Thank you, I will test this.
What I meant with "does not work with CocoonJS" is that the gesture
support internal to CAAT is based on iOS-only events such as
gesturestart. These events are not supported by CocoonJS or Android.
If I understand correctly, GestureManager is a gesture recognition
library, similar to hammer.js or jester.js which I tested earlier. What
I don't understand is how to attach gestures to specific actors.
Reading the code of the director it seems that I cannot do that easily.
My idea would be to add a handler similar to __touchStartHandlerMT to
the director that forwards specific gestures to the appropriate actors.
Is that correct? Or is there a simpler way using GestureManager?
Related, the function setAsButton also does not seem to work with
CAAT.TOUCH_BEHAVIOR = CAAT.TOUCH_AS_MULTITOUCH
Looking at the code there are simply the touch handlers missing. Is
there another easy way to get this working (as there always seems to be
a hidden functionality in CAAT) or should I just patch Actor.js?
Regards,
Arne
On Fri 27 Sep 2013 18:36:58 CEST, hyperandroid wrote:
> Gestures should work on android and cocoonjs.
> For more advanced gesture support check this link:
>
>
https://github.com/hyperandroid/GestureManager
>
> It works on iOS android and cocoonjs and offers very advanced gesture
> control.
>
> On Sep 27, 2013 6:36 AM, "Arne Brutschy" <
abru...@xylon.de
> <mailto:
abru...@xylon.de>> wrote:
>
> Hey,
>
> did anyone successfully use gestures in CAAT? Support is rather
> limited as it uses iOS-only events (gesturestart etc). It doesn't
> work on Android or CocoonJS.
>
> Did anyone already try to interface with a gesture recognition
> library such as hammer.js?
>
> Arne
>
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