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    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello β€” I'm @olemoritz on Twitter.


    Pure Python gestures

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    • mikael
      mikael @FrankenApps last edited by

      @FrankenApps, for scenes, it is easier to use the ObjC version, available as Gestures.py.

      Panning and zooming is a bit more involved than just using the gestures, so in the same repo there is also zoompanscene.py, which you use like this:

      from zoompanscene import *
      
      class SpaceScene(ZoomPanScene):
        
        def setup(self):
          super().setup()
          
          ship = SpriteNode('spc:PlayerShip1Orange')
          ship.position = self.size / 2
          self.add_child(ship)
          
      run(SpaceScene())
      
      1 Reply Last reply Reply Quote 3
      • mithrendal
        mithrendal last edited by mithrendal

        I am just again overwhelmed by this new clean beautiful piece of API creation from @mikael ! Thank you so much for this...

        1 Reply Last reply Reply Quote 0
        • mikael
          mikael last edited by

          Due to popular demand (I needed it) I added edge swipe gestures to the Python version. Implement some of these methods to use them:

          • on_edge_swipe
          • on_edge_swipe_up
          • on_edge_swipe_down
          • on_edge_swipe_left
          • on_edge_swipe_right

          Note: "left" means "toward left", or "from the right edge".

          Also included in the same module a ZoomPanView implementation, which rotates as well! It has these constructor parameters (can be set as attributes, if you prefer):

          • pan=True, zoom=True, rotate=False
          • min_scale, max_scale
          • min_rotation, max_rotation (in degrees)

          Run the file to play with the demo, or implement something like this:

          class ZoomPanDemo(ZoomPanView):
            
            def __init__(self, **kwargs):
              self.background_color='black'
              super().__init__(
                rotate=True, 
                min_rotation=-45, max_rotation=45,
                **kwargs)
              
              self.crazy_text = ui.Label(
                text='Pan, zoom, rotate',
                text_color='white',
                alignment=ui.ALIGN_CENTER,
                flex='LTBR',
          
              )
              self.crazy_text.size_to_fit()
              self.crazy_text.center = self.bounds.center()
              self.add_subview(self.crazy_text)
          
          1 Reply Last reply Reply Quote 0
          • Anxietier
            Anxietier last edited by

            thx for share ur code, it's really useful.
            i was try to overload view class, so i can zoom imageview and drag it, like photo album, here is my problem:
            when i use 2 fingers to drag imageview then pinch it, it's ok,
            but when i pinch it at first, the imageview's left-top corner will be fixed for a while, as i pinch more scale, the imageview would jump under my fingers, then when i drag and pinch, the experience would be ok
            i dont know am i describe it clearly, here is my demo code

            import gestures
            import ui
            
            
            class MyView(ui.View):
            	def __init__(self):
            		self.width, self.height = ui.get_screen_size()
            		self.background_color = 'white'
            		
            		self.set_ui()
            		self.set_label_action()
            		
            		self.label_init_center = self.label.center
            		self.label_init_width = self.label.width
            		self.label_init_height =  self.label.height
            		
            	def set_ui(self):
            		label = ui.Label()
            		self.label = label
            		label.text = 'Demo'
            		label.border_color = 'black'
            		label.border_width = 1
            		label.width, label.height = 400, 400
            		label.center = self.width/2, self.height/2
            		self.add_subview(label)
            		
            	def set_label_action(self):
            		pincher = gestures.pinch(self.label, self.pinch_handler)
            		panner = gestures.pan(self.label, self.pan_handler, minimum_number_of_touches=2)
            		panner.together_with(pincher)
            		
            	def pan_handler(self, data): 
            		self.label.center = self.label_init_center + data.translation
            		if self.label.text == '2 fingers are pinching':
            			self.label.text += 'and panning'
            		if self.label.text == 'Demo':
            			self.label.text = '2 fingers are panning'
            		if data.state == gestures.ENDED:
            			self.label.text = 'Demo'
            			self.label_init_center = self.label.center
            
            	def pinch_handler(self, data): 
            		self.label.width, self.label.height = self.label_init_width * data.scale, self.label_init_height * data.scale
            		if self.label.text == '2 fingers are panning':
            			self.label.text += ' and pinching'
            		if self.label.text == 'Demo':
            			self.label.text = '2 fingers are pinching'
            		if data.state == gestures.ENDED:
            			self.label.text = 'Demo'
            			self.label_init_width = self.label.width
            			self.label_init_height = self.label.height
            
            		
            if __name__ == "__main__":
            	mView = MyView()
            	mView.present('fullscreen', hide_title_bar = True)```
            stephen mikael 2 Replies Last reply Reply Quote 0
            • stephen
              stephen @Anxietier last edited by

              @Anxietier hey ive never dealt with gestures before but i imagin giving each movment a delegate to register separatly then get the diference of the 'onEvent' call (sorry just made that one up lol) would this posibly help? might need separate Gesture objectsbinstead of calling all from one view. not sure how that would work

              Anxietier 1 Reply Last reply Reply Quote 0
              • Anxietier
                Anxietier @stephen last edited by

                @stephen im not sure understand whats ur meaning (not good at eng..) :
                make one label, when i swipe it up\down\left\right, or drag it, or zoom it, etc.. it can do diff things
                did u mean that? if so, then yes
                btw, if u wanna swipe 4 directions with one handle, u can write like this:
                gestures.RIGHT|gestures.LEFT|gestures.UP|gestures.DOWN

                stephen 1 Reply Last reply Reply Quote 0
                • mikael
                  mikael @Anxietier last edited by

                  @Anxietier, can you subclass ZoomPanView instead?

                  If you run pygestures.py and swipe from the right, you get the demo picture that you can pan and zoom, and that seems to work ok.

                  The code for it is at the end of the file.

                  Anxietier 1 Reply Last reply Reply Quote 1
                  • stephen
                    stephen @Anxietier last edited by

                    @Anxietier okay i was in a bit of a rush before and didnt visualize fully.

                    I have not looked at @mikael 's module yet but givin who authored it im sure ite outstsnding. that said my first post is no longer valid.. πŸ˜…πŸ˜‰



                    as for your original issue i went to photos and played with the pinch/pan for a bit and i noticed that if i pinched from corners ↴

                    good

                    everythingbworked fine. BUT if one finger wasnt close enough to corner ↴

                    bad

                    the gester would act as though it had constraints.

                    if i understand your problem then possibly these are similarbin effect and that should mean increasing the "touch" target rect size would help prevent this?

                    Note: inused photos App givin u wanted to Mock functionality β˜ΊοΈπŸ€“

                    Anxietier 1 Reply Last reply Reply Quote 0
                    • Anxietier
                      Anxietier @mikael last edited by

                      @mikael hi, i tested zoomPanDemo, and it works fine, thanks for advice.
                      btw, im trying to make an effect that when i drag down PanView, it can make me feel damping, as my finger move away, it can get back to origin pos, feel like looking website, drag down for refresh
                      could you provide any idea for that? thank you

                      stephen 1 Reply Last reply Reply Quote 0
                      • Anxietier
                        Anxietier @stephen last edited by

                        @stephen thx for reply
                        ive tryed mikael's zoomPanDemo, add it to my main View, and it works fine, so the issue is on mine :(
                        i would subclass ZoomPanView, and try it :D

                        1 Reply Last reply Reply Quote 0
                        • stephen
                          stephen @Anxietier last edited by

                          @Anxietier no problem. i looked over the moduleand it looks like all uwould need to do is run a ui.animate transgorm back yto orignal psition.if touch doesnt store the original long enough (it should) you can also store this in a var. should be straight forward butd have to run through this module a bit beore i can give an example.

                          Anxietier 1 Reply Last reply Reply Quote 0
                          • Anxietier
                            Anxietier @stephen last edited by

                            @stephen
                            yeah, i made a demo, i subclass ui.view, add ui,imageview to show image, and i def a method to fix imageview_size to view_size, include view_center, when i drag down imageview and leave my finger, it can move back to origin pos,
                            but, i need an experience, i'd try to describe it:
                            '' when i drag it down shortly, imageview would move down follow my finger,
                            when my finger drag long way, like from top screen to bottom, the imagview wouldnt follow my finger, feel like dragging a strong
                            spring ''
                            i try to find a math function to let imageview and fingers' trave non-linear, but i failed, so ... u know :P

                            stephen mikael 2 Replies Last reply Reply Quote 0
                            • stephen
                              stephen @Anxietier last edited by

                              @Anxietier πŸ€“ ah math now i can help u. give me a few min to write up a friction/drag method for you

                              1 Reply Last reply Reply Quote 0
                              • mikael
                                mikael @Anxietier last edited by

                                @Anxietier, please see below for something you can adjust to your needs.

                                I recommend and use scripter, because it makes the animations easy and includes the ease functions.

                                import ui
                                import scripter
                                
                                v = ui.View(background_color='black')
                                
                                class Pulled(ui.View):
                                    
                                    straight_pull = 100
                                    slowing_pull = 100
                                    
                                    def touch_began(self, t):
                                        self.start_y = ui.convert_point(t.location, from_view=self).y
                                        
                                    def touch_moved(self, t):
                                        delta_y = (
                                            ui.convert_point(t.location, from_view=self).y - 
                                            ui.convert_point(t.prev_location, from_view=self).y)
                                        if self.y < self.straight_pull:
                                            self.y += delta_y
                                            return
                                        if self.y < (self.straight_pull + self.slowing_pull):
                                            diff = self.y-self.straight_pull
                                            diff_fraction = diff/self.slowing_pull
                                            effective = 1 - min(1, diff_fraction) ** 2
                                            self.y += delta_y * effective
                                        
                                    def touch_ended(self, t):
                                        scripter.y(self, 0, ease_func=scripter.ease_out)
                                
                                v.add_subview(Pulled(
                                    frame=v.bounds,
                                    flex='WH',
                                    background_color='green'))
                                
                                v.present('fullscreen')
                                
                                Anxietier 1 Reply Last reply Reply Quote 0
                                • Anxietier
                                  Anxietier @mikael last edited by

                                  @mikael
                                  thank you, when i ran ur code, it post me an error:
                                  scripter.y(self, 0, ease_func=scripter.ease_out)
                                  module 'scripter' has no attribute 'y'

                                  then i check scripter.py, i only found the vector_class has a method called y(...)
                                  im confused~

                                  Anxietier 1 Reply Last reply Reply Quote 0
                                  • Anxietier
                                    Anxietier @Anxietier last edited by

                                    @Anxietier @mikael
                                    oh, never mind, i restarted app, now its wording fine :D

                                    mikael 2 Replies Last reply Reply Quote 0
                                    • mikael
                                      mikael @Anxietier last edited by

                                      @Anxietier, and a version with a revealed label and a refresh trigger:

                                      import ui
                                      import scripter
                                      
                                      v = ui.View(background_color='black')
                                      
                                      class Pulled(ui.View):
                                          
                                          straight_pull = 30
                                          slowing_pull = 80
                                          
                                          def touch_began(self, t):
                                              self.start_y = ui.convert_point(t.location, from_view=self).y
                                              
                                          def touch_moved(self, t):
                                              delta_y = (
                                                  ui.convert_point(t.location, from_view=self).y - 
                                                  ui.convert_point(t.prev_location, from_view=self).y)
                                              if self.y < self.straight_pull:
                                                  self.y += delta_y
                                                  return
                                              if self.y < (self.straight_pull + self.slowing_pull):
                                                  diff = self.y-self.straight_pull
                                                  diff_fraction = diff/self.slowing_pull
                                                  try:
                                                      self.reveal_func(diff_fraction)
                                                  except AttributeError: pass
                                                  effective = 1 - min(1, diff_fraction) ** 2
                                                  self.y += delta_y * effective
                                                  
                                              
                                          def touch_ended(self, t):
                                              scripter.y(self, 0, ease_func=scripter.ease_out)
                                              try:
                                                  self.reveal_func(0)
                                              except AttributeError: pass
                                              if self.y > self.straight_pull:
                                                  self.trigger_func()
                                      
                                      label = ui.Label(text='Release to refresh',
                                          text_color='white',
                                          flex='LBR',
                                          alpha=0,
                                      )
                                      label.size_to_fit()
                                      label.center = v.bounds.center()
                                      label.y = 8
                                      v.add_subview(label)
                                      
                                      def reveal(fraction):
                                          label.alpha = fraction
                                          
                                      def trigger():
                                          scripter.hide(label)
                                          print('refresh')
                                      
                                      v.add_subview(Pulled(
                                          reveal_func=reveal,
                                          trigger_func=trigger,
                                          frame=v.bounds,
                                          flex='WH',
                                          background_color='green'))
                                      
                                      v.present('fullscreen')
                                      
                                      Anxietier 1 Reply Last reply Reply Quote 0
                                      • mikael
                                        mikael @Anxietier last edited by

                                        @Anxietier, oh, you can throw away the touch_began method, it’s from an earlier version.

                                        Anxietier 1 Reply Last reply Reply Quote 0
                                        • Anxietier
                                          Anxietier @mikael last edited by

                                          @mikael thank you
                                          and if i want to bind it with gestures, what should i do
                                          i mean is there any conflict between gestures and touch
                                          what i want to make is, i can use twin fingers to zoom and move picture(imageview or subclass zoompanview, later is better i guess), and when i move picture, move space and scale would be limited, as i leave my fingers, picture's edge should be forced move to superview's edge

                                          1 Reply Last reply Reply Quote 0
                                          • Anxietier
                                            Anxietier @mikael last edited by

                                            @mikael ah, dont bother
                                            i didnt read doc carefully(perhaps wrong word :P), now i can bind them together, thanks for ur help, ur codes are really amazing and helpful :D

                                            mikael stephen 2 Replies Last reply Reply Quote 0
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