I have a custom view that changes when the use moves his finger over it. Each time I receive a move event, I call invalidate to invalidate the view, and then it is redrawn on a subsequent onDraw. I have a relatively slow device, where it takes about 0.2 seconds to paint the view. I am finding, on this device, that as I move my finger around, all of the move events are queued up and I seem to get an onDraw event for each one, so after I pick up my finger, the display continues to change as all the move events are processed.
What I want is to NOT queue up move events while processing the onDraw method. How can I accomplish this (or am I not doing something right, in the first place?) Thanks -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en