No-Code Workspace — Block Reference

TouchBlock usage recipe

Touch Break (TOUCH_BREAK)

Releases held touches

Documented for app version 1.0.50Updated:

Block Preview

Captured from the in-app Visual Builder block card in the English UI.

English UI
Touch Break (TOUCH_BREAK) block card

What Does It Do?

Terminates an indefinite TOUCH block (duration = 0). All active pointers are safely released and touch mode returns to single. It has no extra settings.

When to Use?

1

When TOUCH block is set to 0 (indefinite) and you need to release at a specific moment. Usually released based on IMAGE/TEXT/COLOR search result.

How to Use?

1

Add a TOUCH block (duration = 0)

2

Add check blocks after TOUCH (IMAGE, TEXT, WAIT, etc.)

3

Add Touch Break where you need to release

4

All active pointers are released and touch mode resets

Parameters

Background fingersComing soonv1.0.51

Touch Break also lifts background swipes and TOUCH motions along with held TOUCH pointers. Stop, Auto-stop, the end of the macro and a My Agent Routine block lift the finger too

Example Usage

1

Scenario: Hold until element appears

2

TOUCH (duration=0): Hold at [540, 960]

3

IMAGE: Search target (retry mode)

4

TRUE branch: Touch Break (release when found)

5

Next operations...

Combinations / Used With

1

COMBINATIONS:

2

TOUCH (dur=0) + IMAGE + TOUCH_BREAK: Conditional release

3

TOUCH + WAIT + TOUCH_BREAK: Release after time

4

TOUCH + TEXT + TOUCH_BREAK: Release when text seen

Tip

Releases held touches

Warnings / Cautions

1

WARNING:

2

Without Touch Break, indefinite TOUCH NEVER releases

3

Touch Break does nothing if no touch is active

4

Every indefinite TOUCH needs a Touch Break

Step-by-Step Mastery: Basic → Advanced → Pro

The same block at three levels: a quick start, the real options, and professional techniques.

Basic

TOUCH_BREAK ends an active touch operation. Its main job is releasing the finger of a TOUCH block set to duration 0 (indefinite). All active pointers are safely released and touch mode returns to single. It has no parameters — you just need to place it correctly.

Advanced

It is usually placed on a TRUE branch of an IMAGE/TEXT/COLOR search: when the target appears the finger releases. The generated Lua tries Touch.breakAll(), else Touch.reset(), else a Touch.up(0)+dispatch fallback chain — i.e. it releases safely regardless of API version. If there is no active TOUCH, TOUCH_BREAK does nothing, so firing it twice by accident is harmless but pointless.

Pro

Treat TOUCH_BREAK as a design guarantee: ensure it fires on the exit of every branch that uses an indefinite TOUCH. In complex flows the macro can end multiple ways (BREAK, the false branch, an error); verify a TOUCH_BREAK runs on ALL of them, otherwise the finger stays stuck and can hang for a long time under OEM accessibility soft-unbind scenarios. If you hold several fingers (pointers 0,1,2) one TOUCH_BREAK releases them all; you don't need to release each separately. For a normal TOUCH with duration>0, TOUCH_BREAK is unnecessary — it releases on its own.

Real-World Scenarios — Step-by-Step Recipes

Small, reproducible examples that combine several blocks — build them straight into your own macro.

Hold until an element appears, then release
  1. 1TOUCH (duration=0) holds [540,960]
  2. 2Turn on touchContinueWhileHolding
  3. 3IMAGE: scan the target in retry mode
  4. 4Add TOUCH_BREAK on its TRUE branch
  5. 5When the target is found the finger releases and the flow continues

Which Blocks to Pair With — Pro Combinations

This block is useful on its own — but it shines when paired with the right partners.

+ TOUCH (duration=0)

The only release mechanism for an indefinite hold; without this pair the finger never lets go.

+ IMAGE / TEXT / COLOR

Placed on a search's TRUE branch it gives conditional release when the target appears — the most common TOUCH_BREAK pattern.

+ WAIT

To release after a set time you build the TOUCH + WAIT + TOUCH_BREAK trio.

Common Mistakes and Fixes

Using an indefinite TOUCH but never adding TOUCH_BREAK; the finger is never released. Add a release path for every indefinite hold.

Putting TOUCH_BREAK on just one branch and forgetting the macro's other exits (error, false branch); the finger sticks on those paths.

Pro Tips

A single TOUCH_BREAK releases all active pointers (including multi-finger) at once; you don't need one block per finger.

Safe pattern: wrap the indefinite TOUCH in a GROUP and ensure TOUCH_BREAK runs at every exit of that group.

Coming soonv1.0.51Touch Break (Touch.breakAll) also releases background swipes and TOUCH motions along with held TOUCH pointers. Stop, Auto-stop, the end of the macro and a My Agent Routine block lift these fingers too; place Touch Break before a touch that is refused while background fingers are held.

This Block's Code (Editor View)

Lua

The Lua below is what the Code Editor generates for this block with sample settings. Adding cases, branches, actions or loops, or changing settings, extends the generated code accordingly. Study it to see what the block does under the hood, to learn Lua, or to copy and adapt it. Use the Copy button (top-right) to paste it into the Code Editor, or “Try in Editor →” to run it in the live editor.

if Touch.breakAll ~= nil then
 Touch.breakAll()
elseif Touch.reset ~= nil then
 Touch.reset()
 Touch.single()
else
 Touch.up(0)
 Touch.dispatch()
 Touch.single()
end

Note: generated code can evolve across versions; helper names (e.g. _reg1, m1) and internal optimizations may change. The logic and the called APIs reflect the block’s behavior.

Block ↔ Lua Mapping →

Shared Controls for This Block Family

The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.

👆Finger Identity

TOUCH and MULTI_GESTURE flows should make it explicit when each finger goes down and when it releases.

🎯Center and Path

Center point, waypoints, and duration determine how the gesture is perceived.

⏳Background Hold

Letting the builder continue while a hold is active is powerful but risky; plan the release step deliberately.

📱Device Variance

The same gesture can feel different across DPI and aspect ratios; explicit gesture recipes are often more durable than replaying raw captures.

Builder vs Lua Boundary

Raw touch pointer lifecycle stays code-first

TOUCH and TOUCH_BREAK cover recipe-style touch flows. Raw pointer choreography such as Touch.down, Touch.move, Touch.up, Touch.dispatch, Touch.reset, Touch.breakAll, and Touch.releaseAfter is not exposed as a first-class builder block.

Touch.downTouch.moveTouch.upTouch.dispatchTouch.resetTouch.breakAllTouch.releaseAfter
Bounded dialog design is builder-backed; freer composition stays code-first

The DIALOG block and dialog designer cover a bounded field set in the builder: Info Text, Text Input, Checkbox, Description, Radio Group, Dropdown, Multi Select, Tab Group, Date Time, Number Range, Slider, Image Picker, Color Picker, File Picker, Recorder Picker, Tag, Signature, and Spacer. The buttons are designed too: the Positive button and Negative button tabs set each button’s text, background, and border color, corner radius, and minimum height next to a preview. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Coming soonv1.0.51Two more fields: Agent Detect references (agent_detect_editor) lets the user pick a saved reference set or add and edit references, and Save confirms the selection; Navigation setup editor (navigation_editor) edits a saved map, marker and route from the Dialog and returns the setup and route selection without moving the character.

Setting.builderDialogHudTextViewAgentDetectEditorNavigationEditor
Advanced HTTP request chaining stays code-first

HTTP_GET, HTTP_POST, and HTTP_PUT cover common fixed-method flows; HTTP_REQUEST covers one bounded request with method, header lines, body, content type, query parameters (GET and DELETE), timeout, and a bounded retry. These blocks never throw; they write the status code (-1 on a network failure). Cookie handling, chained request objects, and lower-level client flows still need the code editor.

Request()Request.setCookieRequest.getCookiesCUSTOM_CODE
General programming surfaces stay code-first

The MAP, LIST, JSON_PARSE, REGEX_MATCH, and METRICS blocks cover the everyday cases: map actions, a static list, reading a value from a JSON path, regex match, find, replace, and split, and metrics actions. The rest of the Map, Array, JSON, Regex, and Metrics APIs (for example Array sort, filter, and map) is broader than the builder recipe model and stays on the CUSTOM_CODE and code editor side.

MapArrayJSONRegexMetrics
Low-level runtime and Lua composition stays code-first

Runtime helpers, raw Request objects, Lua built-ins such as print/pcall/xpcall, and free-form object chaining patterns are represented through CUSTOM_CODE or the code editor.

RuntimeRequestprintpcallxpcallCUSTOM_CODE

Debug Mode and Breakpoints

Each block card now exposes an independent breakpoint toggle. When enabled, the breakpoint preference is stored with the block.

Breakpoints are only emitted into runtime code when Debug Mode is enabled from Visual Builder settings. When Debug Mode is off, breakpoints stay saved but do not pause execution.

Use ASSERT for fail-fast validation, and use breakpoints for step-by-step tracing and controlled pauses in the same flow.

Variable Scope

1

Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.

2

However, a variable defined inside a GROUP will be 'nil' (undefined) until the GROUP executes. Blocks outside the GROUP using this variable may produce unexpected results.

3

FOR_EACH loop variables (item and index) only carry valid values inside the loop body. Outside the loop they are outside local scope and should not be used.

4

TRY_CATCH error variable is only valid within the catch block. If the try block succeeds, the catch branch is not entered and the error variable remains undefined.

5

TIP: Before using a variable inside a GROUP, assign a default value with SET_VARIABLE outside the GROUP. This way the variable won't be nil even if the GROUP has not run.

Inline Expressions

You can embed variable values and calculations into text fields using {{ expression }} syntax. Expressions inside double curly braces are evaluated as Lua code and the result is inserted into the text.

Syntax
{{ expression }}
Examples
Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1)
{{ name }} kazandı! → tostring(name) .. " kazandı!"
X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)
Supported Blocks
SET_VARIABLELOGCOMPARECLIPBOARD_WRITENOTIFY_TOASTKV_SET
Security Note

Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.

General Tips

1

Keep scan regions as small as possible — improves speed, reduces false matches.

2

Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).

3

Use network operations and error-prone steps inside TRY_CATCH.

4

If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.

5

Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.

6

Customize macros with Dialog block — different parameters each run.

7

Define repeating steps once with GROUP_CALL, call from many places.

Cross-macro local library

Local Shared Macro Area

The Local Shared Macro Area moves blocks, variables, dialog fields, gallery assets, and imported media dependencies between macros on the same device. It is device-local, not cloud sync, not Firebase sharing, and not a replacement for public macro sharing.

Professional usage model: put a reusable login flow, common scan region, shared dialog form, variable group, template image, color profile, replay recording, or imported PLAY_SOUND media file into the shared area from one macro, then import it from the relevant + menu in another macro.

VISUAL_BLOCKSVARIABLESDIALOG_FIELDSTEMPLATE_IMAGECOLOR_SWATCHREPLAY_RECORDMEDIA_FILE
1

Send to the shared area

When one item or a multi-selection is active, the shared-area button can copy the selected part from the workspace, group, true/false action branch, dialog, and variables surfaces into the device-local library.

2

Import into another macro

The shared-area entry under the + menu imports the selected item into the surface that opened it. Main workspace, group, action branch, dialog, and variables each receive the compatible item type.

3

Share gallery assets

Gallery items include template images, color swatches, replay records, and imported audio/media files. They can move between macros on the same device so repeated templates, colors, recordings, and PLAY_SOUND media assets do not need to be captured again.

4

Keep it clean

The shared area is not a permanent dumping ground. Delete stale shared items from the shared-library panel; imports create a copy in the target macro and do not rewrite the source macro flow.

Checkpoint: after importing, review block names, linked template/image/color/record/media assets, and variable names in the target macro. The shared area creates a copy; delete stale shared items from the shared-library panel to keep the library clean.

AI assistant

Build a block chain with MH AI in natural language

Tell MH AI what you want in plain language; it proposes the right block sequence and lands it in the workspace after you approve. In the current release it works with cloud providers such as Gemini, Claude, and OpenAI; on-device local models are on the roadmap.

Learn more →