Federico Ciuffardi
Federico Ciuffardi
Ok. Anyways, if you implement that workaround to get the pinch relative movement and find it useful let me know. > Sorry I was a bit unclear with what I...
I have the same problem, I tried with the latest version of st and did the test described on https://dev.suckless.narkive.com/sxQPfQkQ/st-no-focus-events-inside-tmux and failed but worked in alacritty (both the test and...
Hello David, thank you for your interest in the project! I created a new `godot4support` branch, feel free to make a PR when you're done.
Hi @doemsche, thank you for the report! I have two questions: 1. Can you reproduce the error? 2. Do you remember what were you doing when it happened? I find...
Hello @ascripter, It seems that you somehow managed to get a touch "stuck" probably while trying to use multi touch in the Emulator (which I didn't know was possible). If...
There is an issue about this (#16), at the moment the solution is to manually check for collisions between shapes and events, maybe we should add a FAQ section in...
Godot 4 is supported after the merge of PR #28!
I'm going to assume that you are implementing pan with `InputEventMultiScreenDrag` and zoom with `InputEventScreenPinch`. Currently, `InputEventMultiScreenDrag` and `InputEventScreenPinch` are mutually exclusive by design So at the moment it is...
I tried https://github.com/Federico-Ciuffardi/GodotTouchInputManager-Demo and https://github.com/Federico-Ciuffardi/GestureControlledCamera2D in version `v4.2.1.stable` and they seem to work fine. I suspect the problem is related to the way you use GDTIM in your project. Could...
I tried your project with a physical device and it worked, so maybe the problem is related to the emulator or your specific development environment (OS, Android SDK, etc). If...