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From Brian LeRoux...@brian.io>
Subject Re: firing more ontouchmove javascript events on android? Higher resolution / precision for ontouchmove?
Date Tue, 30 Oct 2012 17:56:20 GMT
Either way I bet if the events were buffered we could get beter
resolution which would be a win ---- I think Joe was looking at
something similar last year.


On Tue, Oct 30, 2012 at 9:02 AM, Andrew Grieve <agrieve@chromium.org> wrote:
> The Android bridge is about 25X faster in the 2.2.0 release candidate.
> 2.2.0 final should be released in the next couple of days, so I'd try your
> test again with that. I'd definitely like to know if piping the events
> through yourself ends up being faster than the browser events.
>
>
> On Mon, Oct 29, 2012 at 9:00 PM, Alessandro Preziosi (licnep) <
> lsnpreziosi@gmail.com> wrote:
>
>> Hi all,
>> I'm trying to make a drawing on a canvas, but the ontouchmove events fired
>> are a bit too few, it doesn't catch small movements, and if you draw a
>> circle fast it looks like a square.
>> Why is that? I'd like to fix this.
>> I tried adding an ontouch listener to the webview
>> (webView.setOnTouchListener(l)) and in fact it gets many more events than
>> the javascript code does. I tried passing those to javascrpt
>> (
>> this.webView.sendJavascript("javascript:onHiresTouch("+e.getRawX()+","+e.GetRawY+");");
>> ), but it's very slow and laggy, plus the coordinate system is different.
>> There must be a better way to handle this. Anyone has an idea? Any
>> source/docs i should take a look at?
>>
>> cheers,
>> al
>>

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