How to develop for multitouch on Mac?

4 replies to this topic
Posted 1+ years ago #1

Is there an quick way to develop and test a multitouch app natively on my Mac?

I need to support at least 3 simultaneous touches.

I have an iPad and would like to use that and have the touches control my native (GLFW?) app, but if I had to buy a touchpad, that would be okay too.

If I pay the 99$ to apple to be a developer, is it quick and easy to test on the ipad itself, or will that result in long compile-deploy times?

The main issue is to have an easy way to a test a multitouch interface continuously with a lot of quick compiles, tweaking and inventing good interface gestures.

Would Appstores Vimeovs iSimulate be of any use?
Would Appstores Touchpad app be of any use?

Any relevant suggestions appreciated.

Posted 1+ years ago #2

I use iSimulate, it works well.

Though I've not used it with a monkey project (yet) it should be simple enough to add in.

Posted 1+ years ago #3

Thanks for the pointer.

I have set up iSimulate SDK + iSimulate Lite with a monkey project, and it works but I only get touch events for the lower left quarter of the iPad screen.

[EDIT] Touch events come in for the whole screen, but the cords are scaled to big.

From I've used the
"for OpenGL-based Apps" -> for ios 4 version because I can't get the
"for OpenGL-based Apps" -> for ios 3 (ipad) version to compile.

Do you have an idea of what I'm doing wrong?

Posted 1+ years ago #4

Is this the same when using a basic/simple monkey app with no fancy matrix stuff going on?

Posted 1+ years ago #5

Yes. I've just made this minimal example, and followed the instructions on

Import mojo

Class Test Extends App
	Method OnCreate()
		SetUpdateRate 60
	Method OnRender()
		Cls 200,0,0
		For Local n:Int = 0 Until 8
			If KeyDown(KEY_TOUCH0+n)
				SetColor 0,255,64*n
				DrawRect TouchX(0+n)-25,TouchY(0+n)-25,50,50


Function Main()
	New Test