Java Reference
In-Depth Information
}
protected void pointerPressed(int x, int y)
{
pressed.x = x;
pressed.y = y;
// TODO: handle event accordingly
}
protected void pointerReleased(int x, int y)
{
released.x = x;
released.y = y;
// TODO: handle event accordingly
}
protected void pointerDragged(int x, int y)
{
dragged.x = x;
dragged.y = y;
// TODO: handle event accordingly
}
}
// Encapsulation of [x,y] point on the screen
class TouchPoint
{
int x, y;
public String toString()
{
return "[" + x + "," + y + "]";
}
}
To ensure that a user can use your application with a touch screen, you
first need to add code to handle stylus events to the relevant Canvas-based
screens.
4.6.2 Replacing Directional Keys
There are other issues that we need to consider when targeting a variety of
Symbian smartphones and how your application must support the input
mechanism used on that phone. These issues are not all enumerated,
but we refer to a few to highlight how to plan to handle various input
mechanisms.
A phone designed for touch-screen interaction might not have direc-
tional keys. You might design the greatest space invaders game but would
a user enjoy playing it using the stylus? You need to think about such
cases.
•
It is possible that your application is simply not suitable for this class
of devices.
•
If there are no directional keys, perhaps there is another set of
designated keys on the device? For example, the Sony Ericsson W960i
has a jog dial as the standard mechanism for scrolling up and down
and selecting items.