Comments (3)
Now, I keep correcting myself. I added GetGestureType and made it work properly. I see that
SetGesturesEnabled is not been used (implemented) It would be nice to choose what gestures to lesson to.
And about this:
bool IsGestureDetected(void)
{
/*
if (currentGesture == GESTURE_DRAG) TraceLog(INFO, "DRAG");
else if (currentGesture == GESTURE_TAP) TraceLog(INFO, "TAP");
else if (currentGesture == GESTURE_DOUBLETAP) TraceLog(INFO, "DOUBLE");
else if (currentGesture == GESTURE_HOLD) TraceLog(INFO, "HOLD");
else if (currentGesture == GESTURE_SWIPE_RIGHT) TraceLog(INFO, "RIGHT");
else if (currentGesture == GESTURE_SWIPE_UP) TraceLog(INFO, "UP");
else if (currentGesture == GESTURE_SWIPE_LEFT) TraceLog(INFO, "LEFT");
else if (currentGesture == GESTURE_SWIPE_DOWN) TraceLog(INFO, "DOWN");
else if (currentGesture == GESTURE_PINCH_IN) TraceLog(INFO, "PINCH IN");
else if (currentGesture == GESTURE_PINCH_OUT) TraceLog(INFO, "PINCH OUT");
*/
if (currentGesture != GESTURE_NONE) return true;
else return false;
}
Maybe it is a good idea to keep the trace logs on user events, but only on the debug version.
working sample:
https://gist.github.com/dmalves/b0961dbe161d4776bcac
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Hi, I'm currently working on that at #67
IsScreenTouched() from 1.2 already checked TAP input so detecting the scene switch worked fine one per touch. But now in 1.3 IsGestureDetected() returns true when any type of input is detected (look at gestures.h Gestures enum type data, line 56).
You can improve the code just checking GetGestureType() return value. If you see IsGestureDetected() declaration, it just checks if GetGestureType() is not GESTURE_NONE, so you are doing the same thing twice.
from raylib.
Hi @dmalves! Gestures module has been reviewed in develop branch for raylib 1.4.
Thanks @victorfisac for taking care of this issue. I just merged your pull request #67 and commented it.
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