Simulating touch messages on desktop - what do the smart kids do?

Ben Rubinstein benr_mc at cogapp.com
Mon Feb 13 14:04:46 EST 2012


My view of why development in LiveCode is so rapid is a lot to do with 
avoiding the code/compile/test cycle (or at least making the middle bit 
unnoticeably rapid).  When applied to mobile development, I think that's huge 
- we can do most of our work in a desktop context (that is, in the IDE), only 
occasionally having to build out to simulator or device to test.  As soon as I 
run up against something where a change can only be tested on the device or 
simulator, my rate of progress drops to a crawl.

Unfortunately, the desktop engines, and hence the IDE, don't support touch 
messages. (And obviously even though many Mac and Windows machines now have 
multi-touch input devices, this is complications by the fact that on these 
machines, touches don't have a location on screen.  So I don't expect this to 
change soon.)

So when I write code responding to touchStart/End/Move/Release, I find I'm 
thrown back to the old world for testing, and I don't like it.

I tried simply adding mouseDown/Up/Move/Release handlers that called the 
corresponding touch handlers, but that didn't seem to be a complete solution 
(not exactly sure why not, but I did this to a stack that was working on iOS, 
and it went awry...).  And in any case, that would help for the simple case of 
a single touch at a time, but not for the more interesting ones involving 
multi-touch gestures, or overlapping touches.

So my question: what do the smart kids do to speed up their development in 
this case?

TIA,

Ben





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