Godot Touch Input Manager (GDTIM) is an asset that improves touch input support (includes new gestures) in the Godot game engine. You just need to autoload a script and it will start analyzing the touch input. When a gesture is detected a Custom Input Event corresponding to the detected gesture will be created and fed up to the Godot built in Input Event system so it triggers functions like _input(InputEvent event)
. There is also a signal for each gesture if you prefer using signals to the aforementioned.
There are two active PRs that add some GDTIM gestures as native Godot events, one for version 3.x and one for version 4.x, if you are interested, please show your support there.
InputManager.gd
, and Autoload it.Gesture name | Signal | Custom input event / Signal arg | Description |
---|---|---|---|
Single finger touch | single_touch | InputEventSingleScreenTouch | Touch with a single finger |
Single finger tap | single_tap | InputEventSingleScreenTap | Fast press and release with a single finger |
Single finger long press | single_long_press | InputEventSingleScreenLongPress | Press and hold with a single finger |
Single finger drag | single_drag | InputEventSingleScreenDrag | Drag with a single finger |
Single finger swipe | single_swipe | InputEventSingleScreenSwipe | Fast drag and release with a single finger |
Multiple finger tap | multi_tap | InputEventMultiScreenTap | Fast press and release with multiple fingers |
Multiple finger long press | multi_long_press | InputEventMultiScreenLongPress | Press and hold with multiple fingers |
Multiple finger drag | multi_drag | InputEventMultiScreenDrag | Drag with multiple fingers (same direction) |
Multiple finger swipe | multi_swipe | InputEventMultiScreenTap | Fast drag and release with multiple fingers |
Pinch | pinch | InputEventScreenPinch | Drag with multiple fingers (inward/outward) |
Twist | twist | InputEventScreenTwist | Drag with multiple fingers (rotate) |
Raw gesture | raw_gesture | RawGesture | Raw gesture state |
When one of these gestures is detected a Custom Input Event corresponding to the detected gesture will be created and fed up to the Godot built in Input Event system so it triggers functions like _input(InputEvent event)
.
The gestures can be triggered by named input actions with specific names. If the input action does not exists there is a default event that will trigger the gesture.
The following table shows the default event and the names of the input actions that will trigger each of the gestures that can be emulated.
Gesture name | Input action name | Default event |
---|---|---|
Single touch | single_touch | * |
Multiple touch (2 fingers) | multi_touch | Middle click |
Pinch (outward) | pinch_outward | Scroll up |
Pinch (inward) | pinch_inward | Scroll down |
Twist | twist | Right click |
Single finger swipe (up) | single_swipe_up | w |
Single finger swipe (up-right) | single_swipe_up_right | e |
Single finger swipe (right) | single_swipe_right | d |
Single finger swipe (down-right) | single_swipe_down_right | c |
Single finger swipe (down) | single_swipe_down | x |
Single finger swipe (down-left) | single_swipe_down_left | z |
Single finger swipe (left) | single_swipe_left | a |
Single finger swipe (left-up) | single_swipe_up_left | q |
Multiple finger swipe (up) | multi_swipe_up | i |
Multiple finger swipe (up-right) | multi_swipe_up_right | o |
Multiple finger swipe (right) | multi_swipe_right | l |
Multiple finger swipe (down-right) | multi_swipe_down_right | . |
Multiple finger swipe (down) | multi_swipe_down | , |
Multiple finger swipe (down-left) | multi_swipe_down_left | m |
Multiple finger swipe (left) | multi_swipe_left | j |
Multiple finger swipe (left-up) | multi_swipe_up_left | u |
* There are two options to enable single finger gestures:
single_touch
.These are located in the first lines of InputManager.gd, to change them modify the values on the script.
Name | Default value | Description |
---|---|---|
DEFAULT_BINDIGS | true | Enable or disable default events for gesture emulation |
DEBUG | false | Enable or disable debug information |
DRAG_STARTUP_TIME | 0.2 | Seconds from the first native drag event to the first single finger drag custom event |
FINGER_SIZE | 100.0 | The distance between the fingers must be less than fingers*FINGER_SIZE pixels for the multiple finger tap and multiple finger swipe gestures to be recognized. Setting it to INF removes this restriction. |
MULTI_FINGER_RELEASE_THRESHOLD | 0.1 | All fingers must be released within MULTI_FINGER_REALEASE_THRESHOLD seconds before the gesture ends for the multiple finger tap and multiple finger swipe gestures to be recognized |
TAP_TIME_LIMIT | 0.2 | The time between the first press and the last release must be less than TAP_TIME_LIMIT seconds for the single finger tap and multiple finger tap gestures to be recognized |
TAP_DISTANCE_LIMIT | 25.0 | The centroid of the finger presses must differ less than TAP_DISTANCE_LIMIT pixels from the centroid of the finger releases for the single finger tap and multiple finger tap gestures to be recognized. |
SWIPE_TIME_LIMIT | 0.5 | The time between the first press and the last release must be less than SWIPE_TIME_LIMIT seconds for the single finger swipe and multiple finger swipe gestures to be recognized. |
SWIPE_DISTANCE_THRESHOLD | 200.0 | The centroid of the finger presses must differ by more than SWIPE_DISTANCE_THRESHOLD pixels from the centroid of the finger releases for the single finger swipe and multiple finger swipe gestures to be recognized. |
LONG_PRESS_TIME_THRESHOLD | 0.75 | The fingers must press for LONG_PRESS_TIME_THRESHOLD seconds for single-finger long press and multi-finger long press gestures to be recognized. |
LONG_PRESS_DISTANCE_LIMIT | 25.0 | The centroid of the finger presses must differ less than LONG_PRESS_DISTANCE_LIMIT pixels from the centroid of the fingers last positions for the single finger long press and multiple finger long press gestures to be recognized. |
By default, the control nodes consume events and therefore GDTIM cannot analyze them. To prevent this, set Mouse>Filter
to Ignore
on control nodes as needed.
For more information see the documentation.
Custom input events do not trigger collisions, at the moment the solution is to manually check for collisions between shapes and events. For more information and ideas on how to do this see this issue.
Using SemVer for versioning. For the versions available, see the releases.
Feel free to append yourself here if you've made contributions.
Thank you for checking out this repository, you can send all your questions and comments to Federico.Ciuffardi@outlook.com.
If you are willing to contribute in any way, please contact me.