Multi-touch on Robovm using Libgdx - libgdx

I'm using libgdx 1.4.1 and robovm version 1.0.0-alpha-04.
I enabled Stage input by using : Gdx.input.setInputProcessor(stage);and added two buttons to the screen that should be touched together.
When the first button is touched down the TouchDown Method return true but when trying to touch the second button (while keeping button one touched down) I get nothing.
How do I get it to work ?

To solve this issue just enable multiple touch on your view.
viewController.getView().setMultipleTouchEnabled(true);

Related

Forge Viewer select element by tapping screen not working correctly on Surface Pro using IE 11 (via cordova)

Using Surface pro touch screen to select element in viewer works sometimes other times it seems to translate to a rotate/zoom action. In this case the viewer rotates/moves and the element is NOT selected.
When logging the events there are plenty of mouse down/up events along with mouse moves when it doesnt work. When select does work a single click event occurs.
Double click seems to work ok.
Zoom/rotate etc using standard tools works ok.
Using the keyboard cover touch pad that you can get for the Surface pro to move and click works as expected and the element is selected.
Running same application on a GETAC Windows 10 ruggadised tablet the select element works correctly so it seems related to the Surface Pro.
Unable to change browsers as cordova apps use IE11 on windows and that is currently fixed.
The only solution i can think of for the moment is to remove the standard navigation tools completely (somehow) and recreate a select mode tool that would ignore any mouse moves and use button down event to select element.
Any suggestions on how to fix this?
Tech Details:
Windows 10 Pro,
Surface Pro,
Browser: IE11,
Viewer version 2.11,
Other: WINJS81 cordova application
Thanks for any help
We've had problems with touch events on the Surface Pro in the past. It sounds like the edges of the touch screen are overly sensitive and are triggering extra touch points.
Does the problem happen if you are holding the device up, gripping with one hand, and using your other hand to touch/select a 3D object ?
Could you try doing a selection again, but this time, make sure you other hand is not holding the edge of the screen? (Perhaps place the device on the surface of a desk, so you are not holding it up)
Found a fix to this issue. In viewer3D in the base toolcontroller there is line
var kClickThreshold = 2;
This value is used further down in code to determine if singleClick has occured. It does it by comparing XY on down and up events.
var deltaX = _downX - event.canvasX;
var deltaY = _downY - event.canvasY;
_downX = -1;
_downY = -1;
if( Math.abs(deltaX) <= kClickThreshold && Math.abs(deltaY) <= kClickThreshold )
_this.handleSingleClick( event );
If movement is above this threshold it does not trigger singleClick if below it does.
Did testing and increasing the value to around 5-7 means that the selection of elements worked consistently. (there is still a minor rotate or zoom at same time as select occurs but I assume that this would be another part of viewer that would need adjusting)
Unfortunately it does require edit of viewer code but easy enough. I added code to overwrite standard value if external variable existed.
Would be nice for future viewer dev if more of these types of properties be exposed so that direct edit of code is not required.
Still it is good to have the source code to be able to debug at this level.
At a guess the Surface Pro 4 must have a more sensitive touch system or it could just be related to IE11 as well.

Adobe Air - Starling/Features | Controls and device simulator

I have few questions here, regarding creating app in Adobe Air using Starling and feathers.
I created yet a very simple app, which has Feathers list controller with static data provided to its dataProvider. According to the code it should work fine, but there are three major issues I am facing.
1: Touch/Click Positions
I am using:
list.addEventListener( Event.CHANGE, list_changeHandler );
Now the problem is, clicking coordinates are not correct. Clicking on 3rd Item triggered 4th item, to trigger 3rd, 2nd item needs to be clicked it's half way through etc.
2: Nothing, without Theme
I am using a custom theme, came along with a tutorial. If I don't use the theme, I am unable to see anything on the screen, somehow.
3: Resolution (Device Simulator) Problem
Though buggy, but it works with Theme, but my app doesn't fit with the resolution for each device simulator. Either its, iPad or iPhone 4 or any android simulator.
Also, can anyone please also explains, what is significance and use of Context3D render mode in starling class.
Any help is appreciated:
Thanks in advance
Waqar Iqbal
Starling is a Stage3D framework that displays content directly on graphic card using Context3D. Everything displayed by Starling is always under the regular display list. Feather is a component framework based on Starling.
Stage3D cannot handle any mouse operations so Starling and Feather simulate all their mouse event (those mouse event never really happen anywhere, they are created by calculation of mouse position on the stage)
not sure, never used Feather
Starling does not handle screen density and dpi calculation, if you want your app to fit any screen you'll have to handle it yourself.
I think you should see the example carefully. if u want to use any feathers component either you have to use feathers theme or custom theme.
if you use feather theme you need to provide theme path and before using any component you need to initialize that theme.Then use component any where.without theme you will not see any thing.
1: Touch/Click Positions
please provide minTouchHeight in class theme of DefaultListItemRenderer like:-
renderer.minWidth = this.gridSize;
renderer.minHeight = this.gridSize;
renderer.minTouchWidth = this.gridSize;
renderer.minTouchHeight = this.gridSize;
2: Nothing, without Theme,
3: Resolution (Device Simulator) Problem
Follow the example given in feather library
feathers-2.1.1\themes\MetalWorksMobileTheme\source\feathers\themes

Handling a keyboard event in one place for the whole program

I'm creating a little developer console for an AS3 AIR application, I'm wanting F12 to add the toggle the display of the console screen but I don't want to litter my program with a bunch of calls to the Console to show or hide it, I also don't really want to be re-creating the console on different screens of my application.
I'm wondering if there's a way or a place I can put my keyboard event to toggle the display that will handle it across the entire application? At the moment I've tried putting it into my Main class which calls the first screen in the hopes that would be able to handle it but as soon as I click on another screen my eventListener isn't called.
Any ideas?
You could add your event listener to FlexGlobals.topLevelApplication instead of specific views, this would achieve the reduction you require
For true application level keyboard handling, attach the listener on the NativeApplication.nativeApplication object.
NativeApplication.nativeApplication.addEventListener(KeyboardEvent.KEY_DOWN, toggleDevConsole,false,0,true);
Attaching the listener to the stage will only work when that particular stage (window) has the focus. This will become an issue if your application has multiple windows that require interaction.
For single window applications, either will work.
Woops, I'm not quite with it today!
For future reference I added the event listener to the Stage in my Main function and it's being picked up every time.
stage.addEventListener(KeyboardEvent.KEY_DOWN, toggleDevConsole, false, 0, true);

TileMap not generated; add to stage?

I'm failrly new to LibGDX and I'm running into a problem.
I'm building a classically styled RPG/Adventure game in which I'm using a TiledMap(-Renderer) to create the map. I've followed different tutorials but can't get it to work. (last one was DPG's: Full working example link)
What I need, is a column of buttons on the right side of the screen (implemented that through ImageButtons). One of these buttons lead to a settings-kind of screen and another one should lead to the game map. Under a ClickListener of the button I've added DPK's code of
MapHelper map = new MapHelper();
map.setPackerDirectory("data/packer");
map.loadMap("data/world/level1/level.tmx");
map.prepareCamera((int)stage.getWidth(), (int)stage.getHeight());
map.getCamera().update();
map.render();
The MapHelper class is an exact copy of dpk's, only change above is the setting of the width and height of the camera. Any suggestion what I'm doing wrong here?
I don't think you want to invoke map.render() in the ClickListener callback. That would mean the map is only rendered when you click, and then not re-rendered (generally everything gets re-rendered on every screen re-fresh).
I think you need to track the map in your application class, and in the ClickListener callback you need to set a flag or somehow "enable" the map (perhaps setting it to something other than null). Then in the application's render() method you can check to see if the map should be rendered or not, and render it if so.
Specifically, move the calls to prepareCamera, getCamera and render out of the ClickListener.

ActionScript 3 scrolling issues

I'm trying to make a google maps style interface for a design project. I've got the drag/drop and zoom functions working, but I also want to make it react to gestures on a trackpad (macbook). I assumed 'listening' to the event.delta of a MouseEvent would do the trick, but somehow it's not working. So what's wrong with my code?
stage.addEventListener(MouseEvent.MOUSE_WHEEL, onMouseWheelEvent);
function onMouseWheelEvent(event:MouseEvent):void {
tafelOrigineel_mc.y += event.delta;
}
I have loaded the flash MouseEvents earlier in the document, so that shouldn't be the problem. After I got this working, I will try to use it on the x-axis too. Is that possible with the MOUSE_WHEEL eventlistener?
Thx in advance
It is a long time problem regarding flash player on MacOS.
MOUSE_WHEEL event won't dispatch on MacOS. Though there are some workarounds involving the use of JavaScript to detect the use of the wheel (over the entire flash content), if it isn't a issue, try checking one of those.
There is a list in this blog post:
http://www.impossibilities.com/v4/2009/03/06/flash-mousewheel-implementations-for-mac-os-x/