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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)

Usage note: 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.

License

See LICENSE.

Development commands

Run make install for pinned tooling and the exact Godot binary/templates recorded in tools/godot-release.json. make check runs the pinned action-input contract, package/release identity controls, behavioral suite and packaged editor lifecycle. Individual gates are make lint, make build, make test and make artifact-smoke. The action-input dependency uses the shared checksum-locked PyYAML baseline. make clean removes generated artifacts; standalone development and stop commands require a consuming Godot project and are unsupported here.

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