When does a touchesBegan become a touchesMoved?

Rhythmic Fistman picture Rhythmic Fistman · Jul 14, 2009 · Viewed 7k times · Source

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

  1. 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

  2. try "creeping" across a narrow bridge in any number of 3D games. Frustrating!

  3. 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.

Answer

Ryan Christensen picture Ryan Christensen · Jul 16, 2009

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.

http://developer.apple.com/IPhone/library/documentation/UIKit/Reference/UIResponder_Class/Reference/Reference.html#//apple_ref/occ/instm/UIResponder/touchesMoved:withEvent: