Heh, after my tests on the iPod I had to learn (unfortunately) that even having multiple buttons pressed has its flaws (pretty serious ones which often screwed up the control flow).
I was using Mouse Enter / Leave and Mouse Button Down / Up events.
Altogether I had 4 buttons: A left, right (left side of screen) and up, down (right side of the screen).
Making a player run and jump at the same time didn't work as expected.
Reason: Game Editor does indeed use the one mouse coordinate it has for tracking the events above.
The mouse coordinates are located where a touch last moved.
So let's say I touched point A and point B at the same time, the coordinate would only be at one point. If I moved A, it would be at A and vice versa.
Let's assume I had two different buttons located at A and B (run right / jump).
I'm running to the right and pressing the jump button. The player jumps.
Accidentally I move the finger on the right run button for 1 pixel (which is the most likely thing to happen anyway) and at the same time let go of the jump button.
The coordinates jump right to the right run button without registering a Mouse Leave or Mouse Button Up event. Control [4] ( control array; 4 = jump) is still active and the player
will keep jumping until I push the button again (without touching anything else) and move the finger off it or let go.
Tldr:
The issue is about letting a button go. A Mouse Leave / Mouse Button Up is not called when at the same time a finger on another button is moved.
That way my player e.g. keeps running forever until he hits a wall / he dies / I press the directional button again and release it.