LibGDX Video Tutorial: Gestures–Panning, Zooming, Pinch, Tapping and more

 

This video tutorial covers handling gestures in LibGDX, this includes:

  • pinch
  • zoom
  • tap
  • pan
  • long press

 

You can view the video in full resolution on Youtube here.  The source is included below.

 

Source from this tutorial example:

package com.gamefromscratch;    import com.badlogic.gdx.ApplicationAdapter;  import com.badlogic.gdx.Gdx;  import com.badlogic.gdx.graphics.GL20;  import com.badlogic.gdx.graphics.OrthographicCamera;  import com.badlogic.gdx.graphics.Texture;  import com.badlogic.gdx.graphics.g2d.Sprite;  import com.badlogic.gdx.graphics.g2d.SpriteBatch;  import com.badlogic.gdx.input.GestureDetector;  import com.badlogic.gdx.math.MathUtils;  import com.badlogic.gdx.math.Vector2;  import com.badlogic.gdx.math.Vector3;    public class GestureDemo extends ApplicationAdapter implements GestureDetector.GestureListener {     SpriteBatch batch;     Sprite sprite;     OrthographicCamera camera;     GestureDetector gestureDetector;          @Override     public void create () {        batch = new SpriteBatch();        sprite = new Sprite(new Texture(Gdx.files.internal("storm_trooper.png")));        sprite.setPosition(-sprite.getWidth()/2,-sprite.getHeight()/2);        sprite.setCenter(0.5f,0.5f);          camera = new OrthographicCamera(1280,720);        camera.update();          gestureDetector = new GestureDetector(this);        Gdx.input.setInputProcessor(gestureDetector);     }       @Override     public void render () {        Gdx.gl.glClearColor(0, 0, 0, 1);        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);        batch.setProjectionMatrix(camera.combined);        batch.begin();        sprite.draw(batch);        batch.end();     }       @Override     public boolean touchDown(float x, float y, int pointer, int button) {        return false;     }       @Override     public boolean tap(float x, float y, int count, int button) {        if(count > 1){           sprite.setPosition(-sprite.getWidth()/2,-sprite.getHeight()/2);           sprite.setSize(256f,256f);           sprite.setRotation(0f);        }        else {           Vector3 touchPos = new Vector3(x, y, 0);           camera.unproject(touchPos);           sprite.setPosition(touchPos.x, touchPos.y);        }        return true;     }       @Override     public boolean longPress(float x, float y) {          Vector3 touchPos = new Vector3(x,y,0);        camera.unproject(touchPos);          if(sprite.getBoundingRectangle().contains(touchPos.x,touchPos.y)) {           float alpha = sprite.getColor().a;             if (alpha >= 0.f)              sprite.setAlpha(alpha - 0.25f);           else              sprite.setAlpha(1f);        }        return true;     }       @Override     public boolean fling(float velocityX, float velocityY, int button) {        return false;     }       @Override     public boolean pan(float x, float y, float deltaX, float deltaY) {        Vector3 touchPos = new Vector3(x,y,0);        camera.unproject(touchPos);          sprite.setPosition(touchPos.x - sprite.getWidth()/2,touchPos.y - sprite.getHeight()/2);          return true;     }       @Override     public boolean panStop(float x, float y, int pointer, int button) {        return false;     }       @Override     public boolean zoom(float initialDistance, float distance) {        sprite.setSize(distance,distance);        return true;     }       @Override     public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2)
{
float deltaX = pointer2.x - pointer1.x; float deltaY = pointer2.y - pointer1.y; float angle = (float)Math.atan2((double)deltaY,(double)deltaX) * MathUtils.radiansToDegrees; angle += 90f; if(angle < 0) angle = 360f - (-angle); sprite.setRotation(-angle); return true; } }

Programming Video


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