Simulating touch messages on desktop - what do the smart kids do?
scott at tactilemedia.com
Mon Feb 13 17:58:13 CST 2012
Did you catch my recent post on using DropBox? Maybe this approach can
Tactile Media, UX Design
Recently, Ben Rubinstein wrote:
> 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?
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