How to check for tap in monogame? - android

I want to check that Rectangle was tapped. This mehod does the job and it works almost how I want:
private bool CheckRectangleTouch(Rectangle target)
{
var touchCollection = TouchPanel.GetState();
if (touchCollection.Count > 0)
{
foreach (var touch in touchCollection)
{
if (target.Contains(touch.Position))
{
return true;
}
}
}
return false;
}
Problem I have is that after I've tapped rectangle it keeps returning true until I release it (it can register 10-30 times for one tap) and I want it to return true just once - for the first touch.
I've tried this (replace code inside foreach):
var isFirstTouch = !touch.TryGetPreviousLocation(out _);
if (target.Contains(touch.Position) && isFirstTouch)
{
return true;
}
And this (bad one, I don't really want it to register after release):
if (target.Contains(touch.Position) && touch.State == TouchLocationState.Released)
{
return true;
}
But nothing is does it. Either logic is not consistent or doesn't work at all.
So how do I check for tap?
Update: this works but it's very hacky, has delay and gives me random phantom taps:
try
{
var tap = TouchPanel.ReadGesture(); // falls each time when no input
return tap.GestureType == GestureType.Tap && target.Contains(tap.Position);
}
catch { }
return false;

Here's what I ended up doing:
I have singleton to hold my game state (many different props updated as needed). I added to it:
public TouchCollection TouchCollection { get; set; }
Prop to hold TouchPanel.GetState result. I fill it in Games Update method once per frame, as #craftworkgames suggested:
State.TouchCollection = TouchPanel.GetState();
Also I added this prop to my game state:
public bool TouchActive { get; set; }
And this is the method to check for rectangle tap. It returns true only for the first contact in tap:
private bool CheckRectangleTap(Rectangle target)
{
if (State.TouchCollection.Count == 0)
{ // if no input
return State.TouchActive = false;
}
var targetTouched = false;
foreach (var touch in State.TouchCollection)
{
if (target.Contains(touch.Position))
{
targetTouched = true;
}
}
if (targetTouched && !State.TouchActive)
{ // if target is touched and it's first contact
return State.TouchActive = true;
}
return false;
}
It doesn't seem ideal but it works for my case.

Related

Handle Talkback in a Xamarin app using a virtual DPAD

I have a Xamarin app that was not meant to handle the talkback functionality of android, because for it to work well it had to be build in a specific way.
My app is a little order, and I simply can't make a do-over of the whole thing.
So, what is happening?
My Xamarin app is made with non-native libs, that are not supported by the Talkback, so, when the user turns on the Talkback functionality the app effectively stops receiving the DPAD events since they are handled by the systems Accessibility Service.
That service, gets the events, and tries to handle them within my app, but, since my components are non-native, the system does not recognize them and the DPAD is wasted, hence, the illusion that the DPADs are not working.
So, what do you have to do if you just want to handle the DPADs (and nothing else) yourself with Talkback on?
The answer to this post will contain the code that describes the following behavior:
1. The talkback wont be able to 'talk' about your components
2. The DPAD events will be handled by an Accessibility Delegate
3. A virtual DPAD will handle the navigation
4. The green rectangle used for focus will be disabled, since you wont need it anyway
5. The app will look exactly the same with Talkback on and off
This post was made for educational purposes, since I had a hard time coming up with the solution, and hope the next guy finds it helpfull.
The first step is to create a class that inherits the AccessibilityDelegateCompat in order to create our own Accessibility Service.
class MyAccessibilityHelper : AccessibilityDelegateCompat
{
const string Tag = "MyAccessibilityHelper";
const int ROOT_NODE = -1;
const int INVALID_NODE = -1000;
const string NODE_CLASS_NAME = "My_Node";
public const int NODE_UP = 1;
public const int NODE_LEFT = 2;
public const int NODE_CENTER = 3;
public const int NODE_RIGHT = 4;
public const int NODE_DOWN = 5;
private class MyAccessibilityProvider : AccessibilityNodeProviderCompat
{
private readonly MyAccessibilityHelper mHelper;
public MyAccessibilityProvider(MyAccessibilityHelper helper)
{
mHelper = helper;
}
public override bool PerformAction(int virtualViewId, int action, Bundle arguments)
{
return mHelper.PerformNodeAction(virtualViewId, action, arguments);
}
public override AccessibilityNodeInfoCompat CreateAccessibilityNodeInfo(int virtualViewId)
{
var node = mHelper.CreateNode(virtualViewId);
return AccessibilityNodeInfoCompat.Obtain(node);
}
}
private readonly View mView;
private readonly MyAccessibilityProvider mProvider;
private Dictionary<int, Rect> mRects = new Dictionary<int, Rect>();
private int mAccessibilityFocusIndex = INVALID_NODE;
public MyAccessibilityHelper(View view)
{
mView = view;
mProvider = new MyAccessibilityProvider(this);
}
public override AccessibilityNodeProviderCompat GetAccessibilityNodeProvider(View host)
{
return mProvider;
}
public override void SendAccessibilityEvent(View host, int eventType)
{
Android.Util.Log.Debug(Tag, "SendAccessibilityEvent: host={0} eventType={1}", host, eventType);
base.SendAccessibilityEvent(host, eventType);
}
public void AddRect(int id, Rect rect)
{
mRects.Add(id, rect);
}
public AccessibilityNodeInfoCompat CreateNode(int virtualViewId)
{
var node = AccessibilityNodeInfoCompat.Obtain(mView);
if (virtualViewId == ROOT_NODE)
{
node.ContentDescription = "Root node";
ViewCompat.OnInitializeAccessibilityNodeInfo(mView, node);
foreach (var r in mRects)
{
node.AddChild(mView, r.Key);
}
}
else
{
node.ContentDescription = "";
node.ClassName = NODE_CLASS_NAME;
node.Enabled = true;
node.Focusable = true;
var r = mRects[virtualViewId];
node.SetBoundsInParent(r);
int[] offset = new int[2];
mView.GetLocationOnScreen(offset);
node.SetBoundsInScreen(new Rect(offset[0] + r.Left, offset[1] + r.Top, offset[0] + r.Right, offset[1] + r.Bottom));
node.PackageName = mView.Context.PackageName;
node.SetSource(mView, virtualViewId);
node.SetParent(mView);
node.VisibleToUser = true;
if (virtualViewId == mAccessibilityFocusIndex)
{
node.AccessibilityFocused = true;
node.AddAction(AccessibilityNodeInfoCompat.ActionClearAccessibilityFocus);
}
else
{
node.AccessibilityFocused = false;
node.AddAction(AccessibilityNodeInfoCompat.FocusAccessibility);
}
}
return node;
}
private AccessibilityEvent CreateEvent(int virtualViewId, EventTypes eventType)
{
var e = AccessibilityEvent.Obtain(eventType);
if (virtualViewId == ROOT_NODE)
{
ViewCompat.OnInitializeAccessibilityEvent(mView, e);
}
else
{
var record = AccessibilityEventCompat.AsRecord(e);
record.Enabled = true;
record.SetSource(mView, virtualViewId);
record.ClassName = NODE_CLASS_NAME;
e.PackageName = mView.Context.PackageName;
}
return e;
}
public bool SendEventForVirtualView(int virtualViewId, EventTypes eventType)
{
if (mView.Parent == null)
return false;
var e = CreateEvent(virtualViewId, eventType);
return ViewParentCompat.RequestSendAccessibilityEvent(mView.Parent, mView, e);
}
public bool PerformNodeAction(int virtualViewId, int action, Bundle arguments)
{
if (virtualViewId == ROOT_NODE)
{
return ViewCompat.PerformAccessibilityAction(mView, action, arguments);
}
else
{
switch (action)
{
case AccessibilityNodeInfoCompat.ActionAccessibilityFocus:
if (virtualViewId != mAccessibilityFocusIndex)
{
if (mAccessibilityFocusIndex != INVALID_NODE)
{
SendEventForVirtualView(mAccessibilityFocusIndex, EventTypes.ViewAccessibilityFocusCleared);
}
mAccessibilityFocusIndex = virtualViewId;
mView.Invalidate();
SendEventForVirtualView(virtualViewId, EventTypes.ViewAccessibilityFocused);
// virtual key event
switch (virtualViewId)
{
case NODE_UP:
HandleDpadEvent(Keycode.DpadUp);
break;
case NODE_LEFT:
HandleDpadEvent(Keycode.DpadLeft);
break;
case NODE_RIGHT:
HandleDpadEvent(Keycode.DpadRight);
break;
case NODE_DOWN:
HandleDpadEvent(Keycode.DpadDown);
break;
}
// refocus center
SendEventForVirtualView(NODE_CENTER, EventTypes.ViewAccessibilityFocused);
return true;
}
break;
case AccessibilityNodeInfoCompat.ActionClearAccessibilityFocus:
mView.RequestFocus();
if (virtualViewId == mAccessibilityFocusIndex)
{
mAccessibilityFocusIndex = INVALID_NODE;
mView.Invalidate();
SendEventForVirtualView(virtualViewId, EventTypes.ViewAccessibilityFocusCleared);
return true;
}
break;
}
}
return false;
}
private void HandleDpadEvent(Keycode keycode)
{
//Here you know what DPAD was pressed
//You can create your own key event and send it to your app
//This code depends on your own application, and I wont be providing the code
//Note, it is important to handle both, the KeyDOWN and the KeyUP event for it to work
}
}
Since the code is a bit large, I'll just explain the crutal parts.
Once the talkback is active, the dictionary (from our view bellow) will be used to create a virtual tree node of our virtual DPAD. With that in mind, the function PerformNodeAction will be the most important one.
It handles the actions once a virtual node was focused by the Accessibility system, based on the provided id of the virtual element, there are two parts, the first one is the ROOT_NODE, which is the view iteslf that contains our virtual dpad, which for the most part can be ignored, but the seond part is where the handling is done.
The second part is where the actions ActionAccessibilityFocus and ActionClearAccessibilityFocus are handled. The two of witch are both important, but the first one is where we can finally handle our virtual dpad.
What is done here is that with the provided virtual ID from the dictionary, we know which DPAD was selected (virtualViewId). Based on the selected DPAD, we can perform the action we want in the HandleDpadEvent function. What is important to notice, is that after we handle the selecteds DPAD event, we will refocus our CENTER node, in order to be ready to handle the next button press. This is very important, since, you dont want to find yourself in a situation where you go DOWN, and then UP, just for the virtual dpad to focus the CENTER pad.
So, I'll epeat myself, the refocusing of the CENTER pad after the previous' DPAD event was handled needs to be done in order for us to know EXACTLY where we will be after the next DPAD button was pressed!
There is one function that I wont post here, since the code for it is very specific for my app, the function is HandleDpadEvent, there you must create a keydown and a keyup event and send it to your main activity where the function onKeyDown/Up will be triggered. Once you do that, the delegate is done.
And once the Delegate is done, we have to make our view like this:
/**
* SimplestCustomView
*/
public class AccessibilityHelperView : View
{
private MyAccessibilityHelper mHelper;
Dictionary<int, Rect> virtualIdRectMap = new Dictionary<int, Rect>();
public AccessibilityHelperView(Context context) :
base(context)
{
Init();
}
public AccessibilityHelperView(Context context, IAttributeSet attrs) :
base(context, attrs)
{
Init();
}
public AccessibilityHelperView(Context context, IAttributeSet attrs, int defStyle) :
base(context, attrs, defStyle)
{
Init();
}
public void Init()
{
this.SetFocusable(ViewFocusability.Focusable);
this.Focusable = true;
this.FocusedByDefault = true;
setRectangle();
mHelper = new MyAccessibilityHelper(this);
ViewCompat.SetAccessibilityDelegate(this, mHelper);
foreach (var r in virtualIdRectMap)
{
mHelper.AddRect(r.Key, r.Value);
}
}
private void setRectangle()
{
virtualIdRectMap.Add(MRAccessibilityHelper.NODE_CENTER, new Rect(1, 1, 2, 2));
virtualIdRectMap.Add(MRAccessibilityHelper.NODE_LEFT, new Rect(0, 1, 1, 2));
virtualIdRectMap.Add(MRAccessibilityHelper.NODE_UP, new Rect(1, 0, 2, 1));
virtualIdRectMap.Add(MRAccessibilityHelper.NODE_RIGHT, new Rect(2, 1, 3, 2));
virtualIdRectMap.Add(MRAccessibilityHelper.NODE_DOWN, new Rect(1, 2, 2, 3));
}
protected override void OnDraw(Canvas canvas)
{
base.OnDraw(canvas);
}
}
That view looks like this:
What is to notice?
The size of the node pads is in pixels, and they will be found on the top left corner of your app.
They are set to that single pixel size, because the Talkback functionality would otherwise select the first node pad that was added to the dictionary with a green rectangle (thats standard behavior for talkback)
All the rectangles in the view are added to a dictionary that will be used in our own Accessibility Delegate, to mention here is that the CENTER pad was added first, and therefor will be in focus once the talkback is activated by default
The Init function
The Init function is crutial for this, there we will create our view, and set some talkback parameters nessessary for our virtual dpad to be recognized by the systems own Accessibility Service.
Also, there will our Accessibility Delegate be initialized and our dictionary with all the created DPADs.
Ok, so far, we made a Delegate and a View, I placed them both in the same file, so they can see each other. But it is not a must.
So what now? We must add the AccessibilityHelperView to our app, in the MainActivity.cs file
AccessibilityHelperView mAccessibilityHelperView;
In the OnCreate function, you can add the following code to initiate the view:
mAccessibilityHelperView = new AccessibilityHelperView(this);
In the OnResume function, you can check if the talkback is on or off, based on the result, you can add or remove the mAccessibilityHelperView from your mBackgroundLayout(AddView, and RemoveView).
The OnResume function should look like this:
if (TalkbackEnabled && !_isVirtualDPadShown)
{
mBackgroundLayout.AddView(mAccessibilityHelperView);
_isVirtualDPadShown = true;
}
else if (!TalkbackEnabled && _isVirtualDPadShown)
{
mBackgroundLayout.RemoveView(mAccessibilityHelperView);
_isVirtualDPadShown = false;
}
The TalkbackEnabled variable is a local one that checks if the Talkback service is on or off, like this:
public bool TalkbackEnabled
{
get
{
AccessibilityManager am = MyApp.Instance.GetSystemService(Context.AccessibilityService) as AccessibilityManager;
if (am == null) return false;
String TALKBACK_SETTING_ACTIVITY_NAME = "com.android.talkback.TalkBackPreferencesActivity";
var serviceList = am.GetEnabledAccessibilityServiceList(FeedbackFlags.AllMask);
foreach (AccessibilityServiceInfo serviceInfo in serviceList)
{
String name = serviceInfo.SettingsActivityName;
if (name.Equals(TALKBACK_SETTING_ACTIVITY_NAME))
{
Log.Debug(LogArea, "Talkback is active");
return true;
}
}
Log.Debug(LogArea, "Talkback is inactive");
return false;
}
}
That should be all you need to make it work.
Hope I could help you out.

Android Unity Controls

I am trying to convert my PC game code in unity to android and I am stuck on the controls change. Please help!
This is the code:
Getting the state of rocket.
enum State { Dying, Alive, Transcending }
State state = State.Alive;
// Update is called once per frame
void Update()
{
if (state == State.Alive)
{
RespondToThrustInput();
RespondToRotateInput();
}
}
When the rocket collides with anything it checks whether it's friendly or not before changing its state from alive to dead.
private void OnCollisionEnter(Collision collision)
{
if (state != State.Alive) { return; }
switch (collision.gameObject.tag)
{
case "Friendly":
break;
case "Finish":
state = State.Transcending;
audioSource.Stop();
audioSource.PlayOneShot(finishgame);
finishgameParticles.Play();
Invoke("LoadNextScene", levelloaddelay);
break;
default:
state = State.Dying;
audioSource.Stop();
audioSource.PlayOneShot(death);
deathParticles.Play();
Invoke("LoadFirstScene", levelloaddelay);
break;
}
}
private void LoadFirstScene()
{
SceneManager.LoadScene(9);
}
Loading next scene using build index.
private void LoadNextScene()
{
if (nextscenetoload > 7)
{
nextscenetoload = 0;
}
SceneManager.LoadScene(nextscenetoload);
}
Space for ignition or force and audio sources for playing sound effects.
private void RespondToThrustInput()
{
if (Input.GetKey(KeyCode.Space))
{
ApplyThrust();
}
else
{
audioSource.Stop();
mainengineParticles.Stop();
}
}
Apply thrust is the method I wrote with the logic of the rocket thrust.
private void ApplyThrust()
{
rigidbody.AddRelativeForce(Vector3.up * mainThrust * Time.deltaTime);
if (!audioSource.isPlaying)
audioSource.PlayOneShot(mainengine);
mainengineParticles.Play();
}
Rotation of the rocket or Left and right. Here I am trying to rotate the rocket using the A and D keys
void RespondToRotateInput()
{
float rotationThisFrame = rcsThrust * Time.deltaTime;
if (Input.GetKey(KeyCode.A))
{
rigidbody.freezeRotation = true;
transform.Rotate(Vector3.forward * rotationThisFrame);
rigidbody.freezeRotation = false;
}
else if (Input.GetKey(KeyCode.D))
{
rigidbody.freezeRotation = true;
transform.Rotate(-Vector3.forward * rotationThisFrame);
rigidbody.freezeRotation = false;
}
}
For PC games there is a keyboard to use to control, but for the android there are touches, you have to verify if there is a touch on the screen, like this:
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
//do something
}
also you need more work to determine where the touch is located and do you customizations... or in case you're not interested about this input handling, you can use some assets from Unity Assets Store to cover this part for you.
check this link for more information about touch control in Unity documentation:
https://docs.unity3d.com/ScriptReference/Input.GetTouch.html

Enabling button dynamically in flutter

This might seem a duplicate but I couldn't find an answer or solution for my problem.
I have a screen on my Flutter app where I choose a file from the phone's file system (in Asynchronous way via file_picker).
When I choose a file I'd like to make the 'Next' button enabled.
However, I could not manage to do that.
I tried with a boolean expression and a boolean function but with no success because the build function happens before the user picks a file(By clicking on a button to open the file picker).
I tried several solutions:
onPressed: upload_flag ? () => myAction() : null,
but when updating the flag after the file picking, it won't enable it.
This is how the file picking functions and checking functions look:
File _scanned_file = null;
bool upload_flag = false;
void isUploaded() {
if (_scanned_file != null) {
upload_flag = true;
}
else{
upload_flag = false;
}
}
Future<bool> chooseFile() async {
_scanned_file = await FilePicker.getFile(
type: FileType.custom,
allowedExtensions: ['jpg', 'pdf', 'png'],
);
isUploaded();
}
I have tried many different methods with no success.
Any tips and help will be super helpful!
Thank you all!
Have you tried setState?
void isUploaded() {
if (_scanned_file != null) {
setState(() {
upload_flag = true;
});
} else {
setState(() {
upload_flag = false;
});
}
}
void isUploaded() {
if (_scanned_file != null) {
upload_flag = true;
}
upload_flag = false;
}
In this method, you are always setting upload_flag to false even after just setting it to true in case the condition is true. Also, you need to call setState() for the change to reflect in the UI. Need to change to..
void isUploaded() {
setState(() {
if (_scanned_file != null) {
upload_flag = true;
} else {
upload_flag = false;
}
});
}

Apply code to a gameObject with EventTrigger

I have a button for which i'd like to signify "attacking". I'm programming for android.
Basically i'd like to run this script, upon the touch of the attack button. Instead of using the F key to stop the code from rapidly repeating, i'm trying to figure out how to run an if statement for "if button is touched & !isAttacking" then go into the method.
if (Input.GetKeyDown(KeyCode.F) && !isAttacking)
{
isAttacking = true;
attackTimer = attackCD;
Debug.Log("F Pressed");
attackTrigger.enabled = true;
}
if (isAttacking)
{
if (attackTimer > 0)
{
attackTimer -= Time.deltaTime;
}
else
{
isAttacking = false;
attackTrigger.enabled = false;
}
}
I'm using Unity 5!

Android double return

http://imgur.com/DzTRV2D
In android application i have code like below
private boolean isSpinnerNotChoose(Spinner spinner)
{
if(spinner.getSelectedItem().toString().equals(""))
{
return false;
}
return true;
}
But after many tries even if condition is completed it firstly enter on return false and later anyway debbugger goes on return true (If something stays after brackets its skipped but return true always is done. In link is image how its look after if is completed.
Anyone can answer me for that situation ?
Thanks in advance :)
Better use a boolean and return the boolean once.
The boolean is initially set to true.
It will remain true, if no match happens.
If there's a match, it will change to false.
Then the boolean will be returned (true if no match happens, false if there's a match).
No ghost responses.
I also added a trim(), to cut away the eventual trailing spaces.
Try:
private boolean isSpinnerNotChoose(Spinner spinner)
{
boolean myValue = true; // default return value
if(spinner.getSelectedItem().toString().trim().equals(""))
{
myValue = false;
}
return myValue; // return once and for all
}

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