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Pure Python gestures
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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 -
@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 -
@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.
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@mikael oh, i did try gesture.py, got some problems, and you suggested me subclass ZoomPanView instead for my need, then i did and i find it's interesting, so ~~ :))
@mikael said:
@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.
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@Anxietier, oh, and I thought you were already using the python version, given the title of this discussion thread... 😄
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do you still need help with drag/friction algorithm ?
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@stephen
thank you, maybe not, i did solve this problem (probably not yet)
thanks for your help :) -
@mikael
haha, I was trying to make a zoom demo, but the effect is not good, so I googled key words "pythonista 2 finger zoom", then luckily found this XD -
Awesome!
ok well il still working on it because parts of the process are in my todo fo mainproject. ill post finished codebwith coments here when finished
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@stephen
good luck ! (っ^▿^)۶🍸🌟🍺٩(˘◡˘ ) -
@Anxietier
thanks, i noticed you like those٩(•̮̮̃•̃)۶
faces. idk if you type them everytime but i "buffed" the keyboard example script and gave it more functionality here you will be able to select them from a list that you can add to yourself heres a couple thats included.٩(•̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ ٩(̃•̃•̃)۶ ٩(͡๏̯͡๏)۶ ٩(-̮̮̃•̃)۶ ε(̮̮̃•̮̮̃̃•̃)з (๏̯͡๏) |=_=|
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@stephen
haha, I would try it -
@mikael i usually do great at dealing with numbers... after a couple days of this i seem to have made a circle back to where i started... it might be that i dont understand Sigma or i may be using the wrong function all together... i even tried generating a logarithmic table then iterating the values to get drag to stop movment lol. any chance you @cvp @JonB or @ccc know a non built-in way to do this? here is where my testing code as it was when i stopped to post this... sorry the codes messy..
import numpy as np import math from scene import * w, h=get_screen_size() def Distance(pos1, pos2): x1, y1=pos1 x2, y2=pos2 dx, dy=x1-x2, y1-y2 return math.sqrt(dx*dx + dy*dy) def Force(pos1, pos2, k): x1, y1=pos1 x2, y2=pos2 return Distance(pos1, pos2)*k#/1*(1+np.exp(1))**k def Direction(pos1, pos2): x1, y1=pos1 x2, y2=pos2 dx=(x1-x2)/Distance(pos1,pos2) dy=(y1-y2)/Distance(pos1,pos2) return Point(dx, dy) class main (Scene): def setup(self): self.isDragging = False self.drag_T=0 self.i=0 self.touch_loc=(0, 0) self.ticks=0 self.tick_rate=0.01 self.origin_pos=Point(w/2, 64) self.subject=SpriteNode( texture=None, color=(0.0, 1.0, 0.0), size=Size(64, 64), position=self.origin_pos, anchor_point=(0.5, 0.5), parent=self) self.sub_data=LabelNode( text=f'(◕_◕)', font=('Menlo', 22), anchor_point=(0.5, 0.5), color=(0.0, 0.0, 0.0, 1.0), parent=self.subject) self.data=LabelNode( text="", font=('Menlo', 14), anchor_point=(0.0, 0.0), color=(1.0, 1.0, 1.0), position=Point(150,512), size=Size(256, 512), parent=self) def update(self): w, h=get_screen_size() self.i+=self.dt self.ticks+=1 self.drag_T= (self.drag_T+1) if self.isDragging else 0 d_o=Distance(self.subject.position, self.origin_pos) d_s=Distance(self.subject.position, self.touch_loc) d_t=Distance(self.origin_pos, self.touch_loc) max=Distance((w/2, h/3), self.subject.position) target_dir=Direction(self.touch_loc, self.subject.position) f=Force(self.origin_pos, self.touch_loc, self.drag_T) damp=(1/(1+np.exp(-max))) if self.isDragging: w, h=get_screen_size() x, y=self.subject.position xx, yy=self.touch_loc tx, ty=target_dir if max > 1: self.subject.position=(x+tx, y+ty+max) self.DataUpdate(d_t, d_s, d_o, max, f, target_dir) self.i=0 def DataUpdate(self, d_t_o, d_s_t, d_s_o, max, f, t_dir): self.data.text= (f'Ticks: {self.ticks}\n'+ f'Dist from Max {max}\n'+ f'Force/Friction: {f}\n'+ f'Drag Time: {self.drag_T}\n'+ f'isDragging: {self.isDragging}\n'+ f'Target Direction: {t_dir}\n'+ f'Subject position: {self.subject.position}\n'+ f'Touch location: {self.touch_loc}\n'+ f'Origin: {self.origin_pos}\n\n'+ f'Distance - Touch→Origin: {d_t_o}\n'+ f'Distance - Subject→Origin: {d_s_o}\n'+ f'Distance - subject→Touch: {d_s_t}\n') def touch_began(self, touch): self.isDragging = True self.touch_loc=touch.location def touch_moved(self, touch): tx, ty=touch.location sx, sy=self.subject.position self.touch_loc=touch.location def touch_ended(self, touch): self.isDragging = False #self.touch_loc=(0, 0) #self.direction=(0, 0) self.drag_T=0 self.subject.position=self.origin_pos run(main())
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@stephen I'm sincerely sorry but, perhaps/obviously due to my poor English, I don't understand what you want to do with this script.
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@stephen first remark, setting tx,ty,sx,sy is useless, isn't it?
def touch_moved(self, touch): tx, ty=touch.location sx, sy=self.subject.position self.touch_loc=touch.location
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@cvp yes very much so in is what i posted. when i test i use alot of exlusive calls to insure control to eliminate inclusive bug or errors then when i achieve outcome expected i remove exclusive properties one at a time . just a metegation process i developed over the years. i should have mentioned this im sorry for the confusion. lol ☺️ the one your speaking of used to be connected to instance variables that i already removed lol kinda what i meant when i said sorry for the messy code lol
also my goal was to creat a drag dampener. for example dragging an object from the bottom of the screen thats constrained to half screen size for travel. nd object speed slows as it aproaches max distance. similar to a vehicle comng to a stop at a trafic light..
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@stephen ok, understood. I'm really not a specialist of games or scene but I wonder if there are no functions for the physical aspect of the movements.
Hoping other guys will help you. And sorry, I shouldn't have doubted 🙄 -
there are animations and i beleive interpolation functions i could use and i, sure they work amazingly 🙃 but i dont learn much using premade. i like to try and understand whats going on even behind the scenes. then once i understand then ill use builtin "shortcuts". i guess i like to make things as dificult as possible lol at least thats what my ex-wife would say 😅😂😅
thank you for checking it out tho its much appritiated. and just fyi the only diference from games and other types of programs is graphical programing mainly. and resource managment. i use scene module mainly for touch input controls and i like the way it implements the eventloop. i could just use my own loop and objc for touch input. but i am slowly replacing parts of scene with objc code cuz it has been improving performance.