Federico-Ciuffardi/GodotTouchInputManager

InputEventMultiScreenTap - Feature Request

poetaster opened this issue · 2 comments

Thanks for the great library!

The only thing that was missing for me was position finger X. In one application I'm just drawing lines for which I need start vector, end vector.

Can those be pulled out of RawGesture presses[]?

Hello, I'm glad you like the library!

What you want to do can be achieved with RawGesture, you could get the start position of a touch with the presses property of RawGesture and the current position from the drags property which will correspond to an active touch as long as its index is not in the releases property of RawGesture.

Anyway, in this case, I think it might be more efficient and even easier to do the equivalent of what I described before but using Godot's native events directly: InputEventScreenTouch and InputEventScreenDrag.

Ah, thanks for the tip! I hadn't thought of using drag at all!