What I intend for multi-touch? Windows Phone is already a multi-touch device but for some reason (I guess it is legacy of Silverlight) the standard Xaml controls don’t have a real multi-touch behavior. Real multi-touch means that I should be able to interact with two different objects at the same time with multiple fingers. What happens now for the XAML standard controls is that once a control start receiving touch events (ManipulationStarted, ManipulationEnded, ManipulationDelta) all the other controls will not receive touch events. The easiest test to do is add a standard button on the page, put one finger on the screen outside the button and try to press the button with another finger. You will see that the button does not respond to your commands. For Xaml applications this might not be a problem, but for games it becomes one. Xaml (I mean Xaml+C# or XAML+VB.NET) is fast to develop easy games.
public ButtonEx()
{
DefaultStyleKey = typeof(ButtonEx);
this.Loaded += ButtonEx_Loaded;
this.Unloaded += ButtonEx_Unloaded;
IsEnabledChanged += ButtonEx_IsEnabledChanged;
IsPressed = false;
}
void ButtonEx_Loaded(object sender, RoutedEventArgs e)
{
Touch.FrameReported += Touch_FrameReported;
}
void ButtonEx_Unloaded(object sender, RoutedEventArgs e)
{
Touch.FrameReported -= Touch_FrameReported;
}
Now everything we need “happens” inside the Touch_FrameReported method. For my button I am interested to trace only one finger(using its id) from TouchAction.Down until TouchAction.Up. Once the first finger is down on the surface of my control I memorize the id and track it’s actions till it leaves the screen. Depending of the control that you are building you might have to take in consideration multiple fingers. One thing that is pretty important when starting to track a finger is to see if your control is in front or not (imagine an MessageBox over your controls and when you press the Ok button you will also press the button which is in the back). To resolve this issue I’ve used TouchDevice.DirectlyOver property of the TouchPoint and the VisualTreeHelper to see if the UIElement returned by DirectlyOver is a member of my control or not.
bool IsControlChild(DependencyObject element)
{
DependencyObject parent = element;
while ((parent != this) && (parent != null))
parent=VisualTreeHelper.GetParent(parent);
if (parent == this)
return true;
else
return false;
}
Here is the method Touch_FrameReported method: void Touch_FrameReported(object sender, TouchFrameEventArgs e)
{
if (Visibility == Visibility.Collapsed)
return;
TouchPointCollection pointCollection = e.GetTouchPoints(this);
for (int i = 0; i < pointCollection.Count; i++)
{
if (idPointer == -1)
{
if (IsEnabled&&(Visibility==Visibility.Visible) && (pointCollection[i].Action == TouchAction.Down) && IsControlChild(pointCollection[i].TouchDevice.DirectlyOver))
{
//start tracing this finger
idPointer = pointCollection[i].TouchDevice.Id;
IsPressed = true;
VisualStateManager.GoToState(this,"Pressed", true);
if (TouchDown != null)
TouchDown(this, pointCollection[i].Position);
}
}
else if ((pointCollection[i].TouchDevice.Id == idPointer) && (pointCollection[i].Action == TouchAction.Up))
{
idPointer =-1;
IsPressed = false;
UpdateIsEnabledVisualState();
if ((pointCollection[i].Position.X > 0 && pointCollection[i].Position.X < ActualWidth) && (pointCollection[i].Position.Y > 0 && pointCollection[i].Position.Y < ActualHeight))
{
if (TouchUpInside != null)
TouchUpInside(this, pointCollection[i].Position);
}
else
{
if (TouchUpOutside != null)
TouchUpOutside(this, pointCollection[i].Position);
}
}
}
}
For the button control we don’t have to trace the movements of the finger until Up action but we might need to if we are writing a Slider control for example. The sample application that you will find in the source code uses 2 ButtonEx controls and a standard Button control. The ButtonEx should always respond to your commands (fingers).
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