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SDL_gesture.c
662 lines (558 loc) · 18.3 KB
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2010 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software Founation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
slouken@libsdl.org
*/
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#include "SDL_config.h"
/* General mouse handling code for SDL */
#include "SDL_events.h"
#include "SDL_events_c.h"
#include "SDL_gesture_c.h"
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#include <memory.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
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//TODO: Replace with malloc
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#define MAXPATHSIZE 1024
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#define DOLLARNPOINTS 64
#define DOLLARSIZE 256
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#define ENABLE_DOLLAR
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//PHI = ((sqrt(5)-1)/2)
#define PHI 0.618033989
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typedef struct {
float x,y;
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} SDL_FloatPoint;
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typedef struct {
float length;
int numPoints;
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SDL_FloatPoint p[MAXPATHSIZE];
} SDL_DollarPath;
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typedef struct {
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SDL_FloatPoint path[DOLLARNPOINTS];
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unsigned long hash;
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} SDL_DollarTemplate;
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typedef struct {
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SDL_GestureID id;
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SDL_FloatPoint res;
SDL_FloatPoint centroid;
SDL_DollarPath dollarPath;
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Uint16 numDownFingers;
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int numDollarTemplates;
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SDL_DollarTemplate *dollarTemplate;
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SDL_bool recording;
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} SDL_GestureTouch;
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SDL_GestureTouch *SDL_gestureTouch;
int SDL_numGestureTouches = 0;
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SDL_bool recordAll;
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void SDL_PrintPath(SDL_FloatPoint *path) {
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int i;
printf("Path:");
for(i=0;i<DOLLARNPOINTS;i++) {
printf(" (%f,%f)",path[i].x,path[i].y);
}
printf("\n");
}
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int SDL_RecordGesture(SDL_TouchID touchId) {
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int i;
if(touchId < 0) recordAll = SDL_TRUE;
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for(i = 0;i < SDL_numGestureTouches; i++) {
if((touchId < 0) || (SDL_gestureTouch[i].id == touchId)) {
SDL_gestureTouch[i].recording = SDL_TRUE;
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if(touchId >= 0)
return 1;
}
}
return (touchId < 0);
}
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unsigned long SDL_HashDollar(SDL_FloatPoint* points) {
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unsigned long hash = 5381;
int i;
for(i = 0;i < DOLLARNPOINTS; i++) {
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hash = ((hash<<5) + hash) + (unsigned long)points[i].x;
hash = ((hash<<5) + hash) + (unsigned long)points[i].y;
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}
return hash;
}
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static int SaveTemplate(SDL_DollarTemplate *templ, SDL_RWops * src) {
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if(src == NULL) return 0;
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//No Longer storing the Hash, rehash on load
//if(SDL_RWops.write(src,&(templ->hash),sizeof(templ->hash),1) != 1) return 0;
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if(SDL_RWwrite(src,templ->path,
sizeof(templ->path[0]),DOLLARNPOINTS) != DOLLARNPOINTS)
return 0;
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return 1;
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}
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int SDL_SaveAllDollarTemplates(SDL_RWops *src) {
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int i,j,rtrn = 0;
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for(i = 0; i < SDL_numGestureTouches; i++) {
SDL_GestureTouch* touch = &SDL_gestureTouch[i];
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for(j = 0;j < touch->numDollarTemplates; j++) {
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rtrn += SaveTemplate(&touch->dollarTemplate[i],src);
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}
}
return rtrn;
}
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int SDL_SaveDollarTemplate(SDL_GestureID gestureId, SDL_RWops *src) {
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int i,j;
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for(i = 0; i < SDL_numGestureTouches; i++) {
SDL_GestureTouch* touch = &SDL_gestureTouch[i];
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for(j = 0;j < touch->numDollarTemplates; j++) {
if(touch->dollarTemplate[i].hash == gestureId) {
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return SaveTemplate(&touch->dollarTemplate[i],src);
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}
}
}
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SDL_SetError("Unknown gestureId");
return -1;
}
//path is an already sampled set of points
//Returns the index of the gesture on success, or -1
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static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path) {
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SDL_DollarTemplate* dollarTemplate;
SDL_DollarTemplate *templ;
int i = 0;
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if(inTouch == NULL) {
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if(SDL_numGestureTouches == 0) return -1;
for(i = 0;i < SDL_numGestureTouches; i++) {
inTouch = &SDL_gestureTouch[i];
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dollarTemplate =
(SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate,
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(inTouch->numDollarTemplates + 1) *
sizeof(SDL_DollarTemplate));
if(!dollarTemplate) {
SDL_OutOfMemory();
return -1;
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}
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inTouch->dollarTemplate = dollarTemplate;
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templ =
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&inTouch->dollarTemplate[inTouch->numDollarTemplates];
memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint));
templ->hash = SDL_HashDollar(templ->path);
inTouch->numDollarTemplates++;
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}
return inTouch->numDollarTemplates - 1;
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} else {
SDL_DollarTemplate* dollarTemplate =
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( SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate,
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(inTouch->numDollarTemplates + 1) *
sizeof(SDL_DollarTemplate));
if(!dollarTemplate) {
SDL_OutOfMemory();
return -1;
}
inTouch->dollarTemplate = dollarTemplate;
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templ =
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&inTouch->dollarTemplate[inTouch->numDollarTemplates];
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memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint));
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templ->hash = SDL_HashDollar(templ->path);
inTouch->numDollarTemplates++;
return inTouch->numDollarTemplates - 1;
}
return -1;
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}
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int SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src) {
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int i,loaded = 0;
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SDL_GestureTouch *touch = NULL;
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if(src == NULL) return 0;
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if(touchId >= 0) {
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for(i = 0;i < SDL_numGestureTouches; i++)
if(SDL_gestureTouch[i].id == touchId)
touch = &SDL_gestureTouch[i];
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if(touch == NULL) return -1;
}
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while(1) {
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SDL_DollarTemplate templ;
if(SDL_RWread(src,templ.path,sizeof(templ.path[0]),DOLLARNPOINTS) <
DOLLARNPOINTS) break;
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if(touchId >= 0) {
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printf("Adding loaded gesture to 1 touch\n");
if(SDL_AddDollarGesture(touch,templ.path)) loaded++;
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}
else {
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printf("Adding to: %i touches\n",SDL_numGestureTouches);
for(i = 0;i < SDL_numGestureTouches; i++) {
touch = &SDL_gestureTouch[i];
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printf("Adding loaded gesture to + touches\n");
//TODO: What if this fails?
SDL_AddDollarGesture(touch,templ.path);
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}
loaded++;
}
}
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return loaded;
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}
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float dollarDifference(SDL_FloatPoint* points,SDL_FloatPoint* templ,float ang) {
// SDL_FloatPoint p[DOLLARNPOINTS];
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float dist = 0;
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SDL_FloatPoint p;
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int i;
for(i = 0; i < DOLLARNPOINTS; i++) {
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p.x = (float)(points[i].x * cos(ang) - points[i].y * sin(ang));
p.y = (float)(points[i].x * sin(ang) + points[i].y * cos(ang));
dist += (float)(sqrt((p.x-templ[i].x)*(p.x-templ[i].x)+
(p.y-templ[i].y)*(p.y-templ[i].y)));
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}
return dist/DOLLARNPOINTS;
}
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float bestDollarDifference(SDL_FloatPoint* points,SDL_FloatPoint* templ) {
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//------------BEGIN DOLLAR BLACKBOX----------------//
//-TRANSLATED DIRECTLY FROM PSUDEO-CODE AVAILABLE AT-//
//-"http://depts.washington.edu/aimgroup/proj/dollar/"-//
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double ta = -M_PI/4;
double tb = M_PI/4;
double dt = M_PI/90;
float x1 = (float)(PHI*ta + (1-PHI)*tb);
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float f1 = dollarDifference(points,templ,x1);
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float x2 = (float)((1-PHI)*ta + PHI*tb);
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float f2 = dollarDifference(points,templ,x2);
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while(fabs(ta-tb) > dt) {
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if(f1 < f2) {
tb = x2;
x2 = x1;
f2 = f1;
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x1 = (float)(PHI*ta + (1-PHI)*tb);
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f1 = dollarDifference(points,templ,x1);
}
else {
ta = x1;
x1 = x2;
f1 = f2;
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x2 = (float)((1-PHI)*ta + PHI*tb);
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f2 = dollarDifference(points,templ,x2);
}
}
/*
if(f1 <= f2)
printf("Min angle (x1): %f\n",x1);
else if(f1 > f2)
printf("Min angle (x2): %f\n",x2);
*/
return SDL_min(f1,f2);
}
//DollarPath contains raw points, plus (possibly) the calculated length
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int dollarNormalize(SDL_DollarPath path,SDL_FloatPoint *points) {
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int i;
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float interval;
float dist;
int numPoints = 0;
SDL_FloatPoint centroid;
float xmin,xmax,ymin,ymax;
float ang;
float w,h;
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//Calculate length if it hasn't already been done
if(path.length <= 0) {
for(i=1;i<path.numPoints;i++) {
float dx = path.p[i ].x -
path.p[i-1].x;
float dy = path.p[i ].y -
path.p[i-1].y;
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path.length += (float)(sqrt(dx*dx+dy*dy));
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}
}
//Resample
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interval = path.length/(DOLLARNPOINTS - 1);
dist = interval;
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centroid.x = 0;centroid.y = 0;
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//printf("(%f,%f)\n",path.p[path.numPoints-1].x,path.p[path.numPoints-1].y);
for(i = 1;i < path.numPoints;i++) {
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float d = (float)(sqrt((path.p[i-1].x-path.p[i].x)*(path.p[i-1].x-path.p[i].x)+
(path.p[i-1].y-path.p[i].y)*(path.p[i-1].y-path.p[i].y)));
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//printf("d = %f dist = %f/%f\n",d,dist,interval);
while(dist + d > interval) {
points[numPoints].x = path.p[i-1].x +
((interval-dist)/d)*(path.p[i].x-path.p[i-1].x);
points[numPoints].y = path.p[i-1].y +
((interval-dist)/d)*(path.p[i].y-path.p[i-1].y);
centroid.x += points[numPoints].x;
centroid.y += points[numPoints].y;
numPoints++;
dist -= interval;
}
dist += d;
}
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if(numPoints < DOLLARNPOINTS-1) {
printf("ERROR: NumPoints = %i\n",numPoints);
return 0;
}
//copy the last point
points[DOLLARNPOINTS-1] = path.p[path.numPoints-1];
numPoints = DOLLARNPOINTS;
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centroid.x /= numPoints;
centroid.y /= numPoints;
//printf("Centroid (%f,%f)",centroid.x,centroid.y);
//Rotate Points so point 0 is left of centroid and solve for the bounding box
xmin = centroid.x;
xmax = centroid.x;
ymin = centroid.y;
ymax = centroid.y;
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ang = (float)(atan2(centroid.y - points[0].y,
centroid.x - points[0].x));
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for(i = 0;i<numPoints;i++) {
float px = points[i].x;
float py = points[i].y;
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points[i].x = (float)((px - centroid.x)*cos(ang) -
(py - centroid.y)*sin(ang) + centroid.x);
points[i].y = (float)((px - centroid.x)*sin(ang) +
(py - centroid.y)*cos(ang) + centroid.y);
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if(points[i].x < xmin) xmin = points[i].x;
if(points[i].x > xmax) xmax = points[i].x;
if(points[i].y < ymin) ymin = points[i].y;
if(points[i].y > ymax) ymax = points[i].y;
}
//Scale points to DOLLARSIZE, and translate to the origin
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w = xmax-xmin;
h = ymax-ymin;
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for(i=0;i<numPoints;i++) {
points[i].x = (points[i].x - centroid.x)*DOLLARSIZE/w;
points[i].y = (points[i].y - centroid.y)*DOLLARSIZE/h;
}
return numPoints;
}
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float dollarRecognize(SDL_DollarPath path,int *bestTempl,SDL_GestureTouch* touch) {
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SDL_FloatPoint points[DOLLARNPOINTS];
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int numPoints = dollarNormalize(path,points);
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//SDL_PrintPath(points);
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int i;
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float bestDiff = 10000;
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*bestTempl = -1;
for(i = 0;i < touch->numDollarTemplates;i++) {
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float diff = bestDollarDifference(points,touch->dollarTemplate[i].path);
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if(diff < bestDiff) {bestDiff = diff; *bestTempl = i;}
}
return bestDiff;
}
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int SDL_GestureAddTouch(SDL_Touch* touch) {
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SDL_GestureTouch *gestureTouch = (SDL_GestureTouch *)SDL_realloc(SDL_gestureTouch,
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(SDL_numGestureTouches + 1) *
sizeof(SDL_GestureTouch));
if(!gestureTouch) {
SDL_OutOfMemory();
return -1;
}
SDL_gestureTouch = gestureTouch;
SDL_gestureTouch[SDL_numGestureTouches].res.x = touch->xres;
SDL_gestureTouch[SDL_numGestureTouches].res.y = touch->yres;
SDL_gestureTouch[SDL_numGestureTouches].numDownFingers = 0;
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SDL_gestureTouch[SDL_numGestureTouches].res.x = touch->xres;
SDL_gestureTouch[SDL_numGestureTouches].id = touch->id;
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SDL_gestureTouch[SDL_numGestureTouches].numDollarTemplates = 0;
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SDL_gestureTouch[SDL_numGestureTouches].recording = SDL_FALSE;
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SDL_numGestureTouches++;
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return 0;
}
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int SDL_GestureRemoveTouch(SDL_TouchID id) {
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int i;
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for(i = 0;i < SDL_numGestureTouches; i++) {
if(SDL_gestureTouch[i].id == id) {
SDL_numGestureTouches--;
SDL_gestureTouch[i] = SDL_gestureTouch[SDL_numGestureTouches];
return 1;
}
}
return -1;
}
SDL_GestureTouch * SDL_GetGestureTouch(SDL_TouchID id) {
int i;
for(i = 0;i < SDL_numGestureTouches; i++) {
//printf("%i ?= %i\n",SDL_gestureTouch[i].id,id);
if(SDL_gestureTouch[i].id == id) return &SDL_gestureTouch[i];
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}
return NULL;
}
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int SDL_SendGestureMulti(SDL_GestureTouch* touch,float dTheta,float dDist) {
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SDL_Event event;
event.mgesture.type = SDL_MULTIGESTURE;
event.mgesture.touchId = touch->id;
event.mgesture.x = touch->centroid.x;
event.mgesture.y = touch->centroid.y;
event.mgesture.dTheta = dTheta;
event.mgesture.dDist = dDist;
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event.mgesture.numFingers = touch->numDownFingers;
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return SDL_PushEvent(&event) > 0;
}
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int SDL_SendGestureDollar(SDL_GestureTouch* touch,
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SDL_GestureID gestureId,float error) {
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SDL_Event event;
event.dgesture.type = SDL_DOLLARGESTURE;
event.dgesture.touchId = touch->id;
/*
//TODO: Add this to give location of gesture?
event.mgesture.x = touch->centroid.x;
event.mgesture.y = touch->centroid.y;
*/
event.dgesture.gestureId = gestureId;
event.dgesture.error = error;
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//A finger came up to trigger this event.
event.dgesture.numFingers = touch->numDownFingers + 1;
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return SDL_PushEvent(&event) > 0;
}
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int SDL_SendDollarRecord(SDL_GestureTouch* touch,SDL_GestureID gestureId) {
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SDL_Event event;
event.dgesture.type = SDL_DOLLARRECORD;
event.dgesture.touchId = touch->id;
event.dgesture.gestureId = gestureId;
return SDL_PushEvent(&event) > 0;
}
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void SDL_GestureProcessEvent(SDL_Event* event)
{
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float x,y;
SDL_FloatPoint path[DOLLARNPOINTS];
int index;
int i;
float pathDx, pathDy;
SDL_FloatPoint lastP;
SDL_FloatPoint lastCentroid;
float lDist;
float Dist;
float dtheta;
float dDist;
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if(event->type == SDL_FINGERMOTION ||
event->type == SDL_FINGERDOWN ||
event->type == SDL_FINGERUP) {
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SDL_GestureTouch* inTouch = SDL_GetGestureTouch(event->tfinger.touchId);
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//Shouldn't be possible
if(inTouch == NULL) return;
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//printf("@ (%i,%i) with res: (%i,%i)\n",(int)event->tfinger.x,
// (int)event->tfinger.y,
// (int)inTouch->res.x,(int)inTouch->res.y);
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x = ((float)event->tfinger.x)/(float)inTouch->res.x;
y = ((float)event->tfinger.y)/(float)inTouch->res.y;
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//Finger Up
if(event->type == SDL_FINGERUP) {
inTouch->numDownFingers--;
#ifdef ENABLE_DOLLAR
if(inTouch->recording) {
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inTouch->recording = SDL_FALSE;
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dollarNormalize(inTouch->dollarPath,path);
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//SDL_PrintPath(path);
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if(recordAll) {
index = SDL_AddDollarGesture(NULL,path);
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for(i = 0;i < SDL_numGestureTouches; i++)
SDL_gestureTouch[i].recording = SDL_FALSE;
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}
else {
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index = SDL_AddDollarGesture(inTouch,path);
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}
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if(index >= 0) {
SDL_SendDollarRecord(inTouch,inTouch->dollarTemplate[index].hash);
}
else {
SDL_SendDollarRecord(inTouch,-1);
}
}
else {
int bestTempl;
float error;
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error = dollarRecognize(inTouch->dollarPath,
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&bestTempl,inTouch);
if(bestTempl >= 0){
//Send Event
unsigned long gestureId = inTouch->dollarTemplate[bestTempl].hash;
SDL_SendGestureDollar(inTouch,gestureId,error);
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//printf ("%s\n",);("Dollar error: %f\n",error);
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}
}
#endif
//inTouch->gestureLast[j] = inTouch->gestureLast[inTouch->numDownFingers];
if(inTouch->numDownFingers > 0) {
inTouch->centroid.x = (inTouch->centroid.x*(inTouch->numDownFingers+1)-
x)/inTouch->numDownFingers;
inTouch->centroid.y = (inTouch->centroid.y*(inTouch->numDownFingers+1)-
y)/inTouch->numDownFingers;
}
}
else if(event->type == SDL_FINGERMOTION) {
float dx = ((float)event->tfinger.dx)/(float)inTouch->res.x;
float dy = ((float)event->tfinger.dy)/(float)inTouch->res.y;
//printf("dx,dy: (%f,%f)\n",dx,dy);
#ifdef ENABLE_DOLLAR
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SDL_DollarPath* path = &inTouch->dollarPath;
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if(path->numPoints < MAXPATHSIZE) {
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path->p[path->numPoints].x = inTouch->centroid.x;
path->p[path->numPoints].y = inTouch->centroid.y;
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pathDx =
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(path->p[path->numPoints].x-path->p[path->numPoints-1].x);
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pathDy =
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(path->p[path->numPoints].y-path->p[path->numPoints-1].y);
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path->length += (float)sqrt(pathDx*pathDx + pathDy*pathDy);
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path->numPoints++;
}
#endif
lastP.x = x - dx;
lastP.y = y - dy;
lastCentroid = inTouch->centroid;
inTouch->centroid.x += dx/inTouch->numDownFingers;
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inTouch->centroid.y += dy/inTouch->numDownFingers;
//printf("Centrid : (%f,%f)\n",inTouch->centroid.x,inTouch->centroid.y);
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if(inTouch->numDownFingers > 1) {
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SDL_FloatPoint lv; //Vector from centroid to last x,y position
SDL_FloatPoint v; //Vector from centroid to current x,y position
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//lv = inTouch->gestureLast[j].cv;
lv.x = lastP.x - lastCentroid.x;
lv.y = lastP.y - lastCentroid.y;
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lDist = (float)sqrt(lv.x*lv.x + lv.y*lv.y);
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//printf("lDist = %f\n",lDist);
v.x = x - inTouch->centroid.x;
v.y = y - inTouch->centroid.y;
//inTouch->gestureLast[j].cv = v;
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Dist = (float)sqrt(v.x*v.x+v.y*v.y);
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// cos(dTheta) = (v . lv)/(|v| * |lv|)
//Normalize Vectors to simplify angle calculation
lv.x/=lDist;
lv.y/=lDist;
v.x/=Dist;
v.y/=Dist;
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dtheta = (float)atan2(lv.x*v.y - lv.y*v.x,lv.x*v.x + lv.y*v.y);
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dDist = (Dist - lDist);
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if(lDist == 0) {dDist = 0;dtheta = 0;} //To avoid impossible values
//inTouch->gestureLast[j].dDist = dDist;
//inTouch->gestureLast[j].dtheta = dtheta;
//printf("dDist = %f, dTheta = %f\n",dDist,dtheta);
//gdtheta = gdtheta*.9 + dtheta*.1;
//gdDist = gdDist*.9 + dDist*.1
//knob.r += dDist/numDownFingers;
//knob.ang += dtheta;
//printf("thetaSum = %f, distSum = %f\n",gdtheta,gdDist);
//printf("id: %i dTheta = %f, dDist = %f\n",j,dtheta,dDist);
SDL_SendGestureMulti(inTouch,dtheta,dDist);
}
else {
//inTouch->gestureLast[j].dDist = 0;
//inTouch->gestureLast[j].dtheta = 0;
//inTouch->gestureLast[j].cv.x = 0;
//inTouch->gestureLast[j].cv.y = 0;
}
//inTouch->gestureLast[j].f.p.x = x;
//inTouch->gestureLast[j].f.p.y = y;
//break;
//pressure?
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}
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if(event->type == SDL_FINGERDOWN) {
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inTouch->numDownFingers++;
inTouch->centroid.x = (inTouch->centroid.x*(inTouch->numDownFingers - 1)+
x)/inTouch->numDownFingers;
inTouch->centroid.y = (inTouch->centroid.y*(inTouch->numDownFingers - 1)+
y)/inTouch->numDownFingers;
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//printf("Finger Down: (%f,%f). Centroid: (%f,%f\n",x,y,
// inTouch->centroid.x,inTouch->centroid.y);
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#ifdef ENABLE_DOLLAR
inTouch->dollarPath.length = 0;
inTouch->dollarPath.p[0].x = x;
inTouch->dollarPath.p[0].y = y;
inTouch->dollarPath.numPoints = 1;
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#endif
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}
}
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}
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/* vi: set ts=4 sw=4 expandtab: */