Not iphone 5, just an iphone4. Havn’t tested it on android yet to see if theres a smiliar issue or not.
As for code sample
local menuShown = false;
local dropListBG, btnNewList, btnRepeatList, btnSendList;
local newList = display.newImageRect("image/Buttons/btnShopping.png", 136, 42, false)
newList:setReferencePoint(display.TopLeftReferencePoint)
newList.x, newList.y = 0, 0
local function loadDropMenu()
if(menuShown == false) then
menuShown = true;
dropListBG = display.newImageRect("image/Backgrounds/dropListBG.png", 117, 122, false)
dropListBG:setReferencePoint(display.TopLeftReferencePoint)
dropListBG.x, dropListBG.y = 0, 41;
menuGroup:insert(dropListBG);
btnNewList = display.newImageRect("image/Buttons/btnNewList.png", 113, 44, false)
btnNewList:setReferencePoint(display.TopLeftReferencePoint)
btnNewList.x, btnNewList.y = 1, 40
menuGroup:insert(btnNewList);
btnRepeatList = display.newImageRect("image/Buttons/btnRepeatList.png", 113, 44, false)
btnRepeatList:setReferencePoint(display.TopLeftReferencePoint)
btnRepeatList.x, btnRepeatList.y = 1, 80
menuGroup:insert(btnRepeatList);
btnSendList = display.newImageRect("image/Buttons/btnSendList.png", 113, 44, false)
btnSendList:setReferencePoint(display.TopLeftReferencePoint)
btnSendList.x, btnSendList.y = 1, 120
menuGroup:insert(btnSendList);
btnNewList:addEventListener("touch", navigateNewList);
end
end
newList:addEventListener("touch", loadDropMenu);
If the initial button is say 50 or more pixels further down on the screen, the touch works as expected, but if it sits up in that little buffer then only drag over ‘touch’ events are detected.
So, logically it does sound as if there is a zone where touch events aren’t even being triggered. The pixel locations are still fine on touch events though because my dropdown menu code does recognize touches outside of it by pixel evaluation and there are no problems there (except once again still unresponsive on that top bar area), so… to me this sounds like a bug. [import]uid: 168562 topic_id: 32277 reply_id: 128487[/import]