Re: iOS builds ignore taps

2020-06-03 Thread J. Landman Gay via use-livecode
That's exactly what I saw. I changed the script of a completely unrelated control elsewhere and the login graphic started working again. I wish I'd saved the bad stack to send to the team. -- Jacqueline Landman Gay | jac...@hyperactivesw.com HyperActive Software | http://www.hyperactivesw.com

Re: iOS builds ignore taps

2020-06-03 Thread scott--- via use-livecode
I have run into that same scenario more than once. In most cases, over time as I continue to change things, these situations resolve themselves so that toggling acceleratedRendering is no longer needed. But what exactly changed is a mystery :- ) > On Jun 2, 2020, at 10:46 PM, J. Landman Gay

Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
In my case all groups that use a scroller have scrolling layermode set. They work. The primary problem for me is that regular LC controls stop getting messages and responding to taps. All these controls are set to static layermode, so I'm not sure how acceleratedRendering could affect them.

Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
On the test device (an iPhone 6s) it was reporting a compositorCacheLimit of 67108864 (64Mb?) and I increased it by 16Mbs to 83886080 which solved the problem. I didn’t try to find where the edge was. After looking at the layerMode of underlying groups and changing ones that obviously should

Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
How much did you increase the compositorCacheLimit? -- Jacqueline Landman Gay | jac...@hyperactivesw.com HyperActive Software | http://www.hyperactivesw.com On June 2, 2020 7:57:58 PM scott--- via use-livecode wrote: Hello Randy, Adjusting the compositorCacheLimit (instead of toggling the

Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
I had two different scrolling groups on a card where I found it necessary to toggling acceleratedRendering. I just discovered that neither of these groups had the layerMode set to “scrolling” (they were both “static”). Though they appeared to scroll smoothly on all my test devices, changing

Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
Hello Randy, Adjusting the compositorCacheLimit (instead of toggling the acceleratedRendering) also seems to fix my most recent encounter. It is good to have work-arounds but frustrating to have the issue crop up. — Scott > On Jun 2, 2020, at 5:20 AM, Randy Hengst via use-livecode > wrote:

Re: iOS builds ignore taps

2020-06-02 Thread scott--- via use-livecode
I haven’t found that using touch messages instead of mouse messages makes any difference. -- Scott > On Jun 1, 2020, at 1:19 PM, matthias rebbe via use-livecode > wrote: > > > I am not sure if this will solve your problem, but did you try the touch > messages instead? > > Matthias > > >>

Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
On 6/1/20 3:19 PM, matthias rebbe via use-livecode wrote: I am not sure if this will solve your problem, but did you try the touch messages instead? It may have changed since I last tried that, which was years ago, but I found that if you have both mouse and touch messages, you get both

Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
Did you increase the compositorCacheLimit in addition to toggling acceleratedRendering, or does the adjustment work by itself? Also, were you able to find a good compromise for the increated limit that would work on any i-thing? On 6/2/20 7:20 AM, Randy Hengst via use-livecode wrote: I have

Re: iOS builds ignore taps

2020-06-02 Thread Randy Hengst via use-livecode
I have an iOS app that uses many graphics with movement… in addition to doing as Scott suggested (toggling acceleratedRendering on an off) I also messed with adjusting the compositorCacheLimit. Raising the limit helped. Doing this also helped with some screen redraw issues I saw that sounds

Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
On 6/1/20 11:30 PM, Mark Wieder via use-livecode wrote: On 6/1/20 9:15 PM, J. Landman Gay via use-livecode wrote: Oh my gosh, I *never* would have guessed that fullscreenMode was the culprit. That's kind of screwy isn't it? Why would it block taps? And not consistently either. WTF? My

Re: iOS builds ignore taps

2020-06-02 Thread J. Landman Gay via use-livecode
I meant acceleratedRendering, sorry. I was talking to someone about fullscreenMode right before I answered you and had a think-o. I do have acceleratedRendering enabled in my app. I also ran into the problem you described below -- taps went through but the screen did not redraw so the content

Re: iOS builds ignore taps

2020-06-01 Thread scott--- via use-livecode
And it seems that, at least in my last run-in, the taps were actually going through… it is just that they weren't being drawn on the screen. I had displayed a group with a visual effect inside a rect… only controls inside the rect appeared unresponsive. When put away using unlock the screen

Re: iOS builds ignore taps

2020-06-01 Thread scott--- via use-livecode
I don’t use fullscreenMode. Is acceleratedRendering a default requirement of fullscreenMode? I’ve been unable to create a simple recipe. In my cases I am suspicious that it has something to do with overlapping groups… but obviously it is more than that. — Scott > On Jun 1, 2020, at 9:15 PM, J.

Re: iOS builds ignore taps

2020-06-01 Thread Mark Wieder via use-livecode
On 6/1/20 9:15 PM, J. Landman Gay via use-livecode wrote: Oh my gosh, I *never* would have guessed that fullscreenMode was the culprit. That's kind of screwy isn't it? Why would it block taps? And not consistently either. WTF? -- Mark Wieder ahsoftw...@gmail.com

Re: iOS builds ignore taps

2020-06-01 Thread J. Landman Gay via use-livecode
Oh my gosh, I *never* would have guessed that fullscreenMode was the culprit. That's kind of screwy isn't it? Why would it block taps? And not consistently either. I'm very glad you knew what was wrong, I was completely at a loss. Thank you. It seems like this needs a bug report but there's no

Re: iOS builds ignore taps

2020-06-01 Thread scott--- via use-livecode
For me, when I run across this (and I have several times… including one just last week) it is almost always acceleratedRendering. I usually end up toggling it off and on and then all works fine. Sometimes I wrap code between these but sometimes I just put this at the end of the handler that

Re: iOS builds ignore taps

2020-06-01 Thread matthias rebbe via use-livecode
I am not sure if this will solve your problem, but did you try the touch messages instead? Matthias > Am 01.06.2020 um 21:50 schrieb J. Landman Gay via use-livecode > : > > Has anyone seen this problem? On an iOS build, normal LC controls sometimes > do not respond to mouseUp events.

iOS builds ignore taps

2020-06-01 Thread J. Landman Gay via use-livecode
Has anyone seen this problem? On an iOS build, normal LC controls sometimes do not respond to mouseUp events. There are no native controls involved -- the worst offender is a regular LC graphic that serves as a login button. Sometimes it just doesn't trigger. Other times it's a locked LC field