Game Development Community

TGEA for MultiTouch

by Playware · in Torque Game Engine Advanced · 05/25/2009 (8:26 pm) · 1 replies

Hi all,

So far, I've done the integration of multitouch recognition in TGEA 1.7.1.
And it's working now at least. (In a sense that you can select objects and give commands to Orc using your fingers on our multitouch screen which we built our self also.)

I studied the input model of Torque and basically how it works it we call the trigger method which is bound to handler function during the _dispatch. In my case, I added the touch listener in Torque and when I receive a touch (down) event I call my touchEvent.trigger with the touch positions and IA_MAKE parameters. In that scenario, I'm getting 'ctrl/ control is not awake' assert failures and I couldn't get rid of it. If I remove these asserts the engine will crash apparently.

So, how I'm getting it works is I call my handleTouch function directly when I receive a touch event. And through that handleTouch I generateInput and move on to GuiCanvas and so on. And in this way I solve the problem.

But now the engine crashes again several now and then while running on deployment PC with actual multitouch screen leaving no trail of what's went wrong.

I found the multitouch resource for iTGB which is basically the same with what I'm doing now except the touch events will come from system level like in Window dispatch. (I'm not very sure.) In my system the touch events are coming from another separate program sending through network. And my listener in Torque is running in a separate thread.

I'd like to know more information about these asserts 'ctrl/control is not awake', the idea of how the .trigger works and any ideas of what might went wrong. Could it be a multithreading issue and how Torque use multithreading in it's client server architecture?

Any replies are greatly appreciated.
Thanks in advance

#1
05/26/2009 (8:06 pm)
No reply yet. Let me know if you guys need to know more information.
Thanks.