Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

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

Merged
merged 1 commit into from Jul 19, 2023
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
11 changes: 9 additions & 2 deletions src/rgestures.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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);
Expand Down Expand Up @@ -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;
Expand Down