Reputation: 36169
When you drag a finger across the iPhone touchscreen, it generates touchesMoved
events at a nice, regular 60Hz.
However, the transition from the initial touchesBegan
event to the first touchesMoved
is less obvious: sometimes the device waits a while.
What's it waiting for? Larger time/distance deltas? More touches to lump into the event?
Does anybody know?
Importantly, this delay does not happen with subsequent fingers, which puts the first touch at a distinct disadvantage. It's very asymmetric and bad news for apps that demand precise input, like games and musical instruments.
To see this bug/phenomenon in action
slowly drag the iPhone screen unlock slider to the right. note the sudden jump & note how it doesn't occur if you have another finger resting anywhere else on the screen
try "creeping" across a narrow bridge in any number of 3D games. Frustrating!
try a dual virtual joystick game & note that the effect is mitigated because you're obliged to never end either of the touches which amortizes the unpleasantness.
Should've logged this as a bug 8 months ago.
Upvotes: 17
Views: 7336
Reputation: 9902
I don't think it's a bug, it's more of a missing feature.
Ordinarily, this is intended behavior to filter out accidental micro-movements that would transform a tap or long press into a slide when this was not intended by the user.
This is nothing new, it has always been there, for instance there are a few pixels of tolerance for double clicks in pointer-based GUIs - or even this same tolerance before a drag is started, because users sometimes inadvertently drag when they just meant to click. Try slowly moving an item on the desktop (OSX or Windows) to see it.
The missing feature is that it doesn't appear to be configurable.
An idea: Is it possible to enter a timed loop on touchesBegan
that periodically checks the touch's locationInView:
?
Upvotes: 2
Reputation: 175
Currently such "delay" between touchesBegan and touchesMoved is present also when other fingers are touching the screen. Unfortunately it seems that an option to disable it doesn't exist yet. I'm also a music app developer (and player), and I find this behavior very annoying.
Upvotes: 0
Reputation: 9552
I don't represent any kind of official answer but it makes sense that touchesBegan->touchesMoved has a longer duration than touchesMoved->touchesMoved. It would be frustrating to developers if every touchesBegan came along with a bunch of accidental touchesMoved events. Apple must have determined (experimentally) some distance at which a touch becomes a drag. Once the touchesMoved has begun, there is no need to perform this test any more because every point until the next touchesUp is guaranteed to be a touchesMoved.
This seems to be what you are saying in your original post, Rythmic Fistman, and I just wanted to elaborate a bit more and say that I agree with your reasoning. This means if you're calculating a "drag velocity" of some sort, you are required to use distance traveled as a factor, rather than depending on the frequency of the update timer (which is better practice anyway).
Upvotes: 1
Reputation: 7933
After a touchesBegan event is fired the UIKit looks for a positional movement of the finger touch which translates into touchedMoved events as the x/y of the finger is changed until the finger is lifted and the touchesEnded event is fired.
If the finger is held down in one place it will not fire the touchesMoved event until there is movement.
I am building an app where you have to draw based on touchesMoved and it does happen at intervals but it is fast enough to give a smooth drawing appearance. Since it is an event and buried in the SDK you might have to do some testing in your scenario to see how fast it responds, depending on other actions or events it could be variable to the situation it is used. In my experience it is within a few ms of movement and this is with about 2-3k other sprites on the screen.
The drawing does start on the touchesBegan event though so the first placement is set then it chains to the touhesMoved and ends with the touchesEnd. I use all the events for the drag operation, so maybe the initial move is less laggy perceptually in this case.
To test in your app you could put a timestamp on each event if it is crucial to your design and work out some sort of easing.
Upvotes: 4
Reputation: 1023
Its waiting for the first move. That's how the OS distinguishes a drag from a tap. Once you drag, all new notifications are touchesMoved.
This is also the reason why you should write code to execute on touch up event.
Upvotes: 0