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Implement OS agnosticInputEventGesture with Pan, Pinch, and Twist#39055
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56a2c03 toe2a2e75Comparejeremyz commentedJun 15, 2020 • edited
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This has been tested on X11 and android on 3.2 branch, see#37754 (test scene included). |
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akien-mga commentedNov 10, 2021
Sorry for the delay reviewing this, and thanks for keeping at it! It's looking good and I agree that such an OS agnostic approach is the best to support these events on all platforms that support touch input. BTW, what does it imply for the current only platform-specific implementation for macOS? Would be good to have some review/feedback from @godotengine/input@RandomShaper, maybe also potential users of the feature like@HEAVYPOLY? |
b0cd6c4 toea14efeComparejeremyz commentedNov 11, 2021
No worries about the delay, there's a lot of PR, you do what you can. |
2b9ee5d toe4479a2Comparemadmiraal commentedApr 4, 2022
I'm not convinced this is the right way forward. I agree that we should detect gestures in the Godot input system instead of in each individual platform i.e. this PR is better than#36953. And I agree that gestures should be named after their action not how they’re interpreted i.e. "Pinch" is better than "Magnify". However, I'm not convinced these are the gestures that we should be implementing. My concerns include, but are not limited to:
At the very least, I think there should be an agreed proposal to support which gestures, if any, we should implement. |
madmiraal commentedApr 4, 2022
I've createdgodotengine/godot-proposals#4340 to facilitate the discussion. |
stevenctl commentedMay 27, 2023
I think you're spot on in your opinion about naming, but at the same time these are supported on mac and work great. I don't see why that should block allowing that on other platforms. |
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this is shamelessy inspired by Federico-Ciuffardi's job on#36953
implementation of thresholds to limit the amount of
emitted events will come later.
this is related to#13139 (and#37754 for 3.2 branch)
Bugsquad edit:Fixes#13139.