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Readme quick update for Starling
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@ -23,12 +23,11 @@ So I want Gestouch to go far beyond that.
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Features:
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* Pretty neat architecture! Very similar to Apple's UIGestureRecognizers (Cocoa-Touch UIKit)
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* Works with any display list hierarchy structures: native DisplayList (pure AS3/Flex/your UI framework), Starling or ND2D (Stage3D), and 3D libs...
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* Doesn't require any additional software (may use runtime's build-in touch support)
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* Works across all platforms (where Flash Player or AIR run of course) in exactly same way
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* Doesn't break your DisplayList architecture (could be easily used for Flex development)
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* Extendable. You can write your own application-specific gestures
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* Open-source and free
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* *_+Planning to make it work with Stage3D. Hello Starling!+_*
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@ -43,7 +42,7 @@ And I hope people to become giving some real feedback at least.
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h3. Getting Started
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Like so:
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<pre><code>var doubleTap:TapGesture = new TapGesture(myButton);
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<pre><code>var doubleTap:TapGesture = new TapGesture(new DisplayObjectAdapter(myButton));
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doubleTap.numTapsRequired = 2;
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doubleTap.addEventListener(TapGestureEvent.GESTURE_TAP, onDoubleTap);
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...
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@ -69,9 +68,30 @@ private function onFreeTransform(event:TransformGestureEvent):void
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h3. Advanced usage: Starling, ...
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Recent changes made it possible to work with "Starling":http://www.starling-framework.org display list objects as well as any one display list hierarchical structures, e.g. other Stage3D frameworks that have display objects hierarchy like "ND2D":https://github.com/nulldesign/nd2d or even 3D libraries.
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In order to use detect gestures with Starling do following:
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<pre><code>starling = new Starling(MyStarlingRootClass, stage);
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/* setup & start your Starling instance here */
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var gesturesManager:IGesturesManager = GesturesManager.getInstance();
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// Register instance of StarlingDisplayListAdapter to be used for objects of type starling.display.DisplayObject.
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// What StarlingDisplayListAdapter does: helps to build hierarchy (chain of parents) for any Starling display object.
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gesturesManager.addDisplayListAdapter(starling.display.DisplayObject, new StarlingDisplayListAdapter());
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// Initialize and register StarlingInputAdapter.
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// What StarlingInputAdapter does: populates library with touches for Starling "layer"
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gesturesManager.addInputAdapter(new StarlingInputAdapter(starling));
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</code></pre>
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Now you can register gesture in familiar way:
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<pre><code>var tap:TapGesture = new TapGesture(new StarlingDisplayObjectAdapter(starlingSprite));</code></pre>
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h3. Roadmap, TODOs
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* *Stage3D support.* Hello Starling! Must move away from target as InteractiveObject to some abstract adapters.
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* "Massive gestures" & Clusters. For bigger form-factor multitouch usage, when gestures must be a bit less about separate fingers but rather touch clusters (massive multitouch)
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* -Simulator (for testing multitouch gestures without special devices)- With new architecture it must be relatively easy to create SimulatorInputAdapter
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* Chained gestures concept? To transfer touches from one gesture to another. Example: press/hold for circular menu, then drag it around.
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