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Ben G

  • Username: benglncy
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Why does touchmove require a touchstart? (and gestureX)

Post Posted: Sun Oct 23, 2011 3:26 am
+0-
I am having a problem with my webpage on a touch device, whereby the user drags img tags from a leftpanel to the HTML5 canvas, on the right as the drag gets to the canvas, the img tag disappears and is converted to a sprite on the canvas that is rotating etc
See:
http://www.articad-live.com/liveplanner ... creen.html

This example is actually "simulating" a click at the moment of contact with the canvas, I have since altered the way it works so that the drag commencement is more internal. But the problem is the same. ie I know that gesturestart and touchstart are not "simulatable".

The root of the issue is that the drag starts off the canvas, so the touchstart isn't getting fired in the canvas (which makes perfect sense), but because of that the touch move never fires when the dragging gets over the canvas, so the dragged object is always just getting dropped as soon as your finger gets to the canvas.

On a mouse it works because I can catch (mousemove). But this is not something you can do with a touch device.

Is there any way I can just skip touchstart and get to touchmove?
Thankyou for any help
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