iTGB 1.2 BUG: onMouseUp not called when sliding finger/mouse off
by BeyondtheTech · in iTorque 2D · 06/01/2009 (5:47 am) · 45 replies
I have a game where I put an action button on the bottom of the screen with two behaviors for onMouseUp and onMouseDown. When I tap on the button, it works great as a modifier or toggle, but if I slide my finger up off the button or onto a nearby button, it still remains locked in the onMouseDown mode. If I slide my finger down off the screen (and obviously off the digitizer), the onMouseUp does finally get called.
I call this the "Shift key" effect, reminiscent of doing keyboard entry on a touchscreen Windows Mobile device. But, I'd rather not have it, as it would probably confuse the user, especially if they're frantically tapping the screen.
Any workaround or fix, script or source code-wise, to get this resolved?
I call this the "Shift key" effect, reminiscent of doing keyboard entry on a touchscreen Windows Mobile device. But, I'd rather not have it, as it would probably confuse the user, especially if they're frantically tapping the screen.
Any workaround or fix, script or source code-wise, to get this resolved?
#42
Not to mention just totally unprofessional for releasing anything.
01/23/2012 (10:11 pm)
bumping this since I have the issue as well. I'm still very early in the development and learning as I go, but this WILL be a big issue in the future for my project. Not to mention just totally unprofessional for releasing anything.
#43
01/23/2012 (10:53 pm)
@Christopher: I know the feeling, I don't want to release my game with this bug either. I know it's fixable in c++, but it will take some time to figure it all out. I'm thinking about porting my game to another engine if I can't find a fix for this.
#44
1. Implementing a callback named "onTouchLeave", which is useful to let you know when your finger has moved off of a sprite you were dragging.
2. Mouse locking. When you lock the sprite to the "mouse", it will always be considered touched.
I believe mouse locking already works:
We used that in our last game jam and it worked great.
01/27/2012 (12:38 pm)
We have this resolved in two ways:1. Implementing a callback named "onTouchLeave", which is useful to let you know when your finger has moved off of a sprite you were dragging.
2. Mouse locking. When you lock the sprite to the "mouse", it will always be considered touched.
I believe mouse locking already works:
%object.setMouseLocked(true);
We used that in our last game jam and it worked great.
#45
01/27/2012 (5:46 pm)
Does this also work for multitouch?
Torque Owner Hilbert Reijngoudt
Default Studio Name
I really need this to be fixed because this is a really big issue in our game.
@Michael: Any news whether this is going to be fixed?