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    Welcome!

    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 — I'm @olemoritz on Twitter.


    Pure Python gestures

    Pythonista
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    • stephen
      stephen @Anxietier last edited by

      @Anxietier

      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

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

        @stephen
        good luck ! (っ^▿^)۶🍸🌟🍺٩(˘◡˘ )

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

          @Anxietier
          thanks, i noticed you like those ٩(•̮̮̃•̃)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 (๏̯͡๏) |=_=|

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

            @stephen
            haha, I would try it

            1 Reply Last reply Reply Quote 2
            • stephen
              stephen last edited by

              @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())
              		
              	
              
              cvp 2 Replies Last reply Reply Quote 1
              • cvp
                cvp @stephen last edited by

                @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.

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

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

                    @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..

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

                      @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 🙄

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

                        @cvp

                        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.

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

                          @stephen I can understand that. Due to my experience of (very) old guy using (very) old tools, I like to do all myself and I never have used Scene. I also prefer do animations my self in update method.
                          Good luck and have fun...

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

                            @stephen, the original request for ”pull to refresh” was covered earlier with one line of ”math”. What are you trying to achieve here? Spring force? Coulomb effect?

                            If you like scene and like to play with forces, you could look at SpriteKit - but that would not be ”rolling your own”.

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

                              @mikael its ok but yes i was trying to acheive a spring like constraint. but ill go ahead a put it to the side for now. thanks for the reply.

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

                                I‘m trying to double tap on a TableViewCell without actually selecting it, but it should still be selectable on a single tap. How would I go about doing this?

                                Let’s assume I have this code:

                                import ui
                                import gestures
                                
                                def double_tap(data):
                                	print('double tapped row', data.view.row)
                                def tap(data):
                                	print('tapped', data.view.row)
                                def long_press(data):
                                	print('long pressed', data.view.row)
                                
                                def tableview_cell_for_row(tableview, section, row):
                                	data = tableview.data_source.items[row]
                                	cell = ui.TableViewCell('subtitle')
                                	cell.text_label.text = data
                                	cell.row = row
                                	gestures.doubletap(cell, double_tap)
                                	#gestures.tap(cell, tap, number_of_touches_required = 1)
                                	#gestures.long_press(cell, long_press, minimum_press_duration = .2)
                                	
                                	return cell
                                	
                                class Delegate():
                                	def tableview_did_select(self, tableview, section, row):
                                		print('selected row', row)
                                
                                tv = ui.TableView()
                                tv.delegate = Delegate()
                                tv.data_source = ui.ListDataSource([str(x) for x in range(5)])
                                tv.data_source.delete_enabled = False
                                tv.data_source.tableview_cell_for_row = tableview_cell_for_row
                                tv.frame = (tv.frame[0], tv.frame[1], 400, 400)
                                
                                tv.present(style = 'sheet')
                                
                                stephen mikael 3 Replies Last reply Reply Quote 0
                                • stephen
                                  stephen @Drizzel last edited by stephen

                                  @Drizzel said:

                                  I‘m trying to double tap on a TableViewCell without actually selecting it, but it should still be selectable on a single tap. How would I go about doing this?

                                  Let’s assume I have this code:

                                  import ui
                                  import gestures
                                  
                                  def double_tap(data):
                                  	print('double tapped row', data.view.row)
                                  def tap(data):
                                  	print('tapped', data.view.row)
                                  def long_press(data):
                                  	print('long pressed', data.view.row)
                                  
                                  def tableview_cell_for_row(tableview, section, row):
                                  	data = tableview.data_source.items[row]
                                  	cell = ui.TableViewCell('subtitle')
                                  	cell.text_label.text = data
                                  	cell.row = row
                                  	gestures.doubletap(cell, double_tap)
                                  	#gestures.tap(cell, tap, number_of_touches_required = 1)
                                  	#gestures.long_press(cell, long_press, minimum_press_duration = .2)
                                  	
                                  	return cell
                                  	
                                  class Delegate():
                                  	def tableview_did_select(self, tableview, section, row):
                                  		print('selected row', row)
                                  
                                  tv = ui.TableView()
                                  tv.delegate = Delegate()
                                  tv.data_source = ui.ListDataSource([str(x) for x in range(5)])
                                  tv.data_source.delete_enabled = False
                                  tv.data_source.tableview_cell_for_row = tableview_cell_for_row
                                  tv.frame = (tv.frame[0], tv.frame[1], 400, 400)
                                  
                                  tv.present(style = 'sheet')
                                  

                                  i believe you might wand def tableview_cell_for_row(tableview, section, row): as a method of class Delegate instead of a global function.

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

                                    @Drizzel
                                    im sure there is a much simpler way but...

                                    why not have a state checker give x time to look for a second tap before executing functionality for a single tap? possibly a decorator?

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

                                      @Drizzel, below works to separate the two gestures, but we lose the visual feedback for the tap selection, you would need to implement that yourself.

                                      Better would be to find the built-in tap and give our doubletap preference over it, but I could not (yet...?) find it on the tableview, cell, content view, or the label.

                                      import ui
                                      import gestures
                                      
                                      def double_tap(data):
                                          print('double tapped row', data.view.row)
                                          
                                      def tap(data):
                                          print('tapped', data.view.row)
                                          
                                      def tableview_cell_for_row(tableview, section, row):
                                          data = tableview.data_source.items[row]
                                          cell = ui.TableViewCell('subtitle')
                                          cell.selectable = False
                                          cell.text_label.text = data
                                          cell.row = row
                                          doubler = gestures.doubletap(cell, double_tap)
                                          tapper = gestures.tap(cell, tap)
                                          doubler.before(tapper)
                                          return cell
                                          
                                      class Delegate():
                                          def tableview_did_select(self, tableview, section, row):
                                              print('selected row', row)
                                      
                                      tv = ui.TableView(allows_selection=False)
                                      tv.delegate = Delegate()
                                      tv.data_source = ui.ListDataSource([str(x) for x in range(5)])
                                      tv.data_source.delete_enabled = False
                                      tv.data_source.tableview_cell_for_row = tableview_cell_for_row
                                      
                                      tv.present('fullscreen')
                                      
                                      1 Reply Last reply Reply Quote 3
                                      • Drizzel
                                        Drizzel last edited by

                                        @mikael thanks, that works. I just change the cell‘s background color to lightgrey for visual feedback

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

                                          @stephen True, I corrected it :) The code was a bit rushed 🤷‍♂️

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

                                            awesome 😎🤓😊

                                            1 Reply Last reply Reply Quote 0
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