How to support multiple touch states in a custom item renderer (Starling version)
We've already added a background skin to an item renderer, but maybe we to display different background skins depending on if the user is touching the item renderer or not. We might also be interested in displaying different icons or changing the text styles on different touch phases.
Let's use the TouchToState
utility to map the touch phases to states, and then we can choose a background skin (or anything else) based on the current state.
Note: Item renderers based on
LayoutGroup
already have a background skin, but you may useTouchToState
to support additional custom states.
Background skins
Let's start by adding separate background skins for the up, down, and hover states to our custom item renderer:
private var _backgroundUpSkin:DisplayObject;
public function get backgroundUpSkin():DisplayObject
{
return this._backgroundUpSkin;
}
public function set backgroundUpSkin(value:DisplayObject):void
{
if(this._backgroundUpSkin == value)
{
return;
}
this._backgroundUpSkin = value;
this.invalidate(INVALIDATION_FLAG_SKIN);
}
private var _backgroundDownSkin:DisplayObject;
public function get backgroundDownSkin():DisplayObject
{
return this._backgroundDownSkin;
}
public function set backgroundDownSkin(value:DisplayObject):void
{
if(this._backgroundDownSkin == value)
{
return;
}
this._backgroundDownSkin = value;
this.invalidate(INVALIDATION_FLAG_SKIN);
}
private var _backgroundHoverSkin:DisplayObject;
public function get backgroundHoverSkin():DisplayObject
{
return this._backgroundHoverSkin;
}
public function set backgroundHoverSkin(value:DisplayObject):void
{
if(this._backgroundHoverSkin == value)
{
return;
}
this._backgroundHoverSkin = value;
this.invalidate(INVALIDATION_FLAG_SKIN);
}
Later, we'll see how to pass one of these to our original backgroundSkin
property, depending on the current state.
States
Let's start out by tracking whether the user is touching the item renderer or not. If we use terms that you might associate with a button, this will require a default "up" state and a "down" state for when it is pressed.
First, let's define a _currentState
variable to keep track of which state the item renderer is in:
private var _currentState = ButtonState.UP;
We'll borrow the values defined by the feathers.controls.ButtonState
class. The default value will be ButtonState.UP
. The ButtonState
class defines a number of other constants like ButtonState.DOWN
, ButtonState.HOVER
, and ButtonState.DISABLED
.
Next, let's create the TouchToState
utility inside an override of initialize()
:
private var _touchToState:TouchToState;
override protected function initialize():void
{
super.initialize(); //don't forget this!
this._touchToState = new TouchToState(this, setCurrentState);
}
We'll need to add the setCurrentState()
function that is used by TouchToState
to notify us when the state should change:
private function setCurrentState(newState:String):void
{
this._currentState = newState;
this.updateBackgroundSkin();
}
Inside the updateBackgroundSkin()
function, we can choose the correct background skin based on the value of _currentState
:
private function updateBackgroundSkin():void
{
if(this._currentState == ButtonState.DOWN &&
this._backgroundDownSkin != null)
{
this.backgroundSkin = this._backgroundDownSkin;
}
else if(this._currentState == ButtonState.HOVER &&
this._backgroundHoverSkin != null)
{
this.backgroundSkin = this._backgroundHoverSkin;
}
else
{
this.backgroundSkin = this._backgroundUpSkin;
}
}
You'll notice that we check if _backgroundDownSkin
and _backgroundHoverSkin
are null
. This will allow us to fall back to using the _backgroundUpSkin
, if we decide that we don't need skins for every states.