# Input ## Gestures Inside `package:flame/gestures.dart` you can find a whole set of `mixin`s which can be included on your game class instance to be able to receive touch input events. Below you can see the full list of these `mixin`s and its methods: ``` - TapDetector - onTap - onTapCancel - onTapDown - onTapUp - SecondaryTapDetector - onSecondaryTapDown - onSecondaryTapUp - onSecondaryTapCancel - DoubleTapDetector - onDoubleTap - LongPressDetector - onLongPress - onLongPressStart - onLongPressMoveUpdate - onLongPressUp - onLongPressEnd - VerticalDragDetector - onVerticalDragDown - onVerticalDragStart - onVerticalDragUpdate - onVerticalDragEnd - onVerticalDragCancel - HorizontalDragDetector - onHorizontalDragDown - onHorizontalDragStart - onHorizontalDragUpdate - onHorizontalDragEnd - onHorizontalDragCancel - ForcePressDetector - onForcePressStart - onForcePressPeak - onForcePressUpdate - onForcePressEnd - PanDetector - onPanDown - onPanStart - onPanUpdate - onPanEnd - onPanCancel - ScaleDetector - onScaleStart - onScaleUpdate - onScaleEnd ``` Many of these detectors can conflict with each other. For example, you can't register both Vertical and Horizontal drags, so not all of them can be used together. All of these methods are basically a mirror from the callbacks available on the [GestureDetector widget](https://api.flutter.dev/flutter/widgets/GestureDetector-class.html), you can also read more about Flutter's gestures [here](https://api.flutter.dev/flutter/gestures/gestures-library.html). ## Example ```dart class MyGame extends Game with TapDetector { // Other methods omitted @override void onTapDown(TapDownDetails details) { print("Player tap down on ${details.globalPosition.dx} - ${details.globalPosition.dy}"); } @override void onTapUp(TapUpDetails details) { print("Player tap up on ${details.globalPosition.dx} - ${details.globalPosition.dy}"); } } ``` You can also check a more complete example [here](/docs/examples/gestures). ## Tapable components Flame also offers a simple helper to make it easier to handle tap events on `PositionComponent`. By using the mixin `Tapable` your components can override the following methods, enabling easy to use tap events on your Component. ```dart void onTapCancel() {} void onTapDown(TapDownDetails details) {} void onTapUp(TapUpDetails details) {} ``` Minimal component example: ```dart import 'package:flame/components/component.dart'; import 'package:flame/components/mixins/tapable.dart'; class TapableComponent extends PositionComponent with Tapable { // update and render omitted @override void onTapUp(TapUpDetails details) { print("tap up"); } @override void onTapDown(TapDownDetails details) { print("tap down"); } @override void onTapCancel() { print("tap cancel"); } } ``` ## Keyboard Flame provides a simple way to access Flutter's features regarding accessing Keyboard input events. To use it, just add the `KeyboardEvents` mixin to your game class. When doing this you will need to implement the `onKeyEvent` method, this method is called every time a keyboard event happens, and it receives an instance of the Flutter class `RawKeyEvent`. This event can be used to get information about what occurred, like if it was a key down or key up event, and which key was pressed etc. Minimal example: ```dart import 'package:flame/game.dart'; import 'package:flame/keyboard.dart'; import 'package:flutter/services.dart'; class MyGame extends Game with KeyboardEvents { // update and render omitted @override void onKeyEvent(e) { final bool isKeyDown = e is RawKeyDownEvent; print(" Key: ${e.data.keyLabel} - isKeyDown: $isKeyDown"); } } ``` You can also check a more complete example [here](/docs/examples/keyboard).