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gd-gesture

Recognize taps, swipes, drags, pinches, and long presses in Godot 4.

Use this addon when you want mouse and touch input normalized into one pointer stream, plus reusable gesture detection signals.

Installation

Via gdam

gdam install @aviorstudio/gd-gesture

Manual

Copy addon/ into res://addons/@aviorstudio_gd-gesture/ and enable the plugin.

Quick Start

The plugin can install an optional GdGesture autoload. Use it when your game wants one global gesture stream.

func _ready() -> void:
	GdGesture.tap_detected.connect(_on_tap_detected)
	GdGesture.swipe_detected.connect(_on_swipe_detected)
	GdGesture.drag_started.connect(_on_drag_started)

func _on_tap_detected(position: Vector2, index: int) -> void:
	print("Pointer ", index, " tapped at ", position)

Manual Module Setup

Use the modules directly when a scene needs isolated input handling or custom thresholds.

const GestureRecognizerModule = preload("res://addons/@aviorstudio_gd-gesture/src/gesture_recognizer_module.gd")
const PointerUnifierModule = preload("res://addons/@aviorstudio_gd-gesture/src/pointer_unifier_module.gd")

var pointer_unifier := PointerUnifierModule.new()
var gesture_recognizer := GestureRecognizerModule.new()

func _ready() -> void:
	gesture_recognizer.setup(self)
	pointer_unifier.pointer_pressed.connect(gesture_recognizer.process_pointer_event)
	pointer_unifier.pointer_dragged.connect(gesture_recognizer.process_pointer_event)
	pointer_unifier.pointer_released.connect(gesture_recognizer.process_pointer_event)
	pointer_unifier.pointer_canceled.connect(gesture_recognizer.process_pointer_event)

Correction (https://github.com/aviorstudio/fieldsofrevik/issues/144): Earlier examples used the nonexistent pointer_moved signal and a one-argument tap callback. The compiled example above uses the actual signal names and the two-argument tap_detected(position, index) contract.

What You Get

  • PointerUnifierModule: converts mouse and touch events into typed pointer events.
  • GestureRecognizerModule: detects tap, double tap, long press, swipe, drag, and pinch.
  • GdGestureAutoload: optional global facade around both modules.

Notes

  • PointerUnifierModule.mouse_button defaults to MOUSE_BUTTON_LEFT.
  • Each pointer owns its drag state. pinch_detected(scale) is the absolute current two-pointer distance divided by the distance when the pinch began.
  • Feed manual input with process_input(event, gui_accepted). Accepted GUI input is ignored; the autoload already uses _unhandled_input, after GUI.
  • Focus loss, screen cancellation, and teardown emit pointer_canceled and gesture_canceled; canceled contacts cannot later tap, swipe, or long press.
  • Synthesized mouse events (device == -1) are ignored to avoid duplicate mouse/touch recognition.
  • Use direct modules for split-screen, editor tools, or scenes with custom gesture thresholds.
  • Map gestures to gameplay actions in your own game code.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-gesture.zip, and publishes @aviorstudio/gd-gesture to GDAM.

Testing

Run locally with:

./tests/test.sh

Correction (fieldsofrevik#144): CI and release both run the required Godot 4.7.2 suite, fail on runtime/log errors and unreachable assertion sentinels, and verify the exact deterministic release ZIP through a clean editor enable, restart, smoke, disable, and restart lifecycle. Earlier text said CI ran the script “when available,” which understated that a missing suite must fail and did not describe release coverage.

The shared CI/Release test action also validates GDAM action inputs against immutable upstream metadata, including negative/restored typo and unsupported publish.version controls. See the fixture documentation for the local Python test command and provenance. install.version remains a valid CLI selection input; registry publication uses the exact release tag.

License

MIT

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