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[android] support multitouch

Feature #247 [Closed]
zhangxm 2010-12-09 17:51 . Updated almost 9 years ago
zhangxm 2010-12-18 01:12
  • Target version changed from cocos2d-0.99.4-x-0.7.1 to cocos2d-0.99.5-x-0.7.2
walzer@cocos2d-x.org 2011-01-16 22:02
  • Target version changed from cocos2d-0.99.5-x-0.7.2 to cocos2d-0.99.5-x-0.8.0
walzer@cocos2d-x.org 2011-01-27 17:49
  • Assignee deleted (zhangxm)
walzer@cocos2d-x.org 2011-01-27 18:02
  • Project changed from 5 to cocos2d-x
walzer@cocos2d-x.org 2011-01-27 18:03
  • Category set to 2
Macarse 2011-01-31 19:58

Is TouchesTest already using multitouch?

Some android devices do not support multitouch. I guess we should provide some sort of method to check this.

walzer@cocos2d-x.org 2011-02-01 18:44

Yep, we test multi-touch of uphone & iphone by TouchesTest, moving 2 or more white blockes synchronously.
As u c, this issue isn’t resolved yet.

Macarse 2011-02-06 12:16

Ok, I added the logic to support multiTouch. You can check my progress in this pull request:
https://github.com/cocos2d/cocos2d-x/pull/126

My issue now is that when I move to a different Scene, for instance TouchesTests or any other test, it gives me a SIGSEGV:

E/libEGL  (29587): call to OpenGL ES API with no current context (logged once per thread)
I/DEBUG   (   56): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG   (   56): Build fingerprint: 'google/passion/passion/mahimahi:2.2.1/FRG83D/75603:user/release-keys'
I/DEBUG   (   56): pid: 29587, tid: 29587  >>> org.cocos2dx.tests <<<
I/DEBUG   (   56): signal 11 (SIGSEGV), fault addr 0000004f
I/DEBUG   (   56):  r0 0000001f  r1 80808080  r2 80808080  r3 0000001f

Some important information:

a) The SIGSEGV is thrown in controller.cpp:43:
pScene = new PongScene(); break;

but when I add a log inside PongScene() it doesn’t show up :(

b)
I am NOT using queueEvent from GLSurfaceView. I will check if this can be the issue.

Macarse 2011-02-06 14:07

Yep. My issue is related with the fact that I am not using queueEvent BUT if we use queueEvent we lose some clicks (Never noticed you clicked on a button and nothing happened?).

I will try to make everything work without queueEvent(), if possible.

walzer@cocos2d-x.org 2011-02-10 17:57
  • Assignee set to Macarse
zhangxm 2011-03-01 20:08
  • Status changed from New to Resolved
  • % Done changed from 0 to 100

Applied in changeset commit:“dfd73fe90b1b3062349ea4f0ee0113cdffd92ccd”.

walzer@cocos2d-x.org 2011-03-04 23:55
  • Subject changed from support multitouch to [android] support multitouch
  • Status changed from Resolved to Closed
walzer@cocos2d-x.org 2012-05-25 08:18
  • Project changed from cocos2d-x to cpp
  • Category deleted (2)
  • Target version deleted (cocos2d-0.99.5-x-0.8.0)
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The optimization introduces a bug where the priority and Touch Mode will not get changed if the list is locked.
The most straight forward fix is to merge the pHandlersToAdd and pHandlersToRemove into a queue and process through all of them in the order they are received

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Status:Closed
Start date:2010-12-09
Priority:Normal
Due date:
Assignee:Macarse
% Done:

100%

Category:-
Target version:-
Estimated time:16.00 points