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Implement OS agnosticInputEventGesture with Pan, Pinch, and Twist#39055

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jeremyz wants to merge3 commits intogodotengine:master
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@jeremyzjeremyz commentedMay 25, 2020
edited by akien-mga
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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.

realkotob, Zireael07, OverloadedOrama, tuckersn, jespereggers, HEAVYPOLY, dkaste, Federico-Ciuffardi, lfkdev, jblough, and 12 more reacted with thumbs up emoji
@jeremyzjeremyzforce-pushed theinput_gesture branch 2 times, most recently frome09c858 to5a4e1e0CompareMay 26, 2020 04:59
@akien-mgaakien-mga added this to the4.0 milestoneMay 27, 2020
@jeremyzjeremyzforce-pushed theinput_gesture branch 2 times, most recently from56a2c03 toe2a2e75CompareMay 28, 2020 15:02
@jeremyzjeremyz requested a review froma team as acode ownerJune 15, 2020 09:50
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jeremyz commentedJun 15, 2020
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This has been tested on X11 and android on 3.2 branch, see#37754 (test scene included).

@jeremyzjeremyz requested review froma team ascode ownersNovember 2, 2021 15:01
@jeremyzjeremyzforce-pushed theinput_gesture branch 2 times, most recently fromf8fae5d to42589f0CompareNovember 2, 2021 15:57
@akien-mgaakien-mga changed the titleimplements EventGesturePan,Pinch,Twist - OS agnosticImplement OS agnosticInputEventGesture with Pan, Pinch, and TwistNov 10, 2021
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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?

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No worries about the delay, there's a lot of PR, you do what you can.
BTW, good PR review, you've nailed all my mistakes ! they should be fixed now.
About the native Gesture events, (Android/OSX) I'm processing the issue right now, because yes, there is one.
I don't have OSX hardware to test, if someone has some valuable input I'll appreciate it.
I'm on it, will come back with something this week-end.

@jeremyzjeremyzforce-pushed theinput_gesture branch 4 times, most recently from2b9ee5d toe4479a2CompareMarch 15, 2022 02:36
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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:

  • Why does “Pan” (which is an interpretation not an action) require two fingers? Why not just useInputEventScreenDrag as a single finger gesture (since all drags require a touch). It already includes arelative and avelocity parameter?
  • Why include “Twist” (which is also an interpretation not an action). Why not simply include the change in angle between the two fingers as another parameter of “Pinch”?

At the very least, I think there should be an agreed proposal to support which gestures, if any, we should implement.

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I've createdgodotengine/godot-proposals#4340 to facilitate the discussion.

@akien-mgaakien-mga modified the milestones:4.0,4.xJan 19, 2023
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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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Implement InputEventGesture (incl. Pan and Magnify) for all platforms

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