我们的应用中有几个项目渲染器,我们注意到这些UI元素对水龙头的响应能力差别很大。
示例:
private function setupClickHandling():void
{
//this.addEventListener(TouchEvent.TOUCH_TAP, clickHandler);
this.addEventListener(MouseEvent.CLICK, clickHandler);
}
protected function clickHandler(e:Object):void
{
var event:ItemClickEvent =
new ItemClickEvent(ItemClickEvent.ITEM_CLICK, true);
event.item = data;
event.index = itemIndex;
dispatchEvent(event);
}
使用MouseEvent.CLICK时,有时点击不会注册为实际点击,即使控件在“向下”状态下花费一点时间。这是最令人沮丧的,因为用户认为控件已被触发,但除了灰色背景闪光之外没有任何其他事情发生,因为没有触发点击事件。
使用TouchEvent.TOUCH_TAP时,点击会变得太响应,有时列表项会在列表拖动时触发。我认为只要中心点没有明显移动,无论持续时间有多短,水龙头界面都会记录水龙头,并且只要检测到足够的移动,水龙头就不会被记录。相反,似乎发生的事情是点击事件在事件的下部注册,而不是注册。
那么,有没有办法增加Click的灵敏度,或者降低Tap的灵敏度?
或者理想情况下,始终将水龙头注册为实际水龙头?
答案 0 :(得分:1)
您可以滚动自己的点按手势。我就是这样做的..
public function BaseItemRenderer()
{
super();
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
this.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
this.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
this.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);
}
protected var touching:Boolean;
protected var touchStartTime:int;
protected var touchStartX:Number;
protected var touchStartY:Number;
private function onTouchBegin(e:TouchEvent):void
{
trace("onTouchBegin");
touching = true;
touchStartTime = getTimer();
touchStartX = e.stageX;
touchStartY = e.stageY;
}
private function onTouchMove(e:TouchEvent):void
{
//
}
protected static const TAP_MIN_DURATION:int = 0;
protected static const TAP_MAX_DURATION:int = 1000;
protected static const TAP_MIN_DISTANCE:Number = 0;
protected static const TAP_MAX_DISTANCE:Number = 40;
private function onTouchEnd(e:TouchEvent):void
{
if(touching)
{
touching = false;
var duration:int = getTimer()-touchStartTime;
var distanceX:Number = e.stageX - touchStartX;
var distanceY:Number = e.stageY - touchStartY;
var distance:Number = Math.sqrt(Math.pow(distanceX, 2) + Math.pow(distanceY, 2));
trace("onTouchEnd duration:" + duration + " distance:" + distance);
if(duration >= TAP_MIN_DURATION &&
duration <= TAP_MAX_DURATION &&
distance >= TAP_MIN_DISTANCE &&
distance <= TAP_MAX_DISTANCE)
{
onTap(e.target);
}
}
}