I use screen_dx and screen_dy values to move camera in my game.
In desktop all working ok.
But in android first dx and dy values is very big. Looks like it screen_x and screen_y values
function on_input(self,action_id,action)
if action_id == HASHES.INPUT_TOUCH then
print("dx:" .. action.screen_dx)
print("dy:" .. action.screen_dy)
end
end
The OSX version behaves the same way (print action.screen_dx outside your if conditional to see this). Since the behaviour is consistent on all platforms I wouldn’t consider this a bug but rather the expected behaviour and something that is easy to work around if you expected the first dx, dy to be 0.
I get the expected behaviour in HTML5 as well. On Android we simulate a mouse for single touch which means that the screen_dx, screen_dy between two consecutive pressed/released sequences will have a delta value as if the mouse was immediately moved from the first released to the second pressed position.