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Fix GESTURE_DRAG and GESTURE_SWIPE_* issues (mostly) for web (#3183)

pull/3185/head
ubkp 1 year ago
committed by GitHub
parent
commit
954c60100f
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 9 additions and 2 deletions
  1. +9
    -2
      src/rgestures.h

+ 9
- 2
src/rgestures.h View File

@ -178,8 +178,9 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Defines and Macros // 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 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 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 TAP_TIMEOUT 0.3f // Tap minimum time, measured in seconds
#define PINCH_TIMEOUT 0.3f // Pinch 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) 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 // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
@ -348,7 +350,12 @@ void ProcessGestureEvent(GestureEvent event)
GESTURES.Hold.resetRequired = false; GESTURES.Hold.resetRequired = false;
// Detect GESTURE_DRAG // 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) if (rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.moveDownPositionA) >= MINIMUM_DRAG)
#endif
{ {
GESTURES.Touch.eventTime = rgGetCurrentTime(); GESTURES.Touch.eventTime = rgGetCurrentTime();
GESTURES.current = GESTURE_DRAG; GESTURES.current = GESTURE_DRAG;

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