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Hi, all.
In my previous apps I've used mouse events, but for my latest I've decided to go for touch events, mainly because mouse events don't work if you accidentally touch the screen with a finger holding your device while tapping a button with the other.
However, I'm using Animate and have to activate the touch layer on the simulator each time I test the app. Does anyone have a best practice on dealing with touch events in Animate? Btw I'm using a PC. It would be nice to be able to change the default settings for the simulator, so it opens with a touch layer and turns it's alpha down.
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As far as I know there isn't a way to make it default to that. I sometimes have both touch and mouse listeners, and a variable to say which I'm using. That way I can test with a mouse, then switch to touch for testing on devices.
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Colin, I've thought about doing the same, but isn't it an extensive task to clean up all the mouse listeners + functions when you finally deploy the app? I guess it depends on how complex the app is, though.
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I leave them in. They're doing no harm.
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True Except for a larger code, though. You would have double up of every listeners and corresponding functions.
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I just compile to the iPad from Animate every time. I think that testing multi touch is much easier when you are using a real device instead of a simulator. Setting the Device deployment type in Animate settings to "Device testing in interpreter mode" makes in compile really fast.
However sometimes I wan't the app to act differently in windows. I have a static class "Project". When I initialize the class I just determinate if the app is running in windows (running simulator) or not.
Like this:
import flash.system.Capabilities;
------
var myOS:String;= Capabilities.os.toLowerCase();
if(myOS.indexOf("windows ", 0) >= 0) {
isSimulator = true;
} else {
isSimulator = false;
}
Then I can just call the static variable Project.isSimulator before adding code that should only work in the simulator in windows.
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Rolf_Rahbek, thanks for your suggestions. Compiling to a device is a good option, however while debugging I find it easier to test from within Animate being able to check the Output and Compiler Errors. When testing on a device I use Scout, but it's a bit cumbersome to track down errors.
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OK, but you can still get your traces and runtime errors in the Output in Animate when the app is tested on the iPad.
In Adobe Animate: Just select "Debug" in the main menu, then 'Debug movie" and then choose you iPad.
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True, but the app tend to crash after a while when I do that. Might have to do with my computer, though, or perhaps something in the settings I've overlooked. I think I'll explore it a bit more.