Pure Python gestures
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Python gesture implementation on Github for those situations where you cannot or do not want to use the ObjC gestures.
Simple usage example:
import pygestures class MyTouchableView(pygestures.GestureView): def on_swipe(self, data): if data.direction in (data.UP, data.DOWN): print('I was swiped vertically')
Run the file as-is to play around with the gestures. (Green circles track your touches, crosshairs show the centroid, red circle reflects pan, pinch and rotation.)
In your subclass, implement any or all the methods below to handle gestures. All methods get an information object with attributes including:
state
- one of BEGAN, CHANGED, ENDEDlocation
- location of the touch, or the centroid of all touches, as a scene.Pointno_of_touches
- use this if you want to filter for e.g. only taps with 2 fingers
Methods:
on_tap
on_long_press
on_swipe
- data includesdirection
, one of UP, DOWN, LEFT, RIGHTon_swipe_up
,on_swipe_down
,on_swipe_left
,on_swipe_right
on_pan
- data includestranslation
, the distance from the start of the gesture, as a scene.Point. For most purposes this is better thanlocation
, as it does not jump around if you add more fingers.on_pinch
- data includesscale
on_rotate
- data includesrotation
in degrees, negative for counterclockwise rotation
There are also
prev_translation
,prev_scale
andprev_rotation
, if you need them.If it is more convenient to you, you can inherit GestureMixin together with ui.View or some other custom view class. In that case, if you want to use e.g. rotate, you need to make sure you have set
multitouch_enabled = True
.
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@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
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@Anxietier 🤓 ah math now i can help u. give me a few min to write up a friction/drag method for you
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@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')
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@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~
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@Anxietier @mikael
oh, never mind, i restarted app, now its wording fine :D
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@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')
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@Anxietier, oh, you can throw away the
touch_began
method, it’s from an earlier version.
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@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
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@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
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@Anxietier, little optimization of the ”feel” and code simplification.
import ui import scripter v = ui.View(background_color='black') class Pulled(ui.View): trigger_distance = 30 pull_distance = 80 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) diff_fraction = self.y/self.pull_distance try: self.reveal_func(diff_fraction) except AttributeError: pass self.y += delta_y * (1 - min(0.9, diff_fraction) ** 2) self.y = max(0, self.y) 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.trigger_distance: 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')
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!!! Removed by poster to not confuse future readers with incorrect Code Examples.. 🤓😉
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@mikael
thanks for help, i make it
but there's another problem showed up:
i make a main view, then i subclass zoomPanView and add to mainView , after that i add imageView as zoomPanView's subVIew, like what zoomPanDemo did, when i overwrite on_pan method and test it, data.began and data.changed can give me right value, but data.ended not, i dont know why
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@stephen thanks for help!
im would try to understand ur code, im not good in math though :(
btw, i tried mikael's code, and it works fine to me :P
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@Anxietier said:
@mikael
thanks for help, i make it
but there's another problem showed up:
i make a main view, then i subclass zoomPanView and add to mainView , after that i add imageView as zoomPanView's subVIew, like what zoomPanDemo did, when i overwrite on_pan method and test it, data.began and data.changed can give me right value, but data.ended not, i dont know whyone more thing, i overwrote on_pinch too, and i printed data.ended, and got right value, maybe two gesture's ended flag conflict ?
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@Anxietier, thanks for catching this. Pan end event was not properly handled, fixed now in the version on the repo.
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@Anxietier said:
@Anxietier said:
@mikael
thanks for help, i make it
but there's another problem showed up:
i make a main view, then i subclass zoomPanView and add to mainView , after that i add imageView as zoomPanView's subVIew, like what zoomPanDemo did, when i overwrite on_pan method and test it, data.began and data.changed can give me right value, but data.ended not, i dont know whyone more thing, i overwrote on_pinch too, and i printed data.ended, and got right value, maybe two gesture's ended flag conflict ?
i resolved this issue
i subclass both view and GestureMixin as new ZoomPanView, then i overwrite touch_ended, so that when i subclass new ZoomPanView i can edit touch_ended,
high encapsulation not always convenient XD
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@mikael said:
@Anxietier, thanks for catching this. Pan end event was not properly handled, fixed now in the version on the repo.
expecting for new version (👍 ͡❛ ͜ʖ ͡❛)👍
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@Anxietier, is there a specific reason why you are using the Python version instead of the native iOS gestures? Just curious, because I no longer remember why I wrote pygestures. 😁 ... Probably just because I wanted to see if I could do it.
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@mikael
well, im not good at math, i tried use touch_began\move\ended, and surely i can make simple function, but as it became complex, my brain be in chaos, XD
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@Anxietier, I meant choosing between
gestures.py
(wrapper around iOS native gestures) andpygestures.py
(pure Python gestures built on top of theui.View.touch_x
method ”primitives”.Your answer leads me to guess you might not have been aware of the first option.