Tap events¶
Note
This document describes a new experimental API. The more traditional approach for handling tap events is described in Gesture Input.
Tap events are one of the most basic methods of interaction with a Flame game. These events occur when the user touches the screen with a finger, or clicks with a mouse, or taps with a stylus. A tap can be “long”, but the finger isn’t supposed to move during the gesture. Thus, touching the screen, then moving the finger, and then releasing – is not a tap but a drag. Similarly, clicking a mouse button while the mouse is moving will also be registered as a drag.
Multiple tap events can occur at the same time, especially if the user has multiple fingers. Such
cases will be handled correctly by Flame, and you can even keep track of the events by using their
pointerId
property.
It takes only a few simple steps to enable these events for your game:
Add the
HasTappableComponents
mixin to your main game class:class MyGame extends FlameGame with HasTappableComponents { // ... }
For those components that you want to respond to taps, add the
TapCallbacks
mixin.This mixin adds four overridable methods to your component:
onTapDown
,onTapUp
,onTapCancel
, andonLongTapDown
. By default, each of these methods does nothing, they need to be overridden in order to perform any function.In addition, the component must implement the
containsLocalPoint()
method – this method allows Flame to know whether the event occurred within the component or not.
class MyComponent extends PositionComponent with TapCallbacks { MyComponent() : super(size: Vector2(80, 60)); @override void onTapUp(TapUpEvent event) { // Do something in response to a tap } }
Tap anatomy¶
onTapDown¶
Every tap begins with a “tap down” event, which you receive via the void onTapDown(TapDownEvent)
handler. The event is delivered to the first component located at the point of touch that has the
TapCallbacks
mixin. Normally, the event then stops propagation. However, you can force the event
to also be delivered to the components below by setting event.continuePropagation
to true.
The TapDownEvent
object that is passed to the event handler, contains the available information
about the event. For example, event.localPosition
will contain the coordinate of the event in the
current component’s local coordinate system, whereas event.canvasPosition
is in the coordinate
system of the entire game canvas.
Every component that received an onTapDown
event will eventually receive either onTapUp
or
onTapCancel
with the same pointerId
.
onLongTapDown¶
If the user holds their finger down for some time (as configured by the .longTapDelay
property
in HasTappableComponents
), the “long tap” will be generated. This event invokes the
void onLongTapDown(TapDownEvent)
handler on those components that previously received the
onTapDown
event.
onTapUp¶
This event indicates successful completion of the tap sequence. It is guaranteed to only be
delivered to those components that previously received the onTapDown
event with the same pointer
id.
The TapUpEvent
object passed to the event handler contains the information about the event, which
includes the coordinate of the event (i.e. where the user was touching the screen right before
lifting their finger), and the event’s pointerId
.
Note that the device coordinates of the tap-up event will be the same (or very close) to the device coordinates of the corresponding tap-down event. However, the same cannot be said about the local coordinates. If the component that you’re tapping is moving (as they often tend to in games), then you may find that the local tap-up coordinates are quite different from the local tap-down coordinates.
In extreme case, when the component moves away from the point of touch, the onTapUp
event will not
be generated at all: it will be replaced with onTapCancel
. Note, however, that in this case the
onTapCancel
will be generated at the moment the user lifts or moves their finger, not at the
moment the component moves away from the point of touch.
onTapCancel¶
This event occurs when the tap fails to materialize. Most often, this will happen if the user moves
their finger, which converts the gesture from “tap” into “drag”. Less often, this may happen when
the component being tapped moves away from under the user’s finger. Even more rarely, the
onTapCancel
occurs when another widget pops over the game widget, or when the device turns off,
or similar situations.
The TapCancelEvent
object contains only the pointerId
of the previous TapDownEvent
which is
now being canceled. There is no position associated with a tap-cancel.
Demo¶
Play with the demo below to see the tap events in action.
The blue-ish rectangle in the middle is the component that has the TapCallbacks
mixin. Tapping
this component would create circles at the points of touch. Specifically, onTapDown
event
starts making the circle. The thickness of the circle will be proportional to the duration of the
tap: after onTapUp
the circle’s stroke width will no longer grow. There will be a thin white
stripe at the moment the onLongTapDown
fires. Lastly, the circle will implode and disappear if
you cause the onTapCancel
event by moving the finger.
Mixins¶
This section describes in more details several mixins needed for tap event handling.
HasTappableComponents¶
This mixin is used on a FlameGame
in order to ensure that tap events coming from Flutter reach
their target Component
s. This mixin must be added if you have any components with the
TapCallbacks
mixin.
The mixin adds methods onTapDown
, onLongTapDown
, onTapUp
, and onTapCancel
to the game. The
default implementation will simply propagate these events to the component(s) that are at the point
of touch; but you can override them if you also want to respond to those events at the global game
level:
class MyGame extends FlameGame with HasTappableComponents {
@override
void onTapDown(TapDownEvent event) {
super.onTapDown(event);
if (!event.handled) {
print('Event $event was not handled by any component');
}
}
}
TapCallbacks¶
The TapCallbacks
mixin can be added to any Component
in order for that component to start
receiving tap events.
This mixin adds methods onTapDown
, onLongTapDown
, onTapUp
, and onTapCancel
to the component,
which by default don’t do anything, but can be overridden to implement any real functionality. There
is no need to override all of them either: for example, you can override only onTapUp
if you wish
to respond to “real” taps only.
Another crucial detail is that a component will only receive tap events that occur within that
component, as judged by the containsLocalPoint()
function. The commonly-used PositionComponent
class provides such an implementation based on its size
property. Thus, if your component derives
from a PositionComponent
, then make sure that you set its size correctly. If, however, your
component derives from the bare Component
, then the containsLocalPoint()
method must be
implemented manually.
If your component is a part of a larger hierarchy, then it will only receive tap events if its
parent has implemented the containsLocalPoint
correctly.
class MyComponent extends Component with TapCallbacks {
final _rect = const Rect.fromLTWH(0, 0, 100, 100);
final _paint = Paint();
bool _isPressed = false;
@override
bool containsLocalPoint(Vector2 point) => _rect.contains(point.toOffset());
@override
void onTapDown(TapDownEvent event) => _isPressed = true;
@override
void onTapUp(TapUpEvent event) => _isPressed = false;
@override
void onTapCancel(TapCancelEvent event) => _isPressed = false;
@override
void render(Canvas canvas) {
_paint.color = _isPressed? Colors.red : Colors.white;
canvas.drawRect(_rect, _paint);
}
}
HasTappablesBridge¶
This marker mixin can be used to indicate that the game has both the “new-style” components that
use the TapCallbacks
mixin, and the “old-style” components that use the Tappable
mixin. In
effect, every tap event will be propagated twice through the system: first trying to reach the
components with TapCallbacks
mixin, and then components with Tappable
.
class MyGame extends FlameGame with HasTappableComponents, HasTappablesBridge {
// ...
}
The purpose of this mixin is to ease the transition from the old event delivery system to the
new one. With this mixin, you can transition your Tappable
components into using TapCallbacks
one by one, verifying that your game continues to work at every step.
Use of this mixin for any new project is highly discouraged.
Migration¶
If you have an existing game that uses Tappable
/HasTappables
mixins, then this section will
describe how to transition to the new API described in this document. Here’s what you need to do:
Replace the
HasTappables
mixin on your game with the pair of mixinsHasTappableComponents, HasTappablesBridge
. Verify that your game continues to run as before.Pick any of your components that uses
Tappable
, and replace that mixin withTapCallbacks
. The methodsonTapDown
,onTapUp
,onTapCancel
andonLongTapDown
will need to be adjusted for the new API:The argument pair such as
(int pointerId, TapDownDetails details)
was replaced with a single event objectTapDownEvent event
.There is no return value anymore, but if you need to make a component to pass-through the taps to the components below, then set
event.continuePropagation
to true. This is only needed foronTapDown
events – all other events will pass-through automatically.If your component needs to know the coordinates of the point of touch, use
event.localPosition
instead of computing it manually. Propertiesevent.canvasPosition
andevent.devicePosition
are also available.If the component is a
PositionComponent
, then make sure its size is set correctly (for example by turning on the debug mode). If the component does not derive fromPositionComponent
then make sure it implements the methodcontainsLocalPoint()
.If the component is not attached to the root of the game, then make sure its ancestors also have correct size or implement
containsLocalPoint()
.
Run the game to verify that it works as before.
Repeat step 2 until you have converted all
Tappable
mixins intoTapCallbacks
.Remove the
HasTappablesBridge
mixin from your top-level game.