Touch event phases

Hi all,

I’m having a little difficulty using the different phases of the touch event. I’m using a listView, which is part of the Widget class. The problem I’ve encountered is that, when scrolling, if a user holds their finger down on a particular row for too long, it selects that row. Instead, what I’d like for it to do is only select a particular row if the user touches and releases a row without scrolling. 

I thought that I could solve this problem by using the different phases of the touch event, as follows:

[lua]

local function onRowTouch( event )

    local phase = event.phase

    local row = event.row

    if “ended” == phase then

        if row.index == 1 then

            detailType = nil

            storyboard.gotoScene(“scripts.take_pic”, “fade”, 300)

        elseif row.index == table.maxn(listOfTypes) then

            storyboard.gotoScene(“scripts.take_pic”, “fade”, 300)

        else

            detailType = listOfTypes[row.index]

            – change scene to take_pic

           storyboard.gotoScene(“scripts.take_pic”, “fade”, 300)

        end

            

            

        return true

    end

end

[/lua]

However, when I implement this, I can no longer select a row at all, even if I don’t scroll through the list.

Any suggestions? 

Found the solution:

Tableview supports different touch events than, for example, buttons. Instead of “ended,” the phase I was looking for was “release.” 

Hope this helps anyone who comes across this post. 

Found the solution:

Tableview supports different touch events than, for example, buttons. Instead of “ended,” the phase I was looking for was “release.” 

Hope this helps anyone who comes across this post.