Ahh, that sounds about right. Actually my old phone had that issue with the X/Y positions resetting back to the corner. I managed to work around that by storing the X and Y position in separate variables and intentionally NOT updating them if GetPointerReleased returned true. Of course I doubt you would want to do it this way.
Just had an idea though, so it updates the X and Y position on release too, so could you simply check to see if both Action and Hover occur within the same AppGameKit frame and if so, ignore the hover event?
The only way I can see that failing is of the Hover event occurs first which now that I think about it is probably what happens lol.
Anyways I'm sure you'll work something out pretty quick
Also, just wanna say, AppGameKit really is amazing. I've been held up by the limitations (lack of OO (I'm not a fan of C++), mic commands) a few times and tried really hard to find different development options (Cocos2d, Corona, just to name a few) and really, I cant stop coming back to AppGameKit lol. You guys rock!
Also just out of curiosity, is it possible that AppGameKit could be ported to work with C# at any stage in the future? Like not asking if this is ever going to happen, obviously you would want to check with the community and take polls and all that before taking such a massive step, but like would porting AppGameKit to C# actually be possible? Or would that mean rewriting the entire engine?
I'd just like to know if my dream has even the slightest chance of happening