Double-Clicking in Java

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Double-Clicking
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Flash Player even tells you if the user double-clicks a display object. Although this is off by default, simply set the display object s doubleClickEnabled to enable it, as shown in Example 21-3.
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EXAMPLE 21-3
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http://actionscriptbible.com/ch21/ex3
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Detecting a Double-Click
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package { import com.actionscriptbible.Example; import flash.events.MouseEvent; public class ch21ex3 extends Example { public function ch21ex3() { var circ:ClickableCircle = new ClickableCircle(); circ.name = "Circle"; circ.x = circ.y = 100; addChild(circ); circ.addEventListener(MouseEvent.CLICK, onClick); }
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21: Interactivity with the Mouse and Keyboard
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protected function onClick(event:MouseEvent):void { trace(event.target.name + " clicked at " + event.localX + "," + event.localY); } } } import flash.display.Sprite; import flash.events.MouseEvent; class ClickableCircle extends Sprite { public function ClickableCircle(color:uint = 0, size:Number = 50) { graphics.beginFill(color, 0.25); graphics.drawCircle(0, 0, size); graphics.endFill(); buttonMode = true; doubleClickEnabled = true; addEventListener(MouseEvent.DOUBLE_CLICK, onDoubleClick); } protected function onDoubleClick(event:MouseEvent):void { alpha *= 0.5; if (alpha < 0.1) alpha = 1; } }
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In this example, you ve elected to have the ClickableCircle handle its own double-click event because you want this to be an effect of all ClickableCircles. If you try running the example, you ll see that the click event is still broadcast. In fact, when you double-click an object, the events are dispatched in order:
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mouseDown mouseUp click mouseDown mouseUp doubleClick
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So you can still react to behavior on a lower level while using high-level events like MouseEvent .CLICK and MouseEvent.DOUBLE_CLICK.
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Rollovers
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Flash Player makes it easy to react to rollovers or hovering. You can use rollovers to change the appearance of a display object as the mouse hovers over it to emphasize the fact that it s active. The SimpleButton class has this behavior built in. It switches between its upState, overState, and downState display objects automatically as the mouse leaves, enters, and depresses the button. You can easily add this behavior to any InteractiveObject by listening to the MouseEvent .ROLL_OVER and MouseEvent.ROLL_OUT events, as Example 21-4 shows.
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Part IV: Event-Driven Programming
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EXAMPLE 21-4
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http://actionscriptbible.com/ch21/ex4
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package { import flash.display.Sprite; public class ch21ex4 extends Sprite { public function ch21ex4() { var circ:ClickableCircle = new ClickableCircle(); circ.x = circ.y = 100; addChild(circ); } } } import flash.display.Sprite; import flash.events.MouseEvent; class ClickableCircle extends Sprite { public function ClickableCircle(color:uint = 0, size:Number = 50) { graphics.beginFill(color, 0.25); graphics.drawCircle(0, 0, size); graphics.endFill(); addEventListener(MouseEvent.ROLL_OVER, onRollOver); addEventListener(MouseEvent.ROLL_OUT, onRollOut); onRollOut(null); //start in the "up"/not hovered state. } protected function onRollOver(event:MouseEvent):void { alpha = 1; } protected function onRollOut(event:MouseEvent):void { alpha = 0.5; } }
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Two sets of events deal with hovering: MOUSE_OVER, MOUSE_OUT, ROLL_OVER, and ROLL_OUT. The difference between these is subtle. The ROLL_OVER and ROLL_OUT events apply to a display object and its children, but the MOUSE_OVER and MOUSE_OUT events only apply to the display object. When moving your mouse from an inner display object to an outer display object, MOUSE_OUT is dispatched on the inner object as MOUSE_OVER is dispatched on the outer object. The difference might not be noticeable, however, because these events bubble, and the MOUSE_OUT event is followed up closely by a MOUSE_OVER event, although their targets are different. In Example 21-5, you cancel bubbling to see just how the events differ. You ll notice that when you use MOUSE_OVER and MOUSE_OUT, as the blue circles on the right do, only the one speci c display object under the mouse receives events, so the parent circle s stroke disappears when you mouse onto its child. It s best experimented with interactively, so run the example if you have a chance.
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21: Interactivity with the Mouse and Keyboard
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EXAMPLE 21-5
http://actionscriptbible.com/ch21/ex5
MOUSE OVER versus ROLL OVER
package { import flash.display.Sprite; import flash.events.MouseEvent; public class ch21ex5 extends Sprite { public function ch21ex5() { //use ROLL_OVER and ROLL_OUT on the left (red) var a:NestedCircles = new NestedCircles(true, 0xff0000); //use MOUSE_OVER and MOUSE_OUT on the right (blue) var b:NestedCircles = new NestedCircles(false, 0x0000ff); a.x = 100; b.x = 250; a.y = b.y = 150; addChild(a); addChild(b); } } } import flash.display.*; import flash.events.MouseEvent; class NestedCircles extends Sprite { public var child:NestedCircles; protected var stroke:Shape; public function NestedCircles(useRoll:Boolean, color:uint = 0, size:Number = 60, isChild:Boolean = false) { graphics.beginFill(color, 0.25); graphics.drawCircle(0, 0, size); graphics.endFill(); stroke = new Shape(); addChild(stroke); stroke.graphics.lineStyle(5, 0xffff00); stroke.graphics.drawCircle(0, 0, size); stroke.visible = false; if (useRoll) { addEventListener(MouseEvent.ROLL_OVER, handler); addEventListener(MouseEvent.ROLL_OUT, handler); } else { addEventListener(MouseEvent.MOUSE_OVER, handler); addEventListener(MouseEvent.MOUSE_OUT, handler); } if (!isChild) { child = new NestedCircles(useRoll, color, size/2, true); addChild(child); child.y = -size; } } protected function handler(event:MouseEvent):void { switch (event.type) {