From 954c60100f2411dcfb6b57a3a39e96c71e4d2e52 Mon Sep 17 00:00:00 2001 From: ubkp <118854183+ubkp@users.noreply.github.com> Date: Wed, 19 Jul 2023 06:33:10 -0300 Subject: [PATCH] Fix GESTURE_DRAG and GESTURE_SWIPE_* issues (mostly) for web (#3183) --- src/rgestures.h | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/src/rgestures.h b/src/rgestures.h index 78dde76e..d8bb3b1d 100644 --- a/src/rgestures.h +++ b/src/rgestures.h @@ -178,8 +178,9 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define FORCE_TO_SWIPE 0.0005f // Swipe force, measured in normalized screen units/time +#define FORCE_TO_SWIPE 0.2f // Swipe force, measured in normalized screen units/time #define MINIMUM_DRAG 0.015f // Drag minimum force, measured in normalized screen units (0.0f to 1.0f) +#define DRAG_TIMEOUT 0.2f // Drag minimum time for web, measured in seconds #define MINIMUM_PINCH 0.005f // Pinch minimum force, measured in normalized screen units (0.0f to 1.0f) #define TAP_TIMEOUT 0.3f // Tap minimum time, measured in seconds #define PINCH_TIMEOUT 0.3f // Pinch minimum time, measured in seconds @@ -297,7 +298,8 @@ void ProcessGestureEvent(GestureEvent event) } else if (event.touchAction == TOUCH_ACTION_UP) { - if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0]; + // A swipe can happen while the current gesture is drag, but (specially for web) also hold, so set upPosition for both cases + if (GESTURES.current == GESTURE_DRAG || GESTURES.current == GESTURE_HOLD) GESTURES.Touch.upPosition = event.position[0]; // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); @@ -348,7 +350,12 @@ void ProcessGestureEvent(GestureEvent event) GESTURES.Hold.resetRequired = false; // Detect GESTURE_DRAG +#if defined(PLATFORM_WEB) + // An alternative check to detect gesture drag is necessary since moveDownPositionA on touch for web is always zero, causing the distance calculation to be inaccurate + if ((rgGetCurrentTime() - GESTURES.Touch.eventTime) > DRAG_TIMEOUT) +#else if (rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.moveDownPositionA) >= MINIMUM_DRAG) +#endif { GESTURES.Touch.eventTime = rgGetCurrentTime(); GESTURES.current = GESTURE_DRAG;