Baxslash, BatVink, I appreciate the help... But there is clearly something I just cannot grasp... I'm going round and round in circles here lol...
I was playing with the Get and SetRawTouch commands, but the problem I still have is that I need to know when it is a press only... Much like how GetPointerPressed() works, as in, when you press, this command sets to 1 for a fraction of a second... All of the commands I have tried with RawTouch either do not change states until after a second, or the value remains...
Again, I appreciate the help, but I've managed to find a workaround which meets my needs. I am using GetRawTouchTime() < 0.000001 then invoking the action. This ensures the action is called only once... Maybe I'm not explaining it very well, so here's the test code I was working with...
SetWindowTitle("Test Project")
SetWindowSize(640, 1138, 0)
SetVirtualResolution(640, 1138)
SetPrintSize(32)
global Touch1
global Touch1X#
global Touch1Y#
global Touch1Time#
global Touch2
global Touch2X#
global Touch2Y#
global Touch2Time#
global Count
do
Print("Touch 1 Time = " + Str(Touch1Time#))
Print("Touch 1 X = " + Str(Touch1X#))
Print("Touch 2 Time = " + Str(Touch2Time#))
Print("Touch 2 X = " + Str(Touch2X#))
Print("Count = " + Str(Count))
Touch1 = GetRawFirstTouchEvent(1)
Touch2 = GetRawNextTouchEvent()
Touch1X# = GetRawTouchCurrentX(Touch1)
Touch1Y# = GetRawTouchCurrentY(Touch1)
Touch2X# = GetRawTouchCurrentX(Touch2)
Touch2Y# = GetRawTouchCurrentY(Touch2)
Touch1Time# = GetRawTouchTime(Touch1)
Touch2Time# = GetRawTouchTime(Touch2)
if (Touch1Time# < 0.000001 AND Touch1X# > 0) OR (Touch2Time# < 0.000001 AND Touch2X# > 0) // Checking to see if either of the touch events are in a particular area, in this case, for testing purposes, the whole screen
inc Count // I only want to increment 'Count' when the device is pressed, and only pressed. A hold and/or a drag event should not continue to increment 'Count'
endif
Sync()
loop
EDIT: I think the penny has just dropped and I get what you are both suggesting. I'll give it a try tomorrow, for now though, this work around will have to do
Thanks again.
Using AppGameKit V2 Tier 1