clicked.emit(event);
return;
}
// if not, maybe impart some velocity
float dragTime = (float)(_curStamp - _prevStamp);
Point delta = new Point(_cur.x - _prev.x, _cur.y - _prev.y);
Point dragVel = delta.mult(1 / dragTime);
float dragSpeed = dragVel.distance(0, 0);
if (dragSpeed > flickSpeedThresh() && delta.distance(0, 0) > minFlickDelta()) {
if (dragSpeed > maxFlickSpeed()) {
dragVel.multLocal(maxFlickSpeed() / dragSpeed);
dragSpeed = maxFlickSpeed();
}
_vel.set(dragVel);
_vel.multLocal(flickXfer());
float sx = Math.signum(_vel.x), sy = Math.signum(_vel.y);