MOUSE_DOWN not firing when expected - AS3, Actionscript
I am not seeing the below code trace in MOUSE_DOWN fired, until I lift the mouse button back up.
This happens even on a new FLA, with only MOUSE_DOWN, MOUSE_UP and CLICK handler code -- nothing else.
Regardless of what I do, I only see MOUSE_DOWN, MOUSE_UP and CLICK traced out AFTER I lift (release) the mouse button..
See code below.
It happens if I attach the handlers to the stage;
or to a sprite.
It happens with/without buttonMode being set.
It happens with/without preventDefault() being called in CLICK..
It happens using event:MouseEvewnt or event:Event as some have suggested.
When I click, I see nothing.
When I release, I see this:
Mouse down
Mouse up
Mouse CLICK
Why don't I see "Mouse down" when clicking (before releasing)?
What the heck am I missing here?
Thank you!
stage.addEventListener(MouseEvent.MOUSE_DOWN, function(event:MouseEvent)
{
// event.preventDefault();
trace("Mouse down");
} );
stage.addEventListener(MouseEvent.MOUSE_UP, function(event:MouseEvent)
{
// event.preventDefault();
trace("Mouse up");
} );
stage.addEventListener(MouseEvent.CLICK, function(event:Event)
{
// event.preventDefault();
trace("Mouse CLICK");
} );
Related
I'am drag game scene in Flash project (mouse down - start drag, mouse up - stop drag). If I mouse up outside stage, click on any object (buttons) don't work once. After one click other click works fine. What's wrong?
update: Trace logs shown that there event as mouseOver, mouseDown, mouseUp, mouseOut are dispatches, but not CLICK.
update: There is silencer of first click after drag in the project. It's necessary to eliminate situation of end drag on some game object (dispath click). Sorry. Thank you all for answers.
You might be losing focus when leaving the stage. Try using (Event.MOUSE_LEAVE) to 'force' a mouse_up.
something like this:
private var _draggedItem:Sprite;
myDisplayObject.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
private function mouseDownHandler(event:MouseEvent):void {
_draggedItem = event.currentTarget as Sprite;
_draggedItem.startDrag();
_draggedItem.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
stage.addEventListener(Event.MOUSE_LEAVE, stageMouseOutHandler);
}
private function stopDragCurrentItem():void {
if (_draggedItem) {
_draggedItem.stopDrag();
_draggedItem.removeEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
if (stage) {
stage.removeEventListener(Event.MOUSE_LEAVE, stageMouseOutHandler);
}
_draggedItem = null;
}
}
private function mouseUpHandler(event:MouseEvent):void {
stopDragCurrentItem();
}
private function stageMouseOutHandler(event:Event):void {
trace("stage out!")
stopDragCurrentItem();
}
update:
And concerning the lost focus, you cold do the following in html where you embed your flash:
<object classid="..." codebase="...." width=550 height=400
name="myMovie" onmouseover="window.document.myMovie.focus();">
though i haven't tested it.
I tried to achieve the following but failed with the code below:
Click mouse once to appear the box.
Click it again to disappear the box.
What happened is that when I fire the mouse.click event (by clicking), that triggered the "stage.addEventListener(MouseEvent.CLICK, boxGone)" event listener as well. At the screen there is nothing happened because I technically addChild and removeChild the box at the same frame.
I am guessing my initial click created and triggered the event listener at the same time.Is there anyway to avoid this from happening without changing my triggering event(mouse click)? below is the code:
public function ClassConstructor(){
addEventListener(MouseEvent.CLICK, onMouseClickHandler);
}
private function onMouseClickHandler(e:MouseEvent):void{
box.x = stage.mouseX;
box.y = stage.mouseY;
box.gotoAndPlay(1);
stage.addChild(box);
stage.addEventListener(MouseEvent.CLICK, boxGone);
}
private function boxGone(e:MouseEvent):void{
stage.removeChild(box);
stage.removeEventListener(MouseEvent.CLICK, boxGone);
}
Thanks in advance,
Sunny
Modify your first listener with:
stage.addEventListener(MouseEvent.CLICK, onMouseClickHandler);
The event goes from your main class to the stage, and you add the second listener in between, so it is called just after the function's closure. Another solution, to be sure, would be to call
e.stopImmediatePropagation();
This prevents any listener to catch the same event.
I have a project where I have a scrolling list. I would like for my user to be able to "long touch" an item on the list so that they can delete it.
I am developing in Air for iOS using Flash CS6 so I don't really know much about the appropriate MultiTouch gestures for iOS deployment.
In my mind, the animation steps I would like to go like so..
Previously invisible button called btn_delete inside the Item movieclip will appear when Long Touch starts + timer begins
Intermediate step: btn_delete will rotate 90 degrees using TweenMax Rotate (I have this covered)
Final step: when timer reaches it's conclusion, a dialog box / confirmation box will pop up and ask the user if they are sure if they want to delete the item.
So here is some generic code I've written quickly to give you an idea of my structure so far (I've omitted the interlinking listener functions):
function exampleFunction {
_item.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
}
//-- Long Press Listener Functions--//
function onTouchBegin(eBegin:TouchEvent) {
trace("start");
}
function onTouchRotate(eEnd:TouchEvent) {
trace("rotation of image");
}
function onTouchEnd(eEnd:TouchEvent) {
trace("end");
}
If anyone has a piece of code they've already written that roughly matches my criteria then please post it!
I would just use MouseEvent for this.
var timer:Timer = new Timer( 500 ); //ms
timer.addEventListener( TimerEvent.TIMER_COMPLETE, timerCompleteHandler );
listItem.addEventListener( MouseEvent.MOUSE_DOWN, mouseDownHandler );
function mouseDownHandler( e:MouseEvent ):void {
timer.start();
stage.addEventListener( MouseEvent.MOUSE_UP, mouseUpHandler );
}
function mouseUpHandler( e:MouseEvent ):void {
//just some clean up to reset the timer and remove the mouse up event listener from the stage
timer.reset();
stage.removeEventListener( MouseEvent.MOUSE_UP, mouseUpHandler );
}
function timerCompleteHandler( e:TimerEvent ):void {
timer.reset();
stage.removeEventListener( MouseEvent.MOUSE_UP, mouseUpHandler );
//do delete actions here
}
So on mouse down, you start your timer and listen for a mouse up event (on the stage and not the component. That is important. If you want to know why, try it on the component and experiment). On mouse up, you reset the timer so the next time you mouse down, it starts at 0 (reset() has the added benefit of stopping the timer). On timer complete, you do the same as in mouse up in addition to your delete code.
I'm using a MouseEvent here just because it behaves identical to TouchEvent (for the most part) in this instance and it could be used on the desktop (meaning you can test in the emulator and you could add this to other projects if you wanted)
UPDATE:
Just reread your question and realized I missed the rotate. For this, just add another timer with a separate complete handler that and in that function, ONLY do the rotation and reset that timer.
On stage, I have a MovieClip named "mc" with a simple rectangle drawn inside. mc also has a Button child named "btn" which is another simple rectangle ( smaller than mc's rectangle obviously). Then I have this code on stage.
function mcDown( _e:MouseEvent):void{
trace( "mc" );
}
function btnClick( _e:MouseEvent):void{
trace( "btn" );
}
mc.addEventListener( MouseEvent.MOUSE_DOWN, mcDown );
mc.btn.addEventListener( MouseEvent.CLICK, btnClick );
The problem I am having is when click the button, mcDown event is also triggered and traces both "mc" and "btn".
How can I make it so that when I click the button, it triggers only btnClick and not mcDown along? I tried MOUSE_UP instead of CLICK, same problem. And mcDown event has to remain MOUSE_DOWN.
There is no way to prevent bubbling except setting the bubbles parameter as false in the dispatchEvent.
dispatchEvent(EVENT_TYPE, BUBBLES,....);
However, you can avoid the bubbling by doing a check. Just have the below line as first line of your listener function it avoids the events dispatched from all objects other then targets.
if(e.eventPhase != EventPhase.AT_TARGET) return;
So, for your sample code, when you click on the button both the events dispatches but in the mcDown function it won't execute after the above said line.
If you add button in a MC, and you click on the button, you also click on the MC, because the part of the MC that is under the button is still there and it runes the function for the whole of the MC, you can't remove it.
So it's good idea to make a function that will check if the button is pressed, otherwise it will run the function for the whole of the MC.
This one should do it.
//add this in you constructor
mc.addEventListener(MouseEvent.MOUSE_DOWN, myReleaseFunc);
function myReleaseFunc(e:MouseEvent):void {
if(e.currentTarget.name == Btn1) //Btn1 is instance name for a button
{
Btn_func1();
}
else if(e.currentTarget.name == Btn2) //Btn2 is another button.
{
Btn_func2();
//For every button you'll need to add another function and if statement to check if that button was clicked.
}
else
{
Mc_func();
}
}
// this outside the main class
function Mc_func():void{
//you code here
}
function Btn_func1():void{
//you code here
}
function Btn_func2():void{
//you code here
}
I think that this way is much more effiecient and it will works better and faster and you'll have a lot smaller chance of overloading the system.
Are there any circumstances under which a Flash application could receive two MouseEvent.MOUSE_DOWN without a MouseEvent.MOUSE_UP in between?
In my ActionScript 3 application, I want to track the user dragging a sprite. My plan is to listen for a MouseEvent.MOUSE_DOWN, start an indefinitely repeating timer that records the mouse position, and stop the timer on MouseEvent.MOUSE_UP. Is that a good plan?
Click but do not release the button.
While keeping the button down move the cursor outside.
Release the button outside.
Come back inside and click again.
You will get two down event without an up event.
A better solution to drag-and-drop might be to listen MOUSE_MOVE event and in the event handler check buttonDown property. If the button is down while moving, this will be true, otherwise false.
EDIT: For stage even if you release the button outside the flash window then up event is fired. So for stage this can work, but still instead of timer using MOUSE_MOVE with buttonDown looks better to me. You can check yourself with the following code:
public class StageEventTest extends Sprite
{
public function StageEventTest()
{
stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove);
}
private function onDown(evt:MouseEvent):void {
trace("down");
}
private function onUp(evt:MouseEvent):void {
trace("up");
}
private function onMove(evt:MouseEvent):void {
trace("move", evt.buttonDown);
}
}
it will miss the mouse up event if the mouse is outside of the stage and continue it's mouse tracking when mousing over the stage since the mouse up event was never called. this likely problem can be mitigated by using Event.MOUSE_LEAVE - forward the mouse leave event to the mouse up event handler so that if the user mouses away from the stage the mouse up event will be called.
Yes, but unless you are listening to the stage, I think you can miss the mouseup event if the mouse has gone outside the Flash movie. Nothing beats an experiment though.
Below you can find the code I always use for custom dragging. Normally, it should work fine. I listen to the MOUSE_MOVE-event for repositioning and tracking the sprite, but you can just as well use the Event.ENTER_FRAME-event or use a timer instead.
ObjectToDrag.addEventListener(MouseEvent.MOUSE_DOWN, startCustomDrag);
public function startCustomDrag(e:MouseEvent):void
{
_prevX= e.stageX;
_prevY= e.stageY;
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragObject); //REPLACE BY TIMER OR Event.ENTER_FRAME
stage.addEventListener(MouseEvent.MOUSE_UP, stopCustomDrag);
}
private function dragObject(e:MouseEvent):void
{
ObjectToDrag.x += _prevX - e.stageX; //OR ANY OTHER CALCULATION
ObjectToDrag.y += _prevY - e.stageY; //OR ANY OTHER CALCULATION
_prevX= e.stageX;
_prevY= e.stageY;
}
public function stopCustomDrag(e:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE, dragObject); //REPLACE BY TIMER OR Event.ENTER_FRAME
stage.removeEventListener(MouseEvent.MOUSE_UP, stopCustomDrag);
}