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PocketInsanity
libSDL
Commits
311a3e94
Commit
311a3e94
authored
Nov 08, 2011
by
Ryan C. Gordon
Browse files
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Merge from
https://bitbucket.org/keestux/sdl
... SDL_gesture code cleanup.
parents
a61775dd
8d5ba0eb
Changes
1
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517 additions
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506 deletions
+517
-506
SDL_gesture.c
src/events/SDL_gesture.c
+517
-506
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src/events/SDL_gesture.c
View file @
311a3e94
...
@@ -11,11 +11,11 @@
...
@@ -11,11 +11,11 @@
freely, subject to the following restrictions:
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
3. This notice may not be removed or altered from any source distribution.
*/
*/
...
@@ -36,7 +36,7 @@
...
@@ -36,7 +36,7 @@
#define MAXPATHSIZE 1024
#define MAXPATHSIZE 1024
#define DOLLARNPOINTS 64
#define DOLLARNPOINTS 64
...
@@ -44,35 +44,35 @@
...
@@ -44,35 +44,35 @@
#define ENABLE_DOLLAR
#define ENABLE_DOLLAR
#define PHI 0.618033989
#define PHI 0.618033989
typedef
struct
{
typedef
struct
{
float
x
,
y
;
float
x
,
y
;
}
SDL_FloatPoint
;
}
SDL_FloatPoint
;
typedef
struct
{
typedef
struct
{
float
length
;
float
length
;
int
numPoints
;
int
numPoints
;
SDL_FloatPoint
p
[
MAXPATHSIZE
];
SDL_FloatPoint
p
[
MAXPATHSIZE
];
}
SDL_DollarPath
;
}
SDL_DollarPath
;
typedef
struct
{
typedef
struct
{
SDL_FloatPoint
path
[
DOLLARNPOINTS
];
SDL_FloatPoint
path
[
DOLLARNPOINTS
];
unsigned
long
hash
;
unsigned
long
hash
;
}
SDL_DollarTemplate
;
}
SDL_DollarTemplate
;
typedef
struct
{
typedef
struct
{
SDL_Gesture
ID
id
;
SDL_Touch
ID
id
;
SDL_FloatPoint
res
;
SDL_FloatPoint
res
;
SDL_FloatPoint
centroid
;
SDL_FloatPoint
centroid
;
SDL_DollarPath
dollarPath
;
SDL_DollarPath
dollarPath
;
Uint16
numDownFingers
;
Uint16
numDownFingers
;
int
numDollarTemplates
;
int
numDollarTemplates
;
SDL_DollarTemplate
*
dollarTemplate
;
SDL_DollarTemplate
*
dollarTemplate
;
SDL_bool
recording
;
SDL_bool
recording
;
}
SDL_GestureTouch
;
}
SDL_GestureTouch
;
SDL_GestureTouch
*
SDL_gestureTouch
;
SDL_GestureTouch
*
SDL_gestureTouch
;
...
@@ -80,573 +80,584 @@ int SDL_numGestureTouches = 0;
...
@@ -80,573 +80,584 @@ int SDL_numGestureTouches = 0;
SDL_bool
recordAll
;
SDL_bool
recordAll
;
#if 0
#if 0
static void PrintPath(SDL_FloatPoint *path) {
static void PrintPath(SDL_FloatPoint *path)
int i;
{
printf("Path:");
int i;
for(i=0;i<DOLLARNPOINTS;i++) {
printf("Path:");
printf(" (%f,%f)",path[i].x,path[i].y);
for (i=0; i<DOLLARNPOINTS; i++) {
}
printf(" (%f,%f)",path[i].x,path[i].y);
printf("\n");
}
printf("\n");
}
}
#endif
#endif
int
SDL_RecordGesture
(
SDL_TouchID
touchId
)
{
int
SDL_RecordGesture
(
SDL_TouchID
touchId
)
int
i
;
{
if
(
touchId
<
0
)
recordAll
=
SDL_TRUE
;
int
i
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
if
(
touchId
<
0
)
recordAll
=
SDL_TRUE
;
if
((
touchId
<
0
)
||
(
SDL_gestureTouch
[
i
].
id
==
touchId
))
{
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
SDL_gestureTouch
[
i
].
recording
=
SDL_TRUE
;
if
((
touchId
<
0
)
||
(
SDL_gestureTouch
[
i
].
id
==
touchId
))
{
if
(
touchId
>=
0
)
SDL_gestureTouch
[
i
].
recording
=
SDL_TRUE
;
return
1
;
if
(
touchId
>=
0
)
}
return
1
;
}
}
return
(
touchId
<
0
);
}
return
(
touchId
<
0
);
}
}
static
unsigned
long
SDL_HashDollar
(
SDL_FloatPoint
*
points
)
{
static
unsigned
long
SDL_HashDollar
(
SDL_FloatPoint
*
points
)
unsigned
long
hash
=
5381
;
{
int
i
;
unsigned
long
hash
=
5381
;
for
(
i
=
0
;
i
<
DOLLARNPOINTS
;
i
++
)
{
int
i
;
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
x
;
for
(
i
=
0
;
i
<
DOLLARNPOINTS
;
i
++
)
{
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
y
;
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
x
;
}
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
y
;
return
hash
;
}
return
hash
;
}
}
static
int
SaveTemplate
(
SDL_DollarTemplate
*
templ
,
SDL_RWops
*
src
)
{
static
int
SaveTemplate
(
SDL_DollarTemplate
*
templ
,
SDL_RWops
*
src
)
if
(
src
==
NULL
)
return
0
;
{
if
(
src
==
NULL
)
return
0
;
//No Longer storing the Hash, rehash on load
//if(SDL_RWops.write(src,&(templ->hash),sizeof(templ->hash),1) != 1) return 0;
if
(
SDL_RWwrite
(
src
,
templ
->
path
,
sizeof
(
templ
->
path
[
0
]),
DOLLARNPOINTS
)
!=
DOLLARNPOINTS
)
return
0
;
return
1
;
//No Longer storing the Hash, rehash on load
//if(SDL_RWops.write(src,&(templ->hash),sizeof(templ->hash),1) != 1) return 0;
if
(
SDL_RWwrite
(
src
,
templ
->
path
,
sizeof
(
templ
->
path
[
0
]),
DOLLARNPOINTS
)
!=
DOLLARNPOINTS
)
return
0
;
return
1
;
}
}
int
SDL_SaveAllDollarTemplates
(
SDL_RWops
*
src
)
{
int
SDL_SaveAllDollarTemplates
(
SDL_RWops
*
src
)
int
i
,
j
,
rtrn
=
0
;
{
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
int
i
,
j
,
rtrn
=
0
;
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
rtrn
+=
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
rtrn
+=
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
}
}
}
}
return
rtrn
;
return
rtrn
;
}
}
int
SDL_SaveDollarTemplate
(
SDL_GestureID
gestureId
,
SDL_RWops
*
src
)
{
int
SDL_SaveDollarTemplate
(
SDL_GestureID
gestureId
,
SDL_RWops
*
src
)
int
i
,
j
;
{
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
int
i
,
j
;
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
if
(
touch
->
dollarTemplate
[
i
].
hash
==
gestureId
)
{
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
return
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
if
(
touch
->
dollarTemplate
[
i
].
hash
==
gestureId
)
{
}
return
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
}
}
}
}
}
SDL_SetError
(
"Unknown gestureId"
);
SDL_SetError
(
"Unknown gestureId"
);
return
-
1
;
return
-
1
;
}
}
//path is an already sampled set of points
//path is an already sampled set of points
//Returns the index of the gesture on success, or -1
//Returns the index of the gesture on success, or -1
static
int
SDL_AddDollarGesture
(
SDL_GestureTouch
*
inTouch
,
SDL_FloatPoint
*
path
)
{
static
int
SDL_AddDollarGesture_one
(
SDL_GestureTouch
*
inTouch
,
SDL_FloatPoint
*
path
)
SDL_DollarTemplate
*
dollarTemplate
;
{
SDL_DollarTemplate
*
templ
;
SDL_DollarTemplate
*
dollarTemplate
;
int
i
=
0
;
SDL_DollarTemplate
*
templ
;
if
(
inTouch
==
NULL
)
{
int
index
;
if
(
SDL_numGestureTouches
==
0
)
return
-
1
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
index
=
inTouch
->
numDollarTemplates
;
inTouch
=
&
SDL_gestureTouch
[
i
];
dollarTemplate
=
dollarTemplate
=
(
SDL_DollarTemplate
*
)
SDL_realloc
(
inTouch
->
dollarTemplate
,
(
SDL_DollarTemplate
*
)
SDL_realloc
(
inTouch
->
dollarTemplate
,
(
inTouch
->
numDollarTemplates
+
1
)
*
(
index
+
1
)
*
sizeof
(
SDL_DollarTemplate
));
sizeof
(
SDL_DollarTemplate
));
if
(
!
dollarTemplate
)
{
if
(
!
dollarTemplate
)
{
SDL_OutOfMemory
();
SDL_OutOfMemory
();
return
-
1
;
return
-
1
;
}
inTouch
->
dollarTemplate
=
dollarTemplate
;
templ
=
&
inTouch
->
dollarTemplate
[
inTouch
->
numDollarTemplates
];
SDL_memcpy
(
templ
->
path
,
path
,
DOLLARNPOINTS
*
sizeof
(
SDL_FloatPoint
));
templ
->
hash
=
SDL_HashDollar
(
templ
->
path
);
inTouch
->
numDollarTemplates
++
;
}
}
return
inTouch
->
numDollarTemplates
-
1
;
}
else
{
SDL_DollarTemplate
*
dollarTemplate
=
(
SDL_DollarTemplate
*
)
SDL_realloc
(
inTouch
->
dollarTemplate
,
(
inTouch
->
numDollarTemplates
+
1
)
*
sizeof
(
SDL_DollarTemplate
));
if
(
!
dollarTemplate
)
{
SDL_OutOfMemory
();
return
-
1
;
}
inTouch
->
dollarTemplate
=
dollarTemplate
;
inTouch
->
dollarTemplate
=
dollarTemplate
;
templ
=
templ
=
&
inTouch
->
dollarTemplate
[
index
];
&
inTouch
->
dollarTemplate
[
inTouch
->
numDollarTemplates
];
SDL_memcpy
(
templ
->
path
,
path
,
DOLLARNPOINTS
*
sizeof
(
SDL_FloatPoint
));
SDL_memcpy
(
templ
->
path
,
path
,
DOLLARNPOINTS
*
sizeof
(
SDL_FloatPoint
));
templ
->
hash
=
SDL_HashDollar
(
templ
->
path
);
templ
->
hash
=
SDL_HashDollar
(
templ
->
path
);
inTouch
->
numDollarTemplates
++
;
inTouch
->
numDollarTemplates
++
;
return
inTouch
->
numDollarTemplates
-
1
;
}
return
index
;
return
-
1
;
}
}
int
SDL_LoadDollarTemplates
(
SDL_TouchID
touchId
,
SDL_RWops
*
src
)
{
static
int
SDL_AddDollarGesture
(
SDL_GestureTouch
*
inTouch
,
SDL_FloatPoint
*
path
)
int
i
,
loaded
=
0
;
{
SDL_GestureTouch
*
touch
=
NULL
;
int
index
;
if
(
src
==
NULL
)
return
0
;
int
i
=
0
;
if
(
touchId
>=
0
)
{
if
(
inTouch
==
NULL
)
{
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
if
(
SDL_numGestureTouches
==
0
)
return
-
1
;
if
(
SDL_gestureTouch
[
i
].
id
==
touchId
)
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
touch
=
&
SDL_gestureTouch
[
i
];
inTouch
=
&
SDL_gestureTouch
[
i
];
if
(
touch
==
NULL
)
return
-
1
;
index
=
SDL_AddDollarGesture_one
(
inTouch
,
path
);
}
if
(
index
<
0
)
return
-
1
;
while
(
1
)
{
}
SDL_DollarTemplate
templ
;
// Use the index of the last one added.
return
index
;
if
(
SDL_RWread
(
src
,
templ
.
path
,
sizeof
(
templ
.
path
[
0
]),
DOLLARNPOINTS
)
<
}
else
{
DOLLARNPOINTS
)
break
;
return
SDL_AddDollarGesture_one
(
inTouch
,
path
);
if
(
touchId
>=
0
)
{
//printf("Adding loaded gesture to 1 touch\n");
if
(
SDL_AddDollarGesture
(
touch
,
templ
.
path
))
loaded
++
;
}
}
else
{
return
-
1
;
//printf("Adding to: %i touches\n",SDL_numGestureTouches);
}
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
touch
=
&
SDL_gestureTouch
[
i
];
int
SDL_LoadDollarTemplates
(
SDL_TouchID
touchId
,
SDL_RWops
*
src
)
//printf("Adding loaded gesture to + touches\n");
{
//TODO: What if this fails?
int
i
,
loaded
=
0
;
SDL_AddDollarGesture
(
touch
,
templ
.
path
);
SDL_GestureTouch
*
touch
=
NULL
;
}
if
(
src
==
NULL
)
return
0
;
loaded
++
;
if
(
touchId
>=
0
)
{
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
if
(
SDL_gestureTouch
[
i
].
id
==
touchId
)
touch
=
&
SDL_gestureTouch
[
i
];
if
(
touch
==
NULL
)
return
-
1
;
}
}
}
return
loaded
;
while
(
1
)
{
}
SDL_DollarTemplate
templ
;
if
(
SDL_RWread
(
src
,
templ
.
path
,
sizeof
(
templ
.
path
[
0
]),
DOLLARNPOINTS
)
<
DOLLARNPOINTS
)
break
;
if
(
touchId
>=
0
)
{
//printf("Adding loaded gesture to 1 touch\n");
if
(
SDL_AddDollarGesture
(
touch
,
templ
.
path
)
>=
0
)
loaded
++
;
}
else
{
//printf("Adding to: %i touches\n",SDL_numGestureTouches);
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
touch
=
&
SDL_gestureTouch
[
i
];
//printf("Adding loaded gesture to + touches\n");
//TODO: What if this fails?
SDL_AddDollarGesture
(
touch
,
templ
.
path
);
}
loaded
++
;
}
}
static
float
dollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
,
float
ang
)
{
return
loaded
;
// SDL_FloatPoint p[DOLLARNPOINTS];
float
dist
=
0
;
SDL_FloatPoint
p
;
int
i
;
for
(
i
=
0
;
i
<
DOLLARNPOINTS
;
i
++
)
{
p
.
x
=
(
float
)(
points
[
i
].
x
*
SDL_cos
(
ang
)
-
points
[
i
].
y
*
SDL_sin
(
ang
));
p
.
y
=
(
float
)(
points
[
i
].
x
*
SDL_sin
(
ang
)
+
points
[
i
].
y
*
SDL_cos
(
ang
));
dist
+=
(
float
)(
SDL_sqrt
((
p
.
x
-
templ
[
i
].
x
)
*
(
p
.
x
-
templ
[
i
].
x
)
+
(
p
.
y
-
templ
[
i
].
y
)
*
(
p
.
y
-
templ
[
i
].
y
)));
}
return
dist
/
DOLLARNPOINTS
;
}
}
static
float
bestDollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
)
{
//------------BEGIN DOLLAR BLACKBOX----------------//
static
float
dollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
,
float
ang
)
//-TRANSLATED DIRECTLY FROM PSUDEO-CODE AVAILABLE AT-//
{
//-"http://depts.washington.edu/aimgroup/proj/dollar/"-//
// SDL_FloatPoint p[DOLLARNPOINTS];
double
ta
=
-
M_PI
/
4
;
float
dist
=
0
;
double
tb
=
M_PI
/
4
;
SDL_FloatPoint
p
;
double
dt
=
M_PI
/
90
;
int
i
;
float
x1
=
(
float
)(
PHI
*
ta
+
(
1
-
PHI
)
*
tb
);
for
(
i
=
0
;
i
<
DOLLARNPOINTS
;
i
++
)
{
float
f1
=
dollarDifference
(
points
,
templ
,
x1
);
p
.
x
=
(
float
)(
points
[
i
].
x
*
SDL_cos
(
ang
)
-
points
[
i
].
y
*
SDL_sin
(
ang
));
float
x2
=
(
float
)((
1
-
PHI
)
*
ta
+
PHI
*
tb
);
p
.
y
=
(
float
)(
points
[
i
].
x
*
SDL_sin
(
ang
)
+
points
[
i
].
y
*
SDL_cos
(
ang
));
float
f2
=
dollarDifference
(
points
,
templ
,
x2
);
dist
+=
(
float
)(
SDL_sqrt
((
p
.
x
-
templ
[
i
].
x
)
*
(
p
.
x
-
templ
[
i
].
x
)
+
while
(
SDL_fabs
(
ta
-
tb
)
>
dt
)
{
(
p
.
y
-
templ
[
i
].
y
)
*
(
p
.
y
-
templ
[
i
].
y
)));
if
(
f1
<
f2
)
{
tb
=
x2
;
x2
=
x1
;
f2
=
f1
;
x1
=
(
float
)(
PHI
*
ta
+
(
1
-
PHI
)
*
tb
);
f1
=
dollarDifference
(
points
,
templ
,
x1
);
}
}
else
{
return
dist
/
DOLLARNPOINTS
;
ta
=
x1
;
x1
=
x2
;
}
f1
=
f2
;
x2
=
(
float
)((
1
-
PHI
)
*
ta
+
PHI
*
tb
);
static
float
bestDollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
)
f2
=
dollarDifference
(
points
,
templ
,
x2
);
{
//------------BEGIN DOLLAR BLACKBOX----------------//
//-TRANSLATED DIRECTLY FROM PSUDEO-CODE AVAILABLE AT-//
//-"http://depts.washington.edu/aimgroup/proj/dollar/"-//
double
ta
=
-
M_PI
/
4
;
double
tb
=
M_PI
/
4
;
double
dt
=
M_PI
/
90
;
float
x1
=
(
float
)(
PHI
*
ta
+
(
1
-
PHI
)
*
tb
);
float
f1
=
dollarDifference
(
points
,
templ
,
x1
);
float
x2
=
(
float
)((
1
-
PHI
)
*
ta
+
PHI
*
tb
);
float
f2
=
dollarDifference
(
points
,
templ
,
x2
);
while
(
SDL_fabs
(
ta
-
tb
)
>
dt
)
{
if
(
f1
<
f2
)
{
tb
=
x2
;
x2
=
x1
;
f2
=
f1
;
x1
=
(
float
)(
PHI
*
ta
+
(
1
-
PHI
)
*
tb
);
f1
=
dollarDifference
(
points
,
templ
,
x1
);
}
else
{
ta
=
x1
;
x1
=
x2
;
f1
=
f2
;
x2
=
(
float
)((
1
-
PHI
)
*
ta
+
PHI
*
tb
);
f2
=
dollarDifference
(
points
,
templ
,
x2
);
}
}
}
}
/*
/*
if (f1 <= f2)
if(f1 <= f2)
printf("Min angle (x1): %f\n",x1);
printf("Min angle (x1): %f\n",x1);
else if (f1 > f2)
else if(f1 > f2)
printf("Min angle (x2): %f\n",x2);
printf("Min angle (x2): %f\n",x2);
*/
*/
return
SDL_min
(
f1
,
f2
);
return
SDL_min
(
f1
,
f2
);
}
}
//DollarPath contains raw points, plus (possibly) the calculated length
//DollarPath contains raw points, plus (possibly) the calculated length
static
int
dollarNormalize
(
const
SDL_DollarPath
*
path
,
SDL_FloatPoint
*
points
)
{
static
int
dollarNormalize
(
const
SDL_DollarPath
*
path
,
SDL_FloatPoint
*
points
)
int
i
;
{
float
interval
;
int
i
;
float
dist
;
float
interval
;
int
numPoints
=
0
;
float
dist
;
SDL_FloatPoint
centroid
;
int
numPoints
=
0
;
float
xmin
,
xmax
,
ymin
,
ymax
;
SDL_FloatPoint
centroid
;
float
ang
;
float
xmin
,
xmax
,
ymin
,
ymax
;
float
w
,
h
;
float
ang
;
float
length
=
path
->
length
;
float
w
,
h
;
float
length
=
path
->
length
;
//Calculate length if it hasn't already been done
if
(
length
<=
0
)
{
//Calculate length if it hasn't already been done
for
(
i
=
1
;
i
<
path
->
numPoints
;
i
++
)
{
if
(
length
<=
0
)
{
float
dx
=
path
->
p
[
i
].
x
-
for
(
i
=
1
;
i
<
path
->
numPoints
;
i
++
)
{
path
->
p
[
i
-
1
].
x
;
float
dx
=
path
->
p
[
i
].
x
-
path
->
p
[
i
-
1
].
x
;
float
dy
=
path
->
p
[
i
].
y
-
float
dy
=
path
->
p
[
i
].
y
-
path
->
p
[
i
-
1
].
y
;
path
->
p
[
i
-
1
].
y
;
length
+=
(
float
)(
SDL_sqrt
(
dx
*
dx
+
dy
*
dy
));
length
+=
(
float
)(
SDL_sqrt
(
dx
*
dx
+
dy
*
dy
));
}
}
//Resample
interval
=
length
/
(
DOLLARNPOINTS
-
1
);
dist
=
interval
;
centroid
.
x
=
0
;
centroid
.
y
=
0
;
//printf("(%f,%f)\n",path->p[path->numPoints-1].x,path->p[path->numPoints-1].y);
for
(
i
=
1
;
i
<
path
->
numPoints
;
i
++
)
{
float
d
=
(
float
)(
SDL_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
)));
//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
;
}
}
}
if
(
numPoints
<
DOLLARNPOINTS
-
1
)
{
SDL_SetError
(
"ERROR: NumPoints = %i
\n
"
,
numPoints
);
//Resample
return
0
;
interval
=
length
/
(
DOLLARNPOINTS
-
1
);
dist
=
interval
;
centroid
.
x
=
0
;
centroid
.
y
=
0
;
//printf("(%f,%f)\n",path->p[path->numPoints-1].x,path->p[path->numPoints-1].y);
for
(
i
=
1
;
i
<
path
->
numPoints
;
i
++
)
{
float
d
=
(
float
)(
SDL_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
)));
//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
;
//copy the last point
}
points
[
DOLLARNPOINTS
-
1
]
=
path
->
p
[
path
->
numPoints
-
1
];
if
(
numPoints
<
DOLLARNPOINTS
-
1
)
{
numPoints
=
DOLLARNPOINTS
;
SDL_SetError
(
"ERROR: NumPoints = %i
\n
"
,
numPoints
);
return
0
;
centroid
.
x
/=
numPoints
;
}
centroid
.
y
/=
numPoints
;
//copy the last point
points
[
DOLLARNPOINTS
-
1
]
=
path
->
p
[
path
->
numPoints
-
1
];
//printf("Centroid (%f,%f)",centroid.x,centroid.y);
numPoints
=
DOLLARNPOINTS
;
//Rotate Points so point 0 is left of centroid and solve for the bounding box
xmin
=
centroid
.
x
;
centroid
.
x
/=
numPoints
;
xmax
=
centroid
.
x
;
centroid
.
y
/=
numPoints
;
ymin
=
centroid
.
y
;
ymax
=
centroid
.
y
;
//printf("Centroid (%f,%f)",centroid.x,centroid.y);
//Rotate Points so point 0 is left of centroid and solve for the bounding box
ang
=
(
float
)(
SDL_atan2
(
centroid
.
y
-
points
[
0
].
y
,
xmin
=
centroid
.
x
;
centroid
.
x
-
points
[
0
].
x
));
xmax
=
centroid
.
x
;
ymin
=
centroid
.
y
;
for
(
i
=
0
;
i
<
numPoints
;
i
++
)
{
ymax
=
centroid
.
y
;
float
px
=
points
[
i
].
x
;
float
py
=
points
[
i
].
y
;
ang
=
(
float
)(
SDL_atan2
(
centroid
.
y
-
points
[
0
].
y
,
points
[
i
].
x
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_cos
(
ang
)
-
centroid
.
x
-
points
[
0
].
x
));
(
py
-
centroid
.
y
)
*
SDL_sin
(
ang
)
+
centroid
.
x
);
points
[
i
].
y
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_sin
(
ang
)
+
for
(
i
=
0
;
i
<
numPoints
;
i
++
)
{
(
py
-
centroid
.
y
)
*
SDL_cos
(
ang
)
+
centroid
.
y
);
float
px
=
points
[
i
].
x
;
float
py
=
points
[
i
].
y
;
points
[
i
].
x
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_cos
(
ang
)
-
if
(
points
[
i
].
x
<
xmin
)
xmin
=
points
[
i
].
x
;
(
py
-
centroid
.
y
)
*
SDL_sin
(
ang
)
+
centroid
.
x
);
if
(
points
[
i
].
x
>
xmax
)
xmax
=
points
[
i
].
x
;
points
[
i
].
y
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_sin
(
ang
)
+
if
(
points
[
i
].
y
<
ymin
)
ymin
=
points
[
i
].
y
;
(
py
-
centroid
.
y
)
*
SDL_cos
(
ang
)
+
centroid
.
y
);
if
(
points
[
i
].
y
>
ymax
)
ymax
=
points
[
i
].
y
;
}
if
(
points
[
i
].
x
<
xmin
)
xmin
=
points
[
i
].
x
;
//Scale points to DOLLARSIZE, and translate to the origin
if
(
points
[
i
].
x
>
xmax
)
xmax
=
points
[
i
].
x
;
w
=
xmax
-
xmin
;
if
(
points
[
i
].
y
<
ymin
)
ymin
=
points
[
i
].
y
;
h
=
ymax
-
ymin
;
if
(
points
[
i
].
y
>
ymax
)
ymax
=
points
[
i
].
y
;
}
for
(
i
=
0
;
i
<
numPoints
;
i
++
)
{
points
[
i
].
x
=
(
points
[
i
].
x
-
centroid
.
x
)
*
DOLLARSIZE
/
w
;
//Scale points to DOLLARSIZE, and translate to the origin
points
[
i
].
y
=
(
points
[
i
].
y
-
centroid
.
y
)
*
DOLLARSIZE
/
h
;
w
=
xmax
-
xmin
;
}
h
=
ymax
-
ymin
;
return
numPoints
;
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
;
}
}
static
float
dollarRecognize
(
const
SDL_DollarPath
*
path
,
int
*
bestTempl
,
SDL_GestureTouch
*
touch
)
{
static
float
dollarRecognize
(
const
SDL_DollarPath
*
path
,
int
*
bestTempl
,
SDL_GestureTouch
*
touch
)
{
SDL_FloatPoint
points
[
DOLLARNPOINTS
];
int
i
;
float
bestDiff
=
10000
;
dollarNormalize
(
path
,
points
);
SDL_FloatPoint
points
[
DOLLARNPOINTS
];
int
i
;
float
bestDiff
=
10000
;
//PrintPath(points);
dollarNormalize
(
path
,
points
);
*
bestTempl
=
-
1
;
for
(
i
=
0
;
i
<
touch
->
numDollarTemplates
;
i
++
)
{
//PrintPath(points);
float
diff
=
bestDollarDifference
(
points
,
touch
->
dollarTemplate
[
i
].
path
);
*
bestTempl
=
-
1
;
if
(
diff
<
bestDiff
)
{
bestDiff
=
diff
;
*
bestTempl
=
i
;}
for
(
i
=
0
;
i
<
touch
->
numDollarTemplates
;
i
++
)
{
}
float
diff
=
bestDollarDifference
(
points
,
touch
->
dollarTemplate
[
i
].
path
);
return
bestDiff
;
if
(
diff
<
bestDiff
)
{
bestDiff
=
diff
;
*
bestTempl
=
i
;}
}
return
bestDiff
;
}
}
int
SDL_GestureAddTouch
(
SDL_Touch
*
touch
)
{
int
SDL_GestureAddTouch
(
SDL_Touch
*
touch
)
SDL_GestureTouch
*
gestureTouch
=
(
SDL_GestureTouch
*
)
SDL_realloc
(
SDL_gestureTouch
,
{
(
SDL_numGestureTouches
+
1
)
*
SDL_GestureTouch
*
gestureTouch
=
(
SDL_GestureTouch
*
)
SDL_realloc
(
SDL_gestureTouch
,
sizeof
(
SDL_GestureTouch
));
(
SDL_numGestureTouches
+
1
)
*
sizeof
(
SDL_GestureTouch
));
if
(
!
gestureTouch
)
{
if
(
!
gestureTouch
)
{
SDL_OutOfMemory
();
SDL_OutOfMemory
();
return
-
1
;
return
-
1
;
}
}
SDL_gestureTouch
=
gestureTouch
;
SDL_gestureTouch
=
gestureTouch
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
y
=
touch
->
yres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
y
=
touch
->
yres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
numDownFingers
=
0
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
numDownFingers
=
0
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
id
=
touch
->
id
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
id
=
touch
->
id
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
numDollarTemplates
=
0
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
numDollarTemplates
=
0
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
recording
=
SDL_FALSE
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
recording
=
SDL_FALSE
;
SDL_numGestureTouches
++
;
SDL_numGestureTouches
++
;
return
0
;
return
0
;
}
}
static
SDL_GestureTouch
*
SDL_GetGestureTouch
(
SDL_TouchID
id
)
{
static
SDL_GestureTouch
*
SDL_GetGestureTouch
(
SDL_TouchID
id
)
int
i
;
{
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
int
i
;
//printf("%i ?= %i\n",SDL_gestureTouch[i].id,id);
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
if
(
SDL_gestureTouch
[
i
].
id
==
id
)
return
&
SDL_gestureTouch
[
i
];
//printf("%i ?= %i\n",SDL_gestureTouch[i].id,id);
}
if
(
SDL_gestureTouch
[
i
].
id
==
id
)
return
NULL
;
return
&
SDL_gestureTouch
[
i
];
}
return
NULL
;
}
}
static
int
SDL_SendGestureMulti
(
SDL_GestureTouch
*
touch
,
float
dTheta
,
float
dDist
)
{
int
SDL_SendGestureMulti
(
SDL_GestureTouch
*
touch
,
float
dTheta
,
float
dDist
)
SDL_Event
event
;
{
event
.
mgesture
.
type
=
SDL_MULTIGESTURE
;
SDL_Event
event
;
event
.
mgesture
.
touchId
=
touch
->
id
;
event
.
mgesture
.
type
=
SDL_MULTIGESTURE
;
event
.
mgesture
.
x
=
touch
->
centroid
.
x
;
event
.
mgesture
.
touchId
=
touch
->
id
;
event
.
mgesture
.
y
=
touch
->
centroid
.
y
;
event
.
mgesture
.
x
=
touch
->
centroid
.
x
;
event
.
mgesture
.
dTheta
=
dTheta
;
event
.
mgesture
.
y
=
touch
->
centroid
.
y
;
event
.
mgesture
.
dDist
=
dDist
;
event
.
mgesture
.
dTheta
=
dTheta
;
event
.
mgesture
.
numFingers
=
touch
->
numDownFingers
;
event
.
mgesture
.
dDist
=
dDist
;
return
SDL_PushEvent
(
&
event
)
>
0
;
event
.
mgesture
.
numFingers
=
touch
->
numDownFingers
;
return
SDL_PushEvent
(
&
event
)
>
0
;
}
}
static
int
SDL_SendGestureDollar
(
SDL_GestureTouch
*
touch
,
static
int
SDL_SendGestureDollar
(
SDL_GestureTouch
*
touch
,
SDL_GestureID
gestureId
,
float
error
)
{
SDL_GestureID
gestureId
,
float
error
)
SDL_Event
event
;
{
event
.
dgesture
.
type
=
SDL_DOLLARGESTURE
;
SDL_Event
event
;
event
.
dgesture
.
touchId
=
touch
->
id
;
event
.
dgesture
.
type
=
SDL_DOLLARGESTURE
;
/*
event
.
dgesture
.
touchId
=
touch
->
id
;
/*
//TODO: Add this to give location of gesture?
//TODO: Add this to give location of gesture?
event.mgesture.x = touch->centroid.x;
event.mgesture.x = touch->centroid.x;
event.mgesture.y = touch->centroid.y;
event.mgesture.y = touch->centroid.y;
*/
*/
event
.
dgesture
.
gestureId
=
gestureId
;
event
.
dgesture
.
gestureId
=
gestureId
;
event
.
dgesture
.
error
=
error
;
event
.
dgesture
.
error
=
error
;
//A finger came up to trigger this event.
//A finger came up to trigger this event.
event
.
dgesture
.
numFingers
=
touch
->
numDownFingers
+
1
;
event
.
dgesture
.
numFingers
=
touch
->
numDownFingers
+
1
;
return
SDL_PushEvent
(
&
event
)
>
0
;
return
SDL_PushEvent
(
&
event
)
>
0
;
}
}
static
int
SDL_SendDollarRecord
(
SDL_GestureTouch
*
touch
,
SDL_GestureID
gestureId
)
{
static
int
SDL_SendDollarRecord
(
SDL_GestureTouch
*
touch
,
SDL_GestureID
gestureId
)
SDL_Event
event
;
{
event
.
dgesture
.
type
=
SDL_DOLLARRECORD
;
SDL_Event
event
;
event
.
dgesture
.
touchId
=
touch
->
id
;
event
.
dgesture
.
type
=
SDL_DOLLARRECORD
;
event
.
dgesture
.
gestureId
=
gestureId
;
event
.
dgesture
.
touchId
=
touch
->
id
;
return
SDL_PushEvent
(
&
event
)
>
0
;
event
.
dgesture
.
gestureId
=
gestureId
;
return
SDL_PushEvent
(
&
event
)
>
0
;
}
}
void
SDL_GestureProcessEvent
(
SDL_Event
*
event
)
void
SDL_GestureProcessEvent
(
SDL_Event
*
event
)
{
{
float
x
,
y
;
float
x
,
y
;
SDL_FloatPoint
path
[
DOLLARNPOINTS
];
SDL_FloatPoint
path
[
DOLLARNPOINTS
];
int
index
;
int
index
;
int
i
;
int
i
;
float
pathDx
,
pathDy
;
float
pathDx
,
pathDy
;
SDL_FloatPoint
lastP
;
SDL_FloatPoint
lastP
;
SDL_FloatPoint
lastCentroid
;
SDL_FloatPoint
lastCentroid
;
float
lDist
;
float
lDist
;
float
Dist
;
float
Dist
;
float
dtheta
;
float
dtheta
;
float
dDist
;
float
dDist
;
if
(
event
->
type
==
SDL_FINGERMOTION
||
if
(
event
->
type
==
SDL_FINGERMOTION
||
event
->
type
==
SDL_FINGERDOWN
||
event
->
type
==
SDL_FINGERDOWN
||
event
->
type
==
SDL_FINGERUP
)
{
event
->
type
==
SDL_FINGERUP
)
{
SDL_GestureTouch
*
inTouch
=
SDL_GetGestureTouch
(
event
->
tfinger
.
touchId
);
SDL_GestureTouch
*
inTouch
=
SDL_GetGestureTouch
(
event
->
tfinger
.
touchId
);
//Shouldn't be possible
//Shouldn't be possible
if
(
inTouch
==
NULL
)
return
;
if
(
inTouch
==
NULL
)
return
;
//printf("@ (%i,%i) with res: (%i,%i)\n",(int)event->tfinger.x,
//printf("@ (%i,%i) with res: (%i,%i)\n",(int)event->tfinger.x,
// (int)event->tfinger.y,
// (int)event->tfinger.y,
// (int)inTouch->res.x,(int)inTouch->res.y);
// (int)inTouch->res.x,(int)inTouch->res.y);
x
=
((
float
)
event
->
tfinger
.
x
)
/
(
float
)
inTouch
->
res
.
x
;
x
=
((
float
)
event
->
tfinger
.
x
)
/
(
float
)
inTouch
->
res
.
x
;
y
=
((
float
)
event
->
tfinger
.
y
)
/
(
float
)
inTouch
->
res
.
y
;
y
=
((
float
)
event
->
tfinger
.
y
)
/
(
float
)
inTouch
->
res
.
y
;
//Finger Up
//Finger Up
if
(
event
->
type
==
SDL_FINGERUP
)
{
if
(
event
->
type
==
SDL_FINGERUP
)
{
inTouch
->
numDownFingers
--
;
inTouch
->
numDownFingers
--
;
#ifdef ENABLE_DOLLAR
#ifdef ENABLE_DOLLAR
if
(
inTouch
->
recording
)
{
if
(
inTouch
->
recording
)
{
inTouch
->
recording
=
SDL_FALSE
;
inTouch
->
recording
=
SDL_FALSE
;
dollarNormalize
(
&
inTouch
->
dollarPath
,
path
);
dollarNormalize
(
&
inTouch
->
dollarPath
,
path
);
//PrintPath(path);
//PrintPath(path);
if
(
recordAll
)
{
if
(
recordAll
)
{
index
=
SDL_AddDollarGesture
(
NULL
,
path
);
index
=
SDL_AddDollarGesture
(
NULL
,
path
);
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
SDL_gestureTouch
[
i
].
recording
=
SDL_FALSE
;
SDL_gestureTouch
[
i
].
recording
=
SDL_FALSE
;
}
}
else
{
else
{
index
=
SDL_AddDollarGesture
(
inTouch
,
path
);
index
=
SDL_AddDollarGesture
(
inTouch
,
path
);
}
}
if
(
index
>=
0
)
{
if
(
index
>=
0
)
{
SDL_SendDollarRecord
(
inTouch
,
inTouch
->
dollarTemplate
[
index
].
hash
);
SDL_SendDollarRecord
(
inTouch
,
inTouch
->
dollarTemplate
[
index
].
hash
);
}
}
else
{
else
{
SDL_SendDollarRecord
(
inTouch
,
-
1
);
SDL_SendDollarRecord
(
inTouch
,
-
1
);
}
}
}
}
else
{
else
{
int
bestTempl
;
int
bestTempl
;
float
error
;
float
error
;
error
=
dollarRecognize
(
&
inTouch
->
dollarPath
,
error
=
dollarRecognize
(
&
inTouch
->
dollarPath
,
&
bestTempl
,
inTouch
);
&
bestTempl
,
inTouch
);
if
(
bestTempl
>=
0
){
if
(
bestTempl
>=
0
){
//Send Event
//Send Event
unsigned
long
gestureId
=
inTouch
->
dollarTemplate
[
bestTempl
].
hash
;
unsigned
long
gestureId
=
inTouch
->
dollarTemplate
[
bestTempl
].
hash
;
SDL_SendGestureDollar
(
inTouch
,
gestureId
,
error
);
SDL_SendGestureDollar
(
inTouch
,
gestureId
,
error
);
//printf ("%s\n",);("Dollar error: %f\n",error);
//printf ("%s\n",);("Dollar error: %f\n",error);
}
}
#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
)
{
#endif
float
dx
=
((
float
)
event
->
tfinger
.
dx
)
/
(
float
)
inTouch
->
res
.
x
;
//inTouch->gestureLast[j] = inTouch->gestureLast[inTouch->numDownFingers];
float
dy
=
((
float
)
event
->
tfinger
.
dy
)
/
(
float
)
inTouch
->
res
.
y
;
if
(
inTouch
->
numDownFingers
>
0
)
{
//printf("dx,dy: (%f,%f)\n",dx,dy);
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
#ifdef ENABLE_DOLLAR
SDL_DollarPath
*
path
=
&
inTouch
->
dollarPath
;
SDL_DollarPath
*
path
=
&
inTouch
->
dollarPath
;
if
(
path
->
numPoints
<
MAXPATHSIZE
)
{
if
(
path
->
numPoints
<
MAXPATHSIZE
)
{
path
->
p
[
path
->
numPoints
].
x
=
inTouch
->
centroid
.
x
;
path
->
p
[
path
->
numPoints
].
x
=
inTouch
->
centroid
.
x
;
path
->
p
[
path
->
numPoints
].
y
=
inTouch
->
centroid
.
y
;
path
->
p
[
path
->
numPoints
].
y
=
inTouch
->
centroid
.
y
;
pathDx
=
pathDx
=
(
path
->
p
[
path
->
numPoints
].
x
-
path
->
p
[
path
->
numPoints
-
1
].
x
);
(
path
->
p
[
path
->
numPoints
].
x
-
path
->
p
[
path
->
numPoints
-
1
].
x
);
pathDy
=
pathDy
=
(
path
->
p
[
path
->
numPoints
].
y
-
path
->
p
[
path
->
numPoints
-
1
].
y
);
(
path
->
p
[
path
->
numPoints
].
y
-
path
->
p
[
path
->
numPoints
-
1
].
y
);
path
->
length
+=
(
float
)
SDL_sqrt
(
pathDx
*
pathDx
+
pathDy
*
pathDy
);
path
->
length
+=
(
float
)
SDL_sqrt
(
pathDx
*
pathDx
+
pathDy
*
pathDy
);
path
->
numPoints
++
;
path
->
numPoints
++
;
}
}
#endif
#endif
lastP
.
x
=
x
-
dx
;
lastP
.
x
=
x
-
dx
;
lastP
.
y
=
y
-
dy
;
lastP
.
y
=
y
-
dy
;
lastCentroid
=
inTouch
->
centroid
;
lastCentroid
=
inTouch
->
centroid
;
inTouch
->
centroid
.
x
+=
dx
/
inTouch
->
numDownFingers
;
inTouch
->
centroid
.
x
+=
dx
/
inTouch
->
numDownFingers
;
inTouch
->
centroid
.
y
+=
dy
/
inTouch
->
numDownFingers
;
inTouch
->
centroid
.
y
+=
dy
/
inTouch
->
numDownFingers
;
//printf("Centrid : (%f,%f)\n",inTouch->centroid.x,inTouch->centroid.y);
//printf("Centrid : (%f,%f)\n",inTouch->centroid.x,inTouch->centroid.y);
if
(
inTouch
->
numDownFingers
>
1
)
{
if
(
inTouch
->
numDownFingers
>
1
)
{
SDL_FloatPoint
lv
;
//Vector from centroid to last x,y position
SDL_FloatPoint
lv
;
//Vector from centroid to last x,y position
SDL_FloatPoint
v
;
//Vector from centroid to current x,y position
SDL_FloatPoint
v
;
//Vector from centroid to current x,y position
//lv = inTouch->gestureLast[j].cv;
//lv = inTouch->gestureLast[j].cv;
lv
.
x
=
lastP
.
x
-
lastCentroid
.
x
;
lv
.
x
=
lastP
.
x
-
lastCentroid
.
x
;
lv
.
y
=
lastP
.
y
-
lastCentroid
.
y
;
lv
.
y
=
lastP
.
y
-
lastCentroid
.
y
;
lDist
=
(
float
)
SDL_sqrt
(
lv
.
x
*
lv
.
x
+
lv
.
y
*
lv
.
y
);
lDist
=
(
float
)
SDL_sqrt
(
lv
.
x
*
lv
.
x
+
lv
.
y
*
lv
.
y
);
//printf("lDist = %f\n",lDist);
//printf("lDist = %f\n",lDist);
v
.
x
=
x
-
inTouch
->
centroid
.
x
;
v
.
x
=
x
-
inTouch
->
centroid
.
x
;
v
.
y
=
y
-
inTouch
->
centroid
.
y
;
v
.
y
=
y
-
inTouch
->
centroid
.
y
;
//inTouch->gestureLast[j].cv = v;
//inTouch->gestureLast[j].cv = v;
Dist
=
(
float
)
SDL_sqrt
(
v
.
x
*
v
.
x
+
v
.
y
*
v
.
y
);
Dist
=
(
float
)
SDL_sqrt
(
v
.
x
*
v
.
x
+
v
.
y
*
v
.
y
);
// SDL_cos(dTheta) = (v . lv)/(|v| * |lv|)
// SDL_cos(dTheta) = (v . lv)/(|v| * |lv|)
//Normalize Vectors to simplify angle calculation
//Normalize Vectors to simplify angle calculation
lv
.
x
/=
lDist
;
lv
.
x
/=
lDist
;
lv
.
y
/=
lDist
;
lv
.
y
/=
lDist
;
v
.
x
/=
Dist
;
v
.
x
/=
Dist
;
v
.
y
/=
Dist
;
v
.
y
/=
Dist
;
dtheta
=
(
float
)
SDL_atan2
(
lv
.
x
*
v
.
y
-
lv
.
y
*
v
.
x
,
lv
.
x
*
v
.
x
+
lv
.
y
*
v
.
y
);
dtheta
=
(
float
)
SDL_atan2
(
lv
.
x
*
v
.
y
-
lv
.
y
*
v
.
x
,
lv
.
x
*
v
.
x
+
lv
.
y
*
v
.
y
);
dDist
=
(
Dist
-
lDist
);
dDist
=
(
Dist
-
lDist
);
if
(
lDist
==
0
)
{
dDist
=
0
;
dtheta
=
0
;}
//To avoid impossible values
if
(
lDist
==
0
)
{
dDist
=
0
;
dtheta
=
0
;}
//To avoid impossible values
//inTouch->gestureLast[j].dDist = dDist;
//inTouch->gestureLast[j].dDist = dDist;
//inTouch->gestureLast[j].dtheta = dtheta;
//inTouch->gestureLast[j].dtheta = dtheta;
//printf("dDist = %f, dTheta = %f\n",dDist,dtheta);
//printf("dDist = %f, dTheta = %f\n",dDist,dtheta);
//gdtheta = gdtheta*.9 + dtheta*.1;
//gdtheta = gdtheta*.9 + dtheta*.1;
//gdDist = gdDist*.9 + dDist*.1
//gdDist = gdDist*.9 + dDist*.1
//knob.r += dDist/numDownFingers;
//knob.r += dDist/numDownFingers;
//knob.ang += dtheta;
//knob.ang += dtheta;
//printf("thetaSum = %f, distSum = %f\n",gdtheta,gdDist);
//printf("thetaSum = %f, distSum = %f\n",gdtheta,gdDist);
//printf("id: %i dTheta = %f, dDist = %f\n",j,dtheta,dDist);
//printf("id: %i dTheta = %f, dDist = %f\n",j,dtheta,dDist);
SDL_SendGestureMulti
(
inTouch
,
dtheta
,
dDist
);
SDL_SendGestureMulti
(
inTouch
,
dtheta
,
dDist
);
}
}
else
{
else
{
//inTouch->gestureLast[j].dDist = 0;
//inTouch->gestureLast[j].dDist = 0;
//inTouch->gestureLast[j].dtheta = 0;
//inTouch->gestureLast[j].dtheta = 0;
//inTouch->gestureLast[j].cv.x = 0;
//inTouch->gestureLast[j].cv.x = 0;
//inTouch->gestureLast[j].cv.y = 0;
//inTouch->gestureLast[j].cv.y = 0;
}
}
//inTouch->gestureLast[j].f.p.x = x;
//inTouch->gestureLast[j].f.p.x = x;
//inTouch->gestureLast[j].f.p.y = y;
//inTouch->gestureLast[j].f.p.y = y;
//break;
//break;
//pressure?
//pressure?
}
}
if
(
event
->
type
==
SDL_FINGERDOWN
)
{
inTouch
->
numDownFingers
++
;
if
(
event
->
type
==
SDL_FINGERDOWN
)
{
inTouch
->
centroid
.
x
=
(
inTouch
->
centroid
.
x
*
(
inTouch
->
numDownFingers
-
1
)
+
x
)
/
inTouch
->
numDownFingers
;
inTouch
->
numDownFingers
++
;
inTouch
->
centroid
.
y
=
(
inTouch
->
centroid
.
y
*
(
inTouch
->
numDownFingers
-
1
)
+
inTouch
->
centroid
.
x
=
(
inTouch
->
centroid
.
x
*
(
inTouch
->
numDownFingers
-
1
)
+
y
)
/
inTouch
->
numDownFingers
;
x
)
/
inTouch
->
numDownFingers
;
//printf("Finger Down: (%f,%f). Centroid: (%f,%f\n",x,y,
inTouch
->
centroid
.
y
=
(
inTouch
->
centroid
.
y
*
(
inTouch
->
numDownFingers
-
1
)
+
// inTouch->centroid.x,inTouch->centroid.y);
y
)
/
inTouch
->
numDownFingers
;
//printf("Finger Down: (%f,%f). Centroid: (%f,%f\n",x,y,
// inTouch->centroid.x,inTouch->centroid.y);
#ifdef ENABLE_DOLLAR
#ifdef ENABLE_DOLLAR
inTouch
->
dollarPath
.
length
=
0
;
inTouch
->
dollarPath
.
length
=
0
;
inTouch
->
dollarPath
.
p
[
0
].
x
=
x
;
inTouch
->
dollarPath
.
p
[
0
].
x
=
x
;
inTouch
->
dollarPath
.
p
[
0
].
y
=
y
;
inTouch
->
dollarPath
.
p
[
0
].
y
=
y
;
inTouch
->
dollarPath
.
numPoints
=
1
;
inTouch
->
dollarPath
.
numPoints
=
1
;
#endif
#endif
}
}
}
}
}
}
/* vi: set ts=4 sw=4 expandtab: */
/* vi: set ts=4 sw=4 expandtab: */
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