType); trace("Touch-level access ", Multitouch.supportsTouchEvents); trace("Gesture-level access ", Multitouch.supportsGestureEvents); trace("Number of touch points:", Multitouch.maxTouchPoints); if (Multitouch.supportsGestureEvents) { trace("supported gestures {"); for each (var gestureName:String in Multitouch.supportedGestures) { trace(" -", gestureName);
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Part IV: Event-Driven Programming
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} trace("}"); } //remember whether multitouch mode is on isMultitouch = Multitouch.maxTouchPoints > 1; //prefer gesture mode if available if (Multitouch.supportsGestureEvents) { Multitouch.inputMode = MultitouchInputMode.GESTURE; } else if (Multitouch.supportsTouchEvents) { Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; } } catch (error:ReferenceError) { trace("Sorry, but multitouch is not supported in this runtime."); isMultitouch = false; } } } }
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This is a good starting point for boilerplate code that toggles multitouch features based on availability. In this example, you also use Multitouch.inputMode, which tells Flash Player which mode it should engage the multitouch display in. This is the only of the Multitouch properties that can be set as well as read. Besides the two options in the example, there s a MultitouchInputMode.NONE mode, which ignores the special nature of touch and converts touch events into mouse events when possible. The two multitouch modes touch mode and gesture mode behave very differently. Gesture mode lets the OS interpret touches into gestures, while touch mode lets you watch every action of every nger. Unfortunately, it s all-or-nothing. You have to choose the correct mode for the job (although don t forget that you can switch modes at runtime).
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Touch Mode
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Touch mode is the more powerful of the two modes. In touch mode, you can see every motion of every nger, almost like having multiple mice. Touch events, represented by the TouchEvent class, are broadcast by the innermost and topmost InteractiveObject under the touch location, and they bubble up to the stage, just like MouseEvents. To use touch mode, just set
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Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
And add event listeners normally. You can track these types of events related to each touch:
TouchEvent.TOUCH_BEGIN Like MouseEvent.MOUSE_DOWN TouchEvent.TOUCH_END Like MouseEvent.MOUSE_UP TouchEvent.TOUCH_MOVE Like MouseEvent.MOUSE_MOVE while the mouse
button is down
23: Multitouch and Accelerometer Input
TouchEvent.TOUCH_OVER Like MouseEvent.MOUSE_OVER while the mouse
button is down
TouchEvent.TOUCH_OUT Like MouseEvent.MOUSE_OUT while the mouse
button is down
TouchEvent.ROLL_OVER TouchEvent.ROLL_OUT TouchEvent.TOUCH_TAP Like MouseEvent.CLICK
The difference between these touch events and their corresponding mouse events is that a multitouch device only registers a touch while your nger is down. So TOUCH_MOVE is more like what you d think of as a mouse drag. Although it might be my hardware or a bug, I nd ROLL_OVER and ROLL_OUT aren t red consistently; I use TOUCH_OVER and TOUCH_OUT instead.
Event Object Properties Shared by MouseEvent
Like MouseEvent, TouchEvent objects are associated with an InteractiveObject target, and as they bubble, their currentTarget changes. Their position, the position of your nger, is exposed relative to the target as localX and localY, or in global coordinates as stageX and stageY. Also like MouseEvent, although less likely to be used, TouchEvents let you know the state of keyboard modi ers, such as shiftKey, ctrlKey, and altKey.