OK, an update on this.
I think the problem is that while dragging quickly the clip or sprite
being moved falls behind the motion of the finger so that the TOUCH_END
event occurs when the finger is no longer over the sprite/MC and so any
handler attached to the sprite is not activated - hence the incomplete
sequence. Attaching the TOUCH_END handler to the stage allows TOUCH_END
to be detected and the correlation between that event and the sprite can
be made via the touch id.
I guess that the TOUCH_BEGIN, TOUCH_MOVE, TOUCH_END sequence isn't
guaranteed for a fast-moving swipe with listeners based on a Sprite/MC,
but it is honoured over the lifetime of the swipe and requires listeners
for TOUCH_END to be in place outside of the Sprite/MC itself.
I guess it's an indication of where touch handling differs from that of
a pointer based interface.
Paul
On 26/05/2011 21:51, Paul Andrews wrote:
I've been using Flash CS5.5 targeting the IOS platform.
I have been writing a small application that relies on things being
dragged around - can't really say much more right now.
I need to know when dragging starts, so on the thing that's being
dragged I add a listener for TouchEvent.TOUCH_BEGIN.
I need to know when it's being moved, so the widget also has a
listener for TouchEvent.TOUCH_MOVE.
And finally, I need to know when dragging stops, so the widget listens
for TouchEvent.TOUCH_END.
Now mostly, everything goes OK, I get:
TOUCH_BEGIN, followed by one or more TOUCH_MOVE, and finally a
TOUCH_END. Happiness.
I have noticed that sometimes if I drag too fast and/or gently do a
swipe motion lifting my finger gently, the TOUCH_END doesn't seem to
happen, so the app doesn't know that the user has stopped dragging.
For the app, this is a problem because the user is allowed to position
the widget roughly and on TOUCH_END it should snap into place.
Anyone else seen this?
I can imagine a workaround using a timer to catch missing TOUCH_END
events, but it's a bit of a kludge.
Paul
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