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

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    Pure Python gestures

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    • mikael
      mikael last edited by

      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.)

      Demo

      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, ENDED
      • location - location of the touch, or the centroid of all touches, as a scene.Point
      • no_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 includes direction, one of UP, DOWN, LEFT, RIGHT
      • on_swipe_up, on_swipe_down, on_swipe_left, on_swipe_right
      • on_pan - data includes translation, the distance from the start of the gesture, as a scene.Point. For most purposes this is better than location, as it does not jump around if you add more fingers.
      • on_pinch - data includes scale
      • on_rotate - data includes rotation in degrees, negative for counterclockwise rotation

      There are also prev_translation, prev_scale and prev_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.

      1 Reply Last reply Reply Quote 4
      • FrankenApps
        FrankenApps last edited by

        Wow, this is very impressive. Sorry for that most likely stupid question: Is there a way to use this with a scene? I am trying to make a scene zoom+panable, but I did not manage to do it.
        I wanted to use

        def on_pinch(self, data):
            self.scale = data.scale 
        

        and

        def on_pan(self, data):
            self.frame = (data.translation.x, data.translation.y, self.width, self.height)   
        

        inside my scene class, where I would have got self.width and self.height before from ui.get_screen_size...

        Maybe someone could provide me with a basic example for a zoom and panable scene?
        Would be great, thanks in advance.

        mikael 1 Reply Last reply Reply Quote 0
        • 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
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