The trackball is for movement and the touchscreen is for firing.
Worked pretty well using the canvas but it seems that it just isn't
possible with the GLSurfaceView as even discarding the touch events
seems to choke the trackball events somehow.

On Jun 12, 3:19 pm, Streets Of Boston <[email protected]> wrote:
> Question:
> Does your app need to receive touch and trackball events at the same
> time? I.e. the user needs to use two fingers (even 2 hands)?
>
> If so, you may want to revise your user-interaction. I have not seen
> any app yet that forces the user to use two hands.
>
> On Jun 11, 1:56 pm, MrChaz <[email protected]> wrote:
>
>
>
> > I can't for  the life of me get it to work, anyone more suggestions?
>
> > On Jun 10, 6:20 pm, Streets Of Boston <[email protected]> wrote:
>
> > > I actually do use the Thread.sleep as a hack (i don't like it, but it
> > > works...)
> > > It just sleeps for just 20 milli seconds, though. It's enough for a
> > > notable improvement in the frame-rate of the other thread (game-
> > > thread) and not too big to miss input events.
> > > I only do it on the ACTION_MOVE.
>
> > > On Jun 10, 1:12 pm, MrChaz <[email protected]> wrote:
>
> > > > I've run into an issue where performing a lot of touch events seem to
> > > > block the move events from the trackball.
> > > > Anyone else run into this issues?
> > > > I can't use the Thread.sleep() fix because that will obviously stop
> > > > all input, so I'm hoping someone has been able to throttle the touch
> > > > command without effecting the move ones.- Hide quoted text -
>
> > - Show quoted text -
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