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Home/ Questions/Q 7746599
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T10:19:12+00:00 2026-06-01T10:19:12+00:00

Is it possible to detect every pixel being touched? More specifically, when the user

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Is it possible to detect every pixel being touched? More specifically, when the user touches the screen, is it possible to track all the x-y coordinates of the cluster of points touched by the user? How can I tell the difference between when users are drawing with their thumb and when they are drawing with the tip of a finger? I would like to reflect the brush difference depending on how users touch the screen, and would also like to track all the pixels being touched.

I am currently using the following codes from the GLPaint sample from Apple developer site:

http://developer.apple.com/library/ios/#samplecode/GLPaint/Introduction/Intro.html

The sample codes allow drawing with a predefined brush size and tracking the x-y coordinates along the way. How can I change the brush depending on how users touch the screen and track all the pixels being touched over time?

// Drawings a line onscreen based on where the user touches

- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end

{
     NSLog(@"x:%f   y:%f",start.x, start.y);

     static GLfloat*          vertexBuffer = NULL;

     static NSUInteger     vertexMax = 64;

     NSUInteger               vertexCount = 0,

                    count,

                    i;



     [EAGLContext setCurrentContext:context];

     glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);



     // Convert locations from Points to Pixels

     CGFloat scale = self.contentScaleFactor;

     start.x *= scale;

     start.y *= scale;

     end.x *= scale;

     end.y *= scale;



     // Allocate vertex array buffer

     if(vertexBuffer == NULL)

          vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));



     // Add points to the buffer so there are drawing points every X pixels

     count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);

     for(i = 0; i < count; ++i) {

          if(vertexCount == vertexMax) {

               vertexMax = 2 * vertexMax;

               vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));

          }



          vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);

          vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);

          vertexCount += 1;

     }



     // Render the vertex array

     glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);

     glDrawArrays(GL_POINTS, 0, vertexCount);



     // Display the buffer

     glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);

     [context presentRenderbuffer:GL_RENDERBUFFER_OES];

}


// Handles the start of a touch

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event

{

     CGRect                    bounds = [self bounds];

     UITouch*     touch = [[event touchesForView:self] anyObject];

     firstTouch = YES;

     // Convert touch point from UIView referential to OpenGL one (upside-down flip)

     location = [touch locationInView:self];

     location.y = bounds.size.height - location.y;

}

// Handles the continuation of a touch.

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event

{  

     CGRect                    bounds = [self bounds];

     UITouch*               touch = [[event touchesForView:self] anyObject];



     // Convert touch point from UIView referential to OpenGL one (upside-down flip)

     if (firstTouch) {

          firstTouch = NO;

          previousLocation = [touch previousLocationInView:self];

          previousLocation.y = bounds.size.height - previousLocation.y;

     } else {

          location = [touch locationInView:self];

         location.y = bounds.size.height - location.y;

          previousLocation = [touch previousLocationInView:self];

          previousLocation.y = bounds.size.height - previousLocation.y;

     }



     // Render the stroke

     [self renderLineFromPoint:previousLocation toPoint:location];

}



// Handles the end of a touch event when the touch is a tap.

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event

{

     CGRect                    bounds = [self bounds];

    UITouch*     touch = [[event touchesForView:self] anyObject];

     if (firstTouch) {

          firstTouch = NO;

          previousLocation = [touch previousLocationInView:self];

          previousLocation.y = bounds.size.height - previousLocation.y;

          [self renderLineFromPoint:previousLocation toPoint:location];

     }

}


// Handles the end of a touch event.

- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event

{

     // If appropriate, add code necessary to save the state of the application.

     // This application is not saving state.

}
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  1. Editorial Team
    Editorial Team
    2026-06-01T10:19:13+00:00Added an answer on June 1, 2026 at 10:19 am

    AFAIK there is no API to access the touch zone for a touch. I’m not even sure, given the limits of a capacitive touch screen, whether what you want is physically possible. I recall a presentation at a recent Cocoa Heads where it was demonstrated that some of the information was available on OS X (via private API) for trackpads, but not for iOS.

    I believe this is one reason that graphics tablets employ special styluses that have their own sensor technology built in.

    A partial workaround, for a drawing application, might be to simulate “inking” as some desktop applications do: if a user’s touch lingers in a given spot, draw as if ink were coming out of the “pen” and gradually diffusing through the “paper.”

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