| None. |
| Publishes a coherent touch and accelerometer snapshot. Call once at the beginning of each update. Active contacts, deltas and sensor values remain unchanged until the next update, except that lifecycle resets immediately invalidate held state. Drain touch events before updating again. Other input commands may pump native events without changing this snapshot. 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. |
; UpdateMobileInput Example
; -------------------------
Graphics 640,480,0,2
SetBuffer BackBuffer()
value$="No event yet"
running=True
count=0
mode=1
While running
UpdateMobileInput
id=TouchID(1)
phase=GetTouchEvent()
toggle=KeyHit(57)
While phase
If phase=1
count=count+1
If TouchEventX()>530 And TouchEventY()<60 Then running=False
If TouchEventY()>400 Then toggle=True
EndIf
phase=GetTouchEvent()
Wend
If KeyHit(1) Then running=False
If MouseHit(1)
If MouseX()>530 And MouseY()<60 Then running=False
If MouseY()>400 Then toggle=True
EndIf
value$=Str(TouchCount())
Cls
Color 70,100,150
Rect 535,10,95,45
Color 255,255,255
Text 553,23,"Exit"
Text 20,80,"UpdateMobileInput: "+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