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Gestures updated
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I intended to just update the documentation a bit, but ended redoing the whole demo, because it was fun.
Also added a force (3D) touch gesture, should work for Apple stylus as well - would appreciate it if someone with Apple Pencil could test it.
Get it from GitHub.
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Would this work with the Scene module?
My understanding of your code, from reading through the python file, leads me to believe that a UI object has to be included. I don’t know a whole lot about the ObjC classes for gesture handling, so beyond what is written in your python file I don’t know how the code operates.
I’m trying to get some form of gesture control in a Scene module that I am writing. I took inspiration from your original Gestures code and some touch tracking code I found online to brew my own bit of gesture handling, but it isn’t currently functional. I am trying to gauge whether to trash it and try to adapt / use what you’ve written directly with the Scene module or whether to seek help to get what I have working.
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This might work an a scene view, but not a scene.
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@dcl, what @JonB said. Gestures can be expected to work on the level of the whole
scene.view
, but not on the level of individual Nodes, which to my understanding are made of GL code created by @omz, i.e. they have no connection to Apple UIKit gestures.As Nodes expose
touches
, it is reasonably easy to roll your own gestures where needed. And since all the relevant code in Gestures is Apple's and hidden behind the covers, I would not think that Gestures would be a very useful as a template for your custom gestures. Rather, I would look at the numerous scene-based games for samples.Supplementing view-level gestures (handled by Gestures code) with your own Node-level gestures code is an idea, but expect some trouble managing both firing at the same time. At least that's what happens in UI code.