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Support for info/event data on GUI control events (passing pointerType) #9067

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Exolun opened this issue Oct 1, 2020 · 2 comments
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@Exolun
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Exolun commented Oct 1, 2020

Lately we've been working on some feature areas to support Touch interaction, but the events on the Babylon GUI Control classes such as onPointerEnterObservable and onPointerClickObservable we don't have a PointerEvent passed through, so there doesn't seem to be a way to identify whether a given pointer event originated from a touch device or not.

Is there a workaround for this? Either way it would be nice if the pointer events in the base Control class shared a base class that propagated the PointerEvent or perhaps a full PointerInfo object much like the scene.onPointerObservable event does.

Thanks!

@deltakosh
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OK I will push an update that will store the pointerinfo in the observable state:

button.onPointerClickObservable.add((evt, state) => {
        console.log(state)
    })

Which will output:
image

@Exolun
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Exolun commented Oct 1, 2020

Very nice! Thank you

aWeirdo added a commit to aWeirdo/Babylon.js that referenced this issue Oct 12, 2020
* nuwatz

* Nightly + Fix BabylonJS#9047

* fix BabylonJS#9048

* Nightly

* Fixed TriPlanarMappingMaterial to compute the right world normal.

* Nightly

* Added support of .waveCount to WaterMaterial to control overall wave count on grounds the material is applied on.

* Fix tiny nme crash when a node was not part of the graph

* Mouse wheel for FreeCamera: Switched off by default.

* Nightly

* Fix close ESM shadows not being set correctly in some cases

* Allow to change the size of the shadow map size

* Nightly

* Fix crash when picksprite is called with no sprite manager

* Nightly

* adding copy to gradiant in NME

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* disable gizmo rotation when in billboard mode

* Cross Eye support for 180 and fixing wrong offset in 180 mode
Closing BabylonJS#8897

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* fix

* warning when using rotation gizmo with transforms in billboard mode

* nightly

* fixing bug in color4

* Fix BabylonJS#9067

* Exclude gltf clearcoat unit test from automatic testing

* Nightly

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* missing semicolon

* Associated with BabylonJS#9072

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* adding copy gradient step to inspector view

* cleaning up code

* Mouse wheel for FreeCamera: Add Babylon Observables.

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Lint: Trailing whitespace.

* Fix flash at start when using filtering methods making use of preprocesses

* freeCameraTouchInput bug.

* Fix alphatest transparency so it no-longer requires a diffuse/albedo texture if an opacityTexture is present

* Local Dev Should not touch dist

* adding a tracking-state observable for the XR camera

fixing BabylonJS#9076

* They know what is what, but they don't know what is what

* doc and a small change in setter

* material is not readonly public

* contact point in registerOnPhysicsCollide callback

* linting

* what's new

* added project to ref

* stay defensive, stay safe

* Project controller position to screen space

Fullscreen GUI in AR will work as expected.

* grün grün grün sind alle meine Tickets

* use the main camera and not the rig camera

* Fix miter issue with text outline

* Nightly

* nit

* Add more declarations to typescript playground

* Fix BabylonJS#9069 + nightly

* Fix for issue with skeleton viewer lighting. Changed skeleton viewer initialization to use utility layer for mesh creation. Added utility layer lighting creation, adjusted light intensity to show surface detail

* what's new

* fix typedoc check

* Fix default sphere layout for back compat.

* remove explicit mesh light specification

* Nightly

* Fix same submesh being rendered multiple times in the shadow map

* Fix incorrect shadows on the master mesh when using a lod mesh

* fixing compound scaling issue

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* position fix for cannon (getting position relative to parent)

* Make sure the inspector loads even without the loaders package

* Prevent exception when path has only one object

* Nightly

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* Fix keyboard attachment when there is multiple canvases

* fixing has alpha

* Nightly

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* 4.2.0-beta.10

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* Multiple fixes and adds to the KTX2 loader

* nit

* nit2

* MouseWheel for freeCamera: Resonse to revew comment: Type lint fix.

* MouseWheel for freeCamera: Resonse to revew comment: Fix typo in previous submission.

* Nightly

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* Use the render output target's texture for PostProcess

related to BabylonJS#9038

* the color green to rule them all

* Fix using CSM for shadow mesh receivers using node materials

* Major changes to pointer selection

- Only one controller will have pointer selection enabled per default
- it is possible to enable pointer selection to all attached controllers
- dev can set the preferred handedness for the initial pointer selection controller
- if more than one controller is available, the pointer selection will switch between then when using the main button
- the switch feature can be disabled
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* Nightly

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geometry._positions resets every frame (when bounding box updates) and recreates when mesh.intesects is called.
With large meshes this can be very costly, as vectors are constantly created and GCed (on each frame).
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* Allow reusing the CurrentScreenBlock + texture sampling in the fragment shader

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Co-authored-by: Raanan Weber <info@raananweber.com>
Co-authored-by: David Catuhe <david.catuhe@live.fr>
Co-authored-by: sebavan <vandenberghe.sebastien@gmail.com>
Co-authored-by: Julien MOREAU-MATHIS <moreau-mathis@intechinfo.fr>
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