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Pure Python gestures
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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.
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@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... -
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@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.
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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')
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@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 ofclass Delegate
instead of a global function. -
@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?
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@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')
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@mikael thanks, that works. I just change the cell‘s background color to lightgrey for visual feedback
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@stephen True, I corrected it :) The code was a bit rushed 🤷♂️
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awesome 😎🤓😊
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@Drizzel, here’s a version that supports both the doubletap and regular row selection.
import ui import gestures def double_tap(data): print('double tapped row', 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 doubler = gestures.doubletap(cell, double_tap) doubler.recognizer.delaysTouchesBegan = True 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.present('fullscreen')
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hi, i found another bug, after i use 5 fingers to switch app and get back, multi-touch would be not working
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@mikael Do you think it would be possible to use you gestures module on an objectiveC object?
I want to add gestures on a SceneView object, but functions like tap require their view parameter as an object having objc_instance property (see UIGestureRecognizerDelegate init).
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@mikael I solved it with
def scene_view_tap(self,sender): location = self.recognizer.locationInView_(self.scene_view) node = self.scene_view.hitTest_options_(location,None) print(node) . . . self.gesture_recognizer_target = ui.Button() self.gesture_recognizer_target.action = self.scene_view_tap UITapGestureRecognizer = ObjCClass('UITapGestureRecognizer') self.recognizer = UITapGestureRecognizer.alloc().initWithTarget_action_(self.gesture_recognizer_target, sel('invokeAction:')).autorelease() scene_view.addGestureRecognizer_(self.recognizer) self.scene_view = scene_view
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@cvp, forgot to advertise earlier that the latest version of gestures in the ui3 module accepts ObjC views in addition to ui module views.
from ui3.gestures import * tap(objc_view, handler)