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From Joe Bowser <>
Subject Re: firing more ontouchmove javascript events on android? Higher resolution / precision for ontouchmove?
Date Tue, 30 Oct 2012 20:30:49 GMT
Can we get more information on this issue? For example, which version
of Android are you trying this out on? That might help explain what's
going on with touch events, since the issue I was finding was with
multitouch going in as two single touches on Android 2.x, not the
performance of the touches being passed to WebKit.

On Tue, Oct 30, 2012 at 10:56 AM, Brian LeRoux <> wrote:
> 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 <> 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) <
>>> 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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