| None. |
| Returns the event timestamp in the runtime MilliSecs clock domain, with the same wrap behavior. Returns 0 without a current event. Read after a successful GetTouchEvent; this is the native event time, not the time the game reads it. iOS and Android provide native touch and acceleration, and web pages on phones and tablets provide touch. Other backends return neutral data. Read the mobile input guide for lifecycle and snapshot rules. See also: UpdateMobileInput, GetTouchEvent, AccelerometerStatus. |
; TouchEventTime Example
; ----------------------
Graphics 640,480,0,2
SetBuffer BackBuffer()
value$="No event yet"
running=True
count=0
mode=1
While running
UpdateMobileInput
id=TouchID(1)
phase=GetTouchEvent()
toggle=KeyHit(57)
While phase
If phase=1
count=count+1
If TouchEventX()>530 And TouchEventY()<60 Then running=False
If TouchEventY()>400 Then toggle=True
EndIf
value$=Str(TouchEventTime())
phase=GetTouchEvent()
Wend
If KeyHit(1) Then running=False
If MouseHit(1)
If MouseX()>530 And MouseY()<60 Then running=False
If MouseY()>400 Then toggle=True
EndIf
Cls
Color 70,100,150
Rect 535,10,95,45
Color 255,255,255
Text 553,23,"Exit"
Text 20,80,"TouchEventTime: "+value$
Text 20,115,"Touch/drag the screen. Escape exits on desktop."
If Not TouchAvailable() Then Text 20,145,"No direct touch source on this target."
If TouchDown(id) Then Oval TouchX(id)-15,TouchY(id)-15,30,30,False
Text 20,425,"Touch values update once per game update"
Flip
Wend
End