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feat: Add custom long tap delay #3101
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Original file line number | Diff line number | Diff line change |
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@@ -23,9 +23,16 @@ class MultiTapDispatcherKey implements ComponentKey { | |
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@internal | ||
class MultiTapDispatcher extends Component implements MultiTapListener { | ||
MultiTapDispatcher({ | ||
int longTapDelay = 300, | ||
}) : _longTapDelay = longTapDelay; | ||
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/// The record of all components currently being touched. | ||
final Set<TaggedComponent<TapCallbacks>> _record = {}; | ||
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/// The delay (in milliseconds) after which a tap is considered a long tap. | ||
final int _longTapDelay; | ||
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FlameGame get game => parent! as FlameGame; | ||
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/// Called when the user touches the device screen within the game canvas, | ||
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@@ -50,7 +57,7 @@ class MultiTapDispatcher extends Component implements MultiTapListener { | |
} | ||
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/// Called after the user has been touching the screen for [longTapDelay] | ||
/// seconds without the tap being cancelled. | ||
/// milliseconds without the tap being cancelled. | ||
/// | ||
/// This event will be delivered to all the components that previously | ||
/// received the `onTapDown` event, and who remain at the point where the user | ||
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@@ -118,9 +125,9 @@ class MultiTapDispatcher extends Component implements MultiTapListener { | |
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//#region MultiTapListener API | ||
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/// The delay (in seconds) after which a tap is considered a long tap. | ||
/// The delay (in milliseconds) after which a tap is considered a long tap. | ||
@override | ||
double get longTapDelay => 0.300; | ||
int get longTapDelay => _longTapDelay; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. In Flame we use seconds everywhere, so this should not be changed to milliseconds |
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@override | ||
void handleTap(int pointerId) {} | ||
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@@ -157,7 +164,7 @@ class MultiTapDispatcher extends Component implements MultiTapListener { | |
MultiTapGestureRecognizer.new, | ||
(MultiTapGestureRecognizer instance) { | ||
instance.longTapDelay = Duration( | ||
milliseconds: (longTapDelay * 1000).toInt(), | ||
milliseconds: longTapDelay, | ||
); | ||
instance.onTap = handleTap; | ||
instance.onTapDown = handleTapDown; | ||
|
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It's a bit strange that it is coming from this mixin, since it'll only have effect the first time a component is added. I think for this case it might be worth adding a
static
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You mean a mutable static? I don't like the ideia. Is there any alternative?
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There are few times where static variables are useful, but since passing this value in from the mixin just makes it more confusing for the user since they'll believe that they can set it per tappable component, I think it is a better option.
However, one downside of it is that it does affect the possibility of having multiple different games in the same app with different long tap delays (a very rare use-case). I don't have any other ideas for how to solve this, if you do, feel free to suggest them.
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@spydon Added an alternative implementation here: #3110