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You can use the fact that there are a variety of different gestures to manipulate an object in three dimensions. In Example 23-3, you ll use a two- nger pan gesture in 2D to rotate a plane around the x- and y-axes, a rotation gesture to rotate it around the z-axis, a pinch to scale it up and down, and a two- nger tap to reset it. This feels slightly more natural than trying to control all three dimensions with a 2D mouse cursor.
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package { import flash.display.*; import flash.events.*; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.URLRequest; import flash.system.LoaderContext; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; [SWF(backgroundColor="#404040", width="1024", height="768")] public class ch23ex3 extends Sprite { protected var holder:DisplayObjectContainer; protected var cropRect:Rectangle; public function ch23ex3() { try { var test:Class = Multitouch; if (Multitouch.supportsGestureEvents) { Multitouch.inputMode = MultitouchInputMode.GESTURE; var l:Loader = new Loader(); l.load(new URLRequest( "http://actionscriptbible.com/files/bluemarble.jpg"), new LoaderContext(true) ); l.contentLoaderInfo.addEventListener(Event.COMPLETE, onLoadComplete); } else { trace("Sorry, this example requires multitouch."); } } catch (error:ReferenceError) {
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trace("Sorry, but multitouch is not supported in this runtime."); } } protected function onLoadComplete(event:Event):void { this.x = stage.stageWidth/2; this.y = stage.stageHeight/2; this.transform.perspectiveProjection.projectionCenter = new Point(stage.stageWidth/2, stage.stageHeight * 0.25); this.transform.perspectiveProjection.fieldOfView = 70; var content:DisplayObject = LoaderInfo(event.target).content; holder = LoaderInfo(event.target).loader; content.x = -content.width/2; content.y = -content.height/2; var targetWidth:Number = stage.stageWidth * 0.7; var scale:Number = Math.min(1, targetWidth / content.width); holder.z = 100; holder.scaleX = holder.scaleY = scale; addChild(holder); stage.addEventListener(GestureEvent.GESTURE_TWO_FINGER_TAP, onDoubleTap); stage.addEventListener(TransformGestureEvent.GESTURE_PAN, onGesture); stage.addEventListener(TransformGestureEvent.GESTURE_ROTATE, onGesture); stage.addEventListener(TransformGestureEvent.GESTURE_SWIPE, onGesture); stage.addEventListener(TransformGestureEvent.GESTURE_ZOOM, onGesture); } protected function onDoubleTap(event:GestureEvent):void { holder.transform.matrix3D.identity(); } protected function onGesture(event:TransformGestureEvent):void { switch (event.type) { case TransformGestureEvent.GESTURE_PAN: var SCALE:Number = 0.5; holder.rotationY -= event.offsetX * SCALE; holder.rotationX += event.offsetY * SCALE; break; case TransformGestureEvent.GESTURE_ROTATE: holder.rotationZ += event.rotation; break; case TransformGestureEvent.GESTURE_ZOOM: holder.scaleX *= event.scaleX; holder.scaleY = holder.scaleX; break; } } } }
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There s a lot you can do with these built-in gestures. Hopefully when you build your applications they will be more mouse-friendly and more obvious what to do than this example. Unlike a menu or a button, which contains a pithy self-description, touch interactions are not visible, so you have to make them second-nature, explain them, or make them optional.
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Part IV: Event-Driven Programming
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In addition to the events added for touch, Sprite two methods to enable touch-driven drag-and-drop. Called startTouchDrag() and stopTouchDrag(), these have the same interface and usage as startDrag() and stopDrag(), but with the addition of an argument for the touchPointID. This way, you can have multiple simultaneous drag events, each with its own touch. In Example 23-4, you create one ball for each nger your screen can recognize; then you enable drag-and-drop with the built-in Sprite methods. You can drag each ball with a different nger simultaneously.
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package { import flash.display.Sprite; import flash.events.TouchEvent; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; public class ch23ex4 extends Sprite { public function ch23ex4() { try { var test:Class = Multitouch; if (Multitouch.supportsTouchEvents) { Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; for (var i:int = 0; i < Multitouch.maxTouchPoints; i++) { var b:Ball = new Ball(); b.x = Math.random() * stage.stageWidth; b.y = Math.random() * stage.stageHeight; addChild(b); } stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin); stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd); } else { trace("Sorry, your device doesn t support touch-level events"); } } catch (error:ReferenceError) { trace("Sorry, but multitouch is not supported in this runtime."); } } protected function onTouchBegin(event:TouchEvent):void { var b:Ball = event.target as Ball; if (!b) return; b.startTouchDrag(event.touchPointID, false); } protected function onTouchEnd(event:TouchEvent):void { var b:Ball = event.target as Ball; if (!b) return; b.stopTouchDrag(event.touchPointID); } }
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23: Multitouch and Accelerometer Input
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} import flash.display.BlendMode; import flash.display.Sprite; class Ball extends Sprite { public var touchPointID:int; public function Ball() { graphics.beginFill(Math.random() * 0xf0f0f0); graphics.drawCircle(0, 0, 70); blendMode = BlendMode.MULTIPLY } }
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Many mobile manufacturers are including accelerometers in their handsets. This sensor detects motion and orientation by sensing its acceleration relative to freefall; it s only really useful for handheld devices, not so much for desktops that stay put on the oor or a desk. Accelerometers are already a big part of gaming today they are used for many games on mobile phones, and they enable orientation-sensing controllers like the Wiimote and DualShock 3. They can be used for more passive interaction, where you don t have to be positioned to accurately touch the screen, or as a supplemental input method. Device motion can also be interpreted for another level of gestural input, like the shake gesture common on iPhone and iPad, in which a quick shake of the phone usually means undo or reload. Other gestures are certainly possible. With Flash Player 10.1, you can access data from supported accelerometer devices. Much like Camera or Microphone, covered in 33, Capturing Sound and Video, you use static methods of Accelerometer (in the flash.sensors package) to con gure the device; then you obtain an instance of Accelerometer to interact with. Because the Accelerometer class was added in Flash Player 10.1, if you want to make sure the code works with older versions of Flash Player, you should wrap code that uses it in a try/catch block, as you did with Multitouch earlier in this chapter. If the Accelerometer class is present, nd out if a compatible device is installed with the static accessor Accelerometer.isSupported.
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try { var test:Class = Accelerometer; if (Accelerometer.isSupported) { var acc:Accelerometer = new Accelerometer(); acc.addEventListener(AccelerometerEvent.UPDATE, onAccelerometerData); } } catch (error:ReferenceError) { trace("Sorry, but accelerometers are not supported in this runtime."); }
Now all you have to do is get a concrete Accelerometer instance simply call its constructor and subscribe to its AccelerometerEvent.UPDATE event.