Reverting a previous change of mine. On closer inspection, having the
GestureDetector consume touch up or drag likely causes more trouble than
good.
\r
public boolean touchDragged (float x, float y, int pointer) {\r
if (pointer > 1) return false;\r
- if (longPressFired) return true;\r
+ if (longPressFired) return false;\r
\r
if (pointer == 0)\r
pointer1.set(x, y);\r
\r
longPressTask.cancel();\r
panning = false;\r
- if (longPressFired) return true;\r
+ if (longPressFired) return false;\r
if (inTapSquare) {\r
// handle taps\r
if (lastTapButton != button || lastTapPointer != pointer || TimeUtils.nanoTime() - lastTapTime > tapCountInterval\r