simvx.core.gesture

GestureRecognizer: Touch gesture detection node.

Reads the live pointers from Input.pointers each frame and emits signals for common gestures: tap, long press, swipe, pinch, rotate, pan.

Module Contents

Classes

GestureRecognizer

Recognises touch gestures and emits corresponding signals.

Data

log

API

simvx.core.gesture.log

‘getLogger(…)’

class simvx.core.gesture.GestureRecognizer(name: str = '', **kwargs)[source]

Bases: simvx.core.node.Node

Recognises touch gestures and emits corresponding signals.

Add as a child node and connect to the gesture signals you care about::

gesture = GestureRecognizer()
root.add_child(gesture)
gesture.tap.connect(lambda x, y: print(f"Tapped at {x}, {y}"))
gesture.swipe.connect(lambda d: print(f"Swiped {d}"))

Timings are measured against the scene clock (tree.now), so slow motion stretches a long press, a paused scene never completes one, and a gesture replayed through the same fixed-step input script is recognised identically every run. A recogniser that must keep working while the game is paused (the tap-and-hold on a pause menu) opts out with clock="wall" and needs update_mode = UpdateMode.ALWAYS so it still ticks.

Only fingers are read by default, because a gesture is something a hand does on the glass and a pen resting on it is not half of a pinch. A scene that wants the mouse to pan and tap too says so with pointer_types.

Initialization

tap

‘Signal(…)’

long_press

‘Signal(…)’

swipe

‘Signal(…)’

pinch

‘Signal(…)’

rotate

‘Signal(…)’

pan

‘Signal(…)’

clock

‘Property(…)’

tap_timeout

‘Property(…)’

long_press_timeout

‘Property(…)’

swipe_min_velocity

‘Property(…)’

tap_max_distance

‘Property(…)’

pointer_types

‘Property(…)’

on_update(dt: float) → None[source]
strict_errors: ClassVar[bool]

True

dev_checks: ClassVar[bool]

None

dev_warnings: ClassVar[bool]

None

freeze_check_interval: ClassVar[float]

1.0

dynamic: bool

False

visible

‘Property(…)’

update_mode

‘Property(…)’

focus_mode

‘Property(…)’

drag_threshold

‘Property(…)’

focus_entered

‘Signal(…)’

focus_exited

‘Signal(…)’

__properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
property input_player: simvx.core.input.players.InputPlayer
property input_context: simvx.core.input.contexts.InputContext | None
reset_error() → None
add_child(node: simvx.core.node.T) → simvx.core.node.T
remove_child(node: simvx.core.node.Node) → None
reparent(new_parent: simvx.core.node.Node)
node_at(path, default=_NO_DEFAULT)
find(target, *, direct: bool = False)
find_all(target, *, direct: bool = False)
expect(target, *, direct: bool = False)
ancestor(target)
walk(*, include_self: bool = True) → collections.abc.Iterator[simvx.core.node.Node]
property path: str
property is_scene_root: bool
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) → bool
on_ready() → None
on_enter_tree() → None
on_exit_tree() → None
on_fixed_update(dt: float) → None
on_draw(canvas) → None
on_draw_3d(gizmos) → None
on_picked(event: simvx.core.input.events.PickEvent) → bool | None
on_gui_input(event: simvx.core.input.events.GuiInputEvent) → bool | None
start_coroutine(gen: simvx.core.descriptors.Coroutine) → simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
property focused: bool
property focus_rect: tuple[float, float, float, float] | None
drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) → float
grab_focus() → None
release_focus() → None
capture_pointer(pointer_id: int | None = None) → None
release_pointer(pointer_id: int | None = None) → None
queue_redraw() → None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
property destroyed: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) → None
property app
property tree: simvx.core.scene_tree.SceneTree
property viewport_size: simvx.core.math.types.Vec2
property viewport_insets: tuple[float, float, float, float]
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() → dict[str, simvx.core.descriptors.Property]
__repr__()