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PocketInsanity
libSDL
Commits
428e61a4
Commit
428e61a4
authored
Oct 27, 2011
by
Kees Bakker
Browse files
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Plain Diff
Reformat SDL_gesture.c (part 1, reindent using Emacs, c-basic-offset 4)
parent
61d3a02e
Changes
1
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536 additions
and
519 deletions
+536
-519
SDL_gesture.c
src/events/SDL_gesture.c
+536
-519
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src/events/SDL_gesture.c
View file @
428e61a4
...
...
@@ -11,11 +11,11 @@
freely, subject to the following restrictions:
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
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
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.
*/
...
...
@@ -36,7 +36,7 @@
#define MAXPATHSIZE 1024
#define DOLLARNPOINTS 64
...
...
@@ -44,35 +44,35 @@
#define ENABLE_DOLLAR
#define PHI 0.618033989
#define PHI 0.618033989
typedef
struct
{
float
x
,
y
;
float
x
,
y
;
}
SDL_FloatPoint
;
typedef
struct
{
float
length
;
int
numPoints
;
SDL_FloatPoint
p
[
MAXPATHSIZE
];
float
length
;
int
numPoints
;
SDL_FloatPoint
p
[
MAXPATHSIZE
];
}
SDL_DollarPath
;
typedef
struct
{
SDL_FloatPoint
path
[
DOLLARNPOINTS
];
unsigned
long
hash
;
SDL_FloatPoint
path
[
DOLLARNPOINTS
];
unsigned
long
hash
;
}
SDL_DollarTemplate
;
typedef
struct
{
SDL_GestureID
id
;
SDL_FloatPoint
res
;
SDL_FloatPoint
centroid
;
SDL_DollarPath
dollarPath
;
Uint16
numDownFingers
;
SDL_GestureID
id
;
SDL_FloatPoint
res
;
SDL_FloatPoint
centroid
;
SDL_DollarPath
dollarPath
;
Uint16
numDownFingers
;
int
numDollarTemplates
;
SDL_DollarTemplate
*
dollarTemplate
;
int
numDollarTemplates
;
SDL_DollarTemplate
*
dollarTemplate
;
SDL_bool
recording
;
SDL_bool
recording
;
}
SDL_GestureTouch
;
SDL_GestureTouch
*
SDL_gestureTouch
;
...
...
@@ -80,586 +80,603 @@ int SDL_numGestureTouches = 0;
SDL_bool
recordAll
;
#if 0
static void PrintPath(SDL_FloatPoint *path) {
int i;
printf("Path:");
for(i=0;i<DOLLARNPOINTS;i++) {
printf(" (%f,%f)",path[i].x,path[i].y);
}
printf("\n");
static void PrintPath(SDL_FloatPoint *path)
{
int i;
printf("Path:");
for(i=0;i<DOLLARNPOINTS;i++) {
printf(" (%f,%f)",path[i].x,path[i].y);
}
printf("\n");
}
#endif
int
SDL_RecordGesture
(
SDL_TouchID
touchId
)
{
int
i
;
if
(
touchId
<
0
)
recordAll
=
SDL_TRUE
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
if
((
touchId
<
0
)
||
(
SDL_gestureTouch
[
i
].
id
==
touchId
))
{
SDL_gestureTouch
[
i
].
recording
=
SDL_TRUE
;
if
(
touchId
>=
0
)
return
1
;
}
}
return
(
touchId
<
0
);
int
SDL_RecordGesture
(
SDL_TouchID
touchId
)
{
int
i
;
if
(
touchId
<
0
)
recordAll
=
SDL_TRUE
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
if
((
touchId
<
0
)
||
(
SDL_gestureTouch
[
i
].
id
==
touchId
))
{
SDL_gestureTouch
[
i
].
recording
=
SDL_TRUE
;
if
(
touchId
>=
0
)
return
1
;
}
}
return
(
touchId
<
0
);
}
unsigned
long
SDL_HashDollar
(
SDL_FloatPoint
*
points
)
{
unsigned
long
hash
=
5381
;
int
i
;
for
(
i
=
0
;
i
<
DOLLARNPOINTS
;
i
++
)
{
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
x
;
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
y
;
}
return
hash
;
unsigned
long
SDL_HashDollar
(
SDL_FloatPoint
*
points
)
{
unsigned
long
hash
=
5381
;
int
i
;
for
(
i
=
0
;
i
<
DOLLARNPOINTS
;
i
++
)
{
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
x
;
hash
=
((
hash
<<
5
)
+
hash
)
+
(
unsigned
long
)
points
[
i
].
y
;
}
return
hash
;
}
static
int
SaveTemplate
(
SDL_DollarTemplate
*
templ
,
SDL_RWops
*
src
)
{
if
(
src
==
NULL
)
return
0
;
static
int
SaveTemplate
(
SDL_DollarTemplate
*
templ
,
SDL_RWops
*
src
)
{
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
i
,
j
,
rtrn
=
0
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
rtrn
+=
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
int
SDL_SaveAllDollarTemplates
(
SDL_RWops
*
src
)
{
int
i
,
j
,
rtrn
=
0
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
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
i
,
j
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
if
(
touch
->
dollarTemplate
[
i
].
hash
==
gestureId
)
{
return
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
}
int
SDL_SaveDollarTemplate
(
SDL_GestureID
gestureId
,
SDL_RWops
*
src
)
{
int
i
,
j
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
SDL_GestureTouch
*
touch
=
&
SDL_gestureTouch
[
i
];
for
(
j
=
0
;
j
<
touch
->
numDollarTemplates
;
j
++
)
{
if
(
touch
->
dollarTemplate
[
i
].
hash
==
gestureId
)
{
return
SaveTemplate
(
&
touch
->
dollarTemplate
[
i
],
src
);
}
}
}
}
SDL_SetError
(
"Unknown gestureId"
);
return
-
1
;
SDL_SetError
(
"Unknown gestureId"
);
return
-
1
;
}
//path is an already sampled set of points
//Returns the index of the gesture on success, or -1
static
int
SDL_AddDollarGesture
(
SDL_GestureTouch
*
inTouch
,
SDL_FloatPoint
*
path
)
{
SDL_DollarTemplate
*
dollarTemplate
;
SDL_DollarTemplate
*
templ
;
int
i
=
0
;
if
(
inTouch
==
NULL
)
{
if
(
SDL_numGestureTouches
==
0
)
return
-
1
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
inTouch
=
&
SDL_gestureTouch
[
i
];
static
int
SDL_AddDollarGesture
(
SDL_GestureTouch
*
inTouch
,
SDL_FloatPoint
*
path
)
{
SDL_DollarTemplate
*
dollarTemplate
;
SDL_DollarTemplate
*
templ
;
int
i
=
0
;
if
(
inTouch
==
NULL
)
{
if
(
SDL_numGestureTouches
==
0
)
return
-
1
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
inTouch
=
&
SDL_gestureTouch
[
i
];
dollarTemplate
=
(
SDL_DollarTemplate
*
)
SDL_realloc
(
inTouch
->
dollarTemplate
,
(
inTouch
->
numDollarTemplates
+
1
)
*
sizeof
(
SDL_DollarTemplate
));
if
(
!
dollarTemplate
)
{
SDL_OutOfMemory
();
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
;
}
dollarTemplate
=
(
SDL_DollarTemplate
*
)
SDL_realloc
(
inTouch
->
dollarTemplate
,
(
inTouch
->
numDollarTemplates
+
1
)
*
sizeof
(
SDL_DollarTemplate
));
if
(
!
dollarTemplate
)
{
SDL_OutOfMemory
();
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
;
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
;
}
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
;
}
return
-
1
;
return
-
1
;
}
int
SDL_LoadDollarTemplates
(
SDL_TouchID
touchId
,
SDL_RWops
*
src
)
{
int
i
,
loaded
=
0
;
SDL_GestureTouch
*
touch
=
NULL
;
if
(
src
==
NULL
)
return
0
;
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
;
}
int
SDL_LoadDollarTemplates
(
SDL_TouchID
touchId
,
SDL_RWops
*
src
)
{
int
i
,
loaded
=
0
;
SDL_GestureTouch
*
touch
=
NULL
;
if
(
src
==
NULL
)
return
0
;
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
;
}
while
(
1
)
{
SDL_DollarTemplate
templ
;
while
(
1
)
{
SDL_DollarTemplate
templ
;
if
(
SDL_RWread
(
src
,
templ
.
path
,
sizeof
(
templ
.
path
[
0
]),
DOLLARNPOINTS
)
<
DOLLARNPOINTS
)
break
;
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
))
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
++
;
if
(
touchId
>=
0
)
{
//printf("Adding loaded gesture to 1 touch\n");
if
(
SDL_AddDollarGesture
(
touch
,
templ
.
path
))
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
++
;
}
}
}
return
loaded
;
return
loaded
;
}
float
dollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
,
float
ang
)
{
// 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
;
float
dollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
,
float
ang
)
{
// 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
;
}
float
bestDollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
)
{
//------------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
);
float
bestDollarDifference
(
SDL_FloatPoint
*
points
,
SDL_FloatPoint
*
templ
)
{
//------------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)
printf("Min angle (x1): %f\n",x1);
else if(f1 > f2)
printf("Min angle (x2): %f\n",x2);
*/
return
SDL_min
(
f1
,
f2
);
/*
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
int
dollarNormalize
(
const
SDL_DollarPath
*
path
,
SDL_FloatPoint
*
points
)
{
int
i
;
float
interval
;
float
dist
;
int
numPoints
=
0
;
SDL_FloatPoint
centroid
;
float
xmin
,
xmax
,
ymin
,
ymax
;
float
ang
;
float
w
,
h
;
float
length
=
path
->
length
;
//Calculate length if it hasn't already been done
if
(
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
;
length
+=
(
float
)(
SDL_sqrt
(
dx
*
dx
+
dy
*
dy
));
int
dollarNormalize
(
const
SDL_DollarPath
*
path
,
SDL_FloatPoint
*
points
)
{
int
i
;
float
interval
;
float
dist
;
int
numPoints
=
0
;
SDL_FloatPoint
centroid
;
float
xmin
,
xmax
,
ymin
,
ymax
;
float
ang
;
float
w
,
h
;
float
length
=
path
->
length
;
//Calculate length if it hasn't already been done
if
(
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
;
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
;
//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
;
}
dist
+=
d
;
}
if
(
numPoints
<
DOLLARNPOINTS
-
1
)
{
SDL_SetError
(
"ERROR: NumPoints = %i
\n
"
,
numPoints
);
return
0
;
}
//copy the last point
points
[
DOLLARNPOINTS
-
1
]
=
path
->
p
[
path
->
numPoints
-
1
];
numPoints
=
DOLLARNPOINTS
;
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
;
ang
=
(
float
)(
SDL_atan2
(
centroid
.
y
-
points
[
0
].
y
,
centroid
.
x
-
points
[
0
].
x
));
for
(
i
=
0
;
i
<
numPoints
;
i
++
)
{
float
px
=
points
[
i
].
x
;
float
py
=
points
[
i
].
y
;
points
[
i
].
x
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_cos
(
ang
)
-
(
py
-
centroid
.
y
)
*
SDL_sin
(
ang
)
+
centroid
.
x
);
points
[
i
].
y
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_sin
(
ang
)
+
(
py
-
centroid
.
y
)
*
SDL_cos
(
ang
)
+
centroid
.
y
);
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
w
=
xmax
-
xmin
;
h
=
ymax
-
ymin
;
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
;
if
(
numPoints
<
DOLLARNPOINTS
-
1
)
{
SDL_SetError
(
"ERROR: NumPoints = %i
\n
"
,
numPoints
);
return
0
;
}
//copy the last point
points
[
DOLLARNPOINTS
-
1
]
=
path
->
p
[
path
->
numPoints
-
1
];
numPoints
=
DOLLARNPOINTS
;
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
;
ang
=
(
float
)(
SDL_atan2
(
centroid
.
y
-
points
[
0
].
y
,
centroid
.
x
-
points
[
0
].
x
));
for
(
i
=
0
;
i
<
numPoints
;
i
++
)
{
float
px
=
points
[
i
].
x
;
float
py
=
points
[
i
].
y
;
points
[
i
].
x
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_cos
(
ang
)
-
(
py
-
centroid
.
y
)
*
SDL_sin
(
ang
)
+
centroid
.
x
);
points
[
i
].
y
=
(
float
)((
px
-
centroid
.
x
)
*
SDL_sin
(
ang
)
+
(
py
-
centroid
.
y
)
*
SDL_cos
(
ang
)
+
centroid
.
y
);
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
w
=
xmax
-
xmin
;
h
=
ymax
-
ymin
;
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
;
}
float
dollarRecognize
(
const
SDL_DollarPath
*
path
,
int
*
bestTempl
,
SDL_GestureTouch
*
touch
)
{
SDL_FloatPoint
points
[
DOLLARNPOINTS
];
int
i
;
float
bestDiff
=
10000
;
float
dollarRecognize
(
const
SDL_DollarPath
*
path
,
int
*
bestTempl
,
SDL_GestureTouch
*
touch
)
{
dollarNormalize
(
path
,
points
);
SDL_FloatPoint
points
[
DOLLARNPOINTS
];
int
i
;
float
bestDiff
=
10000
;
//PrintPath(points);
*
bestTempl
=
-
1
;
for
(
i
=
0
;
i
<
touch
->
numDollarTemplates
;
i
++
)
{
float
diff
=
bestDollarDifference
(
points
,
touch
->
dollarTemplate
[
i
].
path
);
if
(
diff
<
bestDiff
)
{
bestDiff
=
diff
;
*
bestTempl
=
i
;}
}
return
bestDiff
;
dollarNormalize
(
path
,
points
);
//PrintPath(points);
*
bestTempl
=
-
1
;
for
(
i
=
0
;
i
<
touch
->
numDollarTemplates
;
i
++
)
{
float
diff
=
bestDollarDifference
(
points
,
touch
->
dollarTemplate
[
i
].
path
);
if
(
diff
<
bestDiff
)
{
bestDiff
=
diff
;
*
bestTempl
=
i
;}
}
return
bestDiff
;
}
int
SDL_GestureAddTouch
(
SDL_Touch
*
touch
)
{
SDL_GestureTouch
*
gestureTouch
=
(
SDL_GestureTouch
*
)
SDL_realloc
(
SDL_gestureTouch
,
(
SDL_numGestureTouches
+
1
)
*
sizeof
(
SDL_GestureTouch
));
int
SDL_GestureAddTouch
(
SDL_Touch
*
touch
)
{
SDL_GestureTouch
*
gestureTouch
=
(
SDL_GestureTouch
*
)
SDL_realloc
(
SDL_gestureTouch
,
(
SDL_numGestureTouches
+
1
)
*
sizeof
(
SDL_GestureTouch
));
if
(
!
gestureTouch
)
{
SDL_OutOfMemory
();
return
-
1
;
}
if
(
!
gestureTouch
)
{
SDL_OutOfMemory
();
return
-
1
;
}
SDL_gestureTouch
=
gestureTouch
;
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
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
y
=
touch
->
yres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
numDownFingers
=
0
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
id
=
touch
->
id
;
SDL_gestureTouch
[
SDL_numGestureTouches
].
res
.
x
=
touch
->
xres
;
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
++
;
return
0
;
SDL_numGestureTouches
++
;
return
0
;
}
int
SDL_GestureRemoveTouch
(
SDL_TouchID
id
)
{
int
i
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
if
(
SDL_gestureTouch
[
i
].
id
==
id
)
{
SDL_numGestureTouches
--
;
SDL_memcpy
(
&
SDL_gestureTouch
[
i
],
&
SDL_gestureTouch
[
SDL_numGestureTouches
],
sizeof
(
SDL_gestureTouch
[
i
]));
return
1
;
int
SDL_GestureRemoveTouch
(
SDL_TouchID
id
)
{
int
i
;
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
{
if
(
SDL_gestureTouch
[
i
].
id
==
id
)
{
SDL_numGestureTouches
--
;
SDL_memcpy
(
&
SDL_gestureTouch
[
i
],
&
SDL_gestureTouch
[
SDL_numGestureTouches
],
sizeof
(
SDL_gestureTouch
[
i
]));
return
1
;
}
}
}
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
];
}
return
NULL
;
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
];
}
return
NULL
;
}
int
SDL_SendGestureMulti
(
SDL_GestureTouch
*
touch
,
float
dTheta
,
float
dDist
)
{
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
;
event
.
mgesture
.
numFingers
=
touch
->
numDownFingers
;
return
SDL_PushEvent
(
&
event
)
>
0
;
int
SDL_SendGestureMulti
(
SDL_GestureTouch
*
touch
,
float
dTheta
,
float
dDist
)
{
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
;
event
.
mgesture
.
numFingers
=
touch
->
numDownFingers
;
return
SDL_PushEvent
(
&
event
)
>
0
;
}
int
SDL_SendGestureDollar
(
SDL_GestureTouch
*
touch
,
SDL_GestureID
gestureId
,
float
error
)
{
SDL_Event
event
;
event
.
dgesture
.
type
=
SDL_DOLLARGESTURE
;
event
.
dgesture
.
touchId
=
touch
->
id
;
/*
SDL_GestureID
gestureId
,
float
error
)
{
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
;
//A finger came up to trigger this event.
event
.
dgesture
.
numFingers
=
touch
->
numDownFingers
+
1
;
return
SDL_PushEvent
(
&
event
)
>
0
;
event.mgesture.x = touch->centroid.x;
event.mgesture.y = touch->centroid.y;
*/
event
.
dgesture
.
gestureId
=
gestureId
;
event
.
dgesture
.
error
=
error
;
//A finger came up to trigger this event.
event
.
dgesture
.
numFingers
=
touch
->
numDownFingers
+
1
;
return
SDL_PushEvent
(
&
event
)
>
0
;
}
int
SDL_SendDollarRecord
(
SDL_GestureTouch
*
touch
,
SDL_GestureID
gestureId
)
{
SDL_Event
event
;
event
.
dgesture
.
type
=
SDL_DOLLARRECORD
;
event
.
dgesture
.
touchId
=
touch
->
id
;
event
.
dgesture
.
gestureId
=
gestureId
;
return
SDL_PushEvent
(
&
event
)
>
0
;
int
SDL_SendDollarRecord
(
SDL_GestureTouch
*
touch
,
SDL_GestureID
gestureId
)
{
SDL_Event
event
;
event
.
dgesture
.
type
=
SDL_DOLLARRECORD
;
event
.
dgesture
.
touchId
=
touch
->
id
;
event
.
dgesture
.
gestureId
=
gestureId
;
return
SDL_PushEvent
(
&
event
)
>
0
;
}
void
SDL_GestureProcessEvent
(
SDL_Event
*
event
)
{
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
;
if
(
event
->
type
==
SDL_FINGERMOTION
||
event
->
type
==
SDL_FINGERDOWN
||
event
->
type
==
SDL_FINGERUP
)
{
SDL_GestureTouch
*
inTouch
=
SDL_GetGestureTouch
(
event
->
tfinger
.
touchId
);
//Shouldn't be possible
if
(
inTouch
==
NULL
)
return
;
//printf("@ (%i,%i) with res: (%i,%i)\n",(int)event->tfinger.x,
// (int)event->tfinger.y,
// (int)inTouch->res.x,(int)inTouch->res.y);
x
=
((
float
)
event
->
tfinger
.
x
)
/
(
float
)
inTouch
->
res
.
x
;
y
=
((
float
)
event
->
tfinger
.
y
)
/
(
float
)
inTouch
->
res
.
y
;
//Finger Up
if
(
event
->
type
==
SDL_FINGERUP
)
{
inTouch
->
numDownFingers
--
;
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
;
if
(
event
->
type
==
SDL_FINGERMOTION
||
event
->
type
==
SDL_FINGERDOWN
||
event
->
type
==
SDL_FINGERUP
)
{
SDL_GestureTouch
*
inTouch
=
SDL_GetGestureTouch
(
event
->
tfinger
.
touchId
);
//Shouldn't be possible
if
(
inTouch
==
NULL
)
return
;
//printf("@ (%i,%i) with res: (%i,%i)\n",(int)event->tfinger.x,
// (int)event->tfinger.y,
// (int)inTouch->res.x,(int)inTouch->res.y);
x
=
((
float
)
event
->
tfinger
.
x
)
/
(
float
)
inTouch
->
res
.
x
;
y
=
((
float
)
event
->
tfinger
.
y
)
/
(
float
)
inTouch
->
res
.
y
;
//Finger Up
if
(
event
->
type
==
SDL_FINGERUP
)
{
inTouch
->
numDownFingers
--
;
#ifdef ENABLE_DOLLAR
if
(
inTouch
->
recording
)
{
inTouch
->
recording
=
SDL_FALSE
;
dollarNormalize
(
&
inTouch
->
dollarPath
,
path
);
//PrintPath(path);
if
(
recordAll
)
{
index
=
SDL_AddDollarGesture
(
NULL
,
path
);
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
SDL_gestureTouch
[
i
].
recording
=
SDL_FALSE
;
}
else
{
index
=
SDL_AddDollarGesture
(
inTouch
,
path
);
}
if
(
index
>=
0
)
{
SDL_SendDollarRecord
(
inTouch
,
inTouch
->
dollarTemplate
[
index
].
hash
);
}
else
{
SDL_SendDollarRecord
(
inTouch
,
-
1
);
}
}
else
{
int
bestTempl
;
float
error
;
error
=
dollarRecognize
(
&
inTouch
->
dollarPath
,
&
bestTempl
,
inTouch
);
if
(
bestTempl
>=
0
){
//Send Event
unsigned
long
gestureId
=
inTouch
->
dollarTemplate
[
bestTempl
].
hash
;
SDL_SendGestureDollar
(
inTouch
,
gestureId
,
error
);
//printf ("%s\n",);("Dollar error: %f\n",error);
if
(
inTouch
->
recording
)
{
inTouch
->
recording
=
SDL_FALSE
;
dollarNormalize
(
&
inTouch
->
dollarPath
,
path
);
//PrintPath(path);
if
(
recordAll
)
{
index
=
SDL_AddDollarGesture
(
NULL
,
path
);
for
(
i
=
0
;
i
<
SDL_numGestureTouches
;
i
++
)
SDL_gestureTouch
[
i
].
recording
=
SDL_FALSE
;
}
else
{
index
=
SDL_AddDollarGesture
(
inTouch
,
path
);
}
if
(
index
>=
0
)
{
SDL_SendDollarRecord
(
inTouch
,
inTouch
->
dollarTemplate
[
index
].
hash
);
}
else
{
SDL_SendDollarRecord
(
inTouch
,
-
1
);
}
}
else
{
int
bestTempl
;
float
error
;
error
=
dollarRecognize
(
&
inTouch
->
dollarPath
,
&
bestTempl
,
inTouch
);
if
(
bestTempl
>=
0
){
//Send Event
unsigned
long
gestureId
=
inTouch
->
dollarTemplate
[
bestTempl
].
hash
;
SDL_SendGestureDollar
(
inTouch
,
gestureId
,
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
;
}
}
}
#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);
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
SDL_DollarPath
*
path
=
&
inTouch
->
dollarPath
;
if
(
path
->
numPoints
<
MAXPATHSIZE
)
{
path
->
p
[
path
->
numPoints
].
x
=
inTouch
->
centroid
.
x
;
path
->
p
[
path
->
numPoints
].
y
=
inTouch
->
centroid
.
y
;
pathDx
=
(
path
->
p
[
path
->
numPoints
].
x
-
path
->
p
[
path
->
numPoints
-
1
].
x
);
pathDy
=
(
path
->
p
[
path
->
numPoints
].
y
-
path
->
p
[
path
->
numPoints
-
1
].
y
);
path
->
length
+=
(
float
)
SDL_sqrt
(
pathDx
*
pathDx
+
pathDy
*
pathDy
);
path
->
numPoints
++
;
}
SDL_DollarPath
*
path
=
&
inTouch
->
dollarPath
;
if
(
path
->
numPoints
<
MAXPATHSIZE
)
{
path
->
p
[
path
->
numPoints
].
x
=
inTouch
->
centroid
.
x
;
path
->
p
[
path
->
numPoints
].
y
=
inTouch
->
centroid
.
y
;
pathDx
=
(
path
->
p
[
path
->
numPoints
].
x
-
path
->
p
[
path
->
numPoints
-
1
].
x
);
pathDy
=
(
path
->
p
[
path
->
numPoints
].
y
-
path
->
p
[
path
->
numPoints
-
1
].
y
);
path
->
length
+=
(
float
)
SDL_sqrt
(
pathDx
*
pathDx
+
pathDy
*
pathDy
);
path
->
numPoints
++
;
}
#endif
lastP
.
x
=
x
-
dx
;
lastP
.
y
=
y
-
dy
;
lastCentroid
=
inTouch
->
centroid
;
inTouch
->
centroid
.
x
+=
dx
/
inTouch
->
numDownFingers
;
inTouch
->
centroid
.
y
+=
dy
/
inTouch
->
numDownFingers
;
//printf("Centrid : (%f,%f)\n",inTouch->centroid.x,inTouch->centroid.y);
if
(
inTouch
->
numDownFingers
>
1
)
{
SDL_FloatPoint
lv
;
//Vector from centroid to last x,y position
SDL_FloatPoint
v
;
//Vector from centroid to current x,y position
//lv = inTouch->gestureLast[j].cv;
lv
.
x
=
lastP
.
x
-
lastCentroid
.
x
;
lv
.
y
=
lastP
.
y
-
lastCentroid
.
y
;
lDist
=
(
float
)
SDL_sqrt
(
lv
.
x
*
lv
.
x
+
lv
.
y
*
lv
.
y
);
//printf("lDist = %f\n",lDist);
v
.
x
=
x
-
inTouch
->
centroid
.
x
;
v
.
y
=
y
-
inTouch
->
centroid
.
y
;
//inTouch->gestureLast[j].cv = v;
Dist
=
(
float
)
SDL_sqrt
(
v
.
x
*
v
.
x
+
v
.
y
*
v
.
y
);
// SDL_cos(dTheta) = (v . lv)/(|v| * |lv|)
//Normalize Vectors to simplify angle calculation
lv
.
x
/=
lDist
;
lv
.
y
/=
lDist
;
v
.
x
/=
Dist
;
v
.
y
/=
Dist
;
dtheta
=
(
float
)
SDL_atan2
(
lv
.
x
*
v
.
y
-
lv
.
y
*
v
.
x
,
lv
.
x
*
v
.
x
+
lv
.
y
*
v
.
y
);
dDist
=
(
Dist
-
lDist
);
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?
}
if
(
event
->
type
==
SDL_FINGERDOWN
)
{
lastP
.
x
=
x
-
dx
;
lastP
.
y
=
y
-
dy
;
lastCentroid
=
inTouch
->
centroid
;
inTouch
->
centroid
.
x
+=
dx
/
inTouch
->
numDownFingers
;
inTouch
->
centroid
.
y
+=
dy
/
inTouch
->
numDownFingers
;
//printf("Centrid : (%f,%f)\n",inTouch->centroid.x,inTouch->centroid.y);
if
(
inTouch
->
numDownFingers
>
1
)
{
SDL_FloatPoint
lv
;
//Vector from centroid to last x,y position
SDL_FloatPoint
v
;
//Vector from centroid to current x,y position
//lv = inTouch->gestureLast[j].cv;
lv
.
x
=
lastP
.
x
-
lastCentroid
.
x
;
lv
.
y
=
lastP
.
y
-
lastCentroid
.
y
;
lDist
=
(
float
)
SDL_sqrt
(
lv
.
x
*
lv
.
x
+
lv
.
y
*
lv
.
y
);
//printf("lDist = %f\n",lDist);
v
.
x
=
x
-
inTouch
->
centroid
.
x
;
v
.
y
=
y
-
inTouch
->
centroid
.
y
;
//inTouch->gestureLast[j].cv = v;
Dist
=
(
float
)
SDL_sqrt
(
v
.
x
*
v
.
x
+
v
.
y
*
v
.
y
);
// SDL_cos(dTheta) = (v . lv)/(|v| * |lv|)
//Normalize Vectors to simplify angle calculation
lv
.
x
/=
lDist
;
lv
.
y
/=
lDist
;
v
.
x
/=
Dist
;
v
.
y
/=
Dist
;
dtheta
=
(
float
)
SDL_atan2
(
lv
.
x
*
v
.
y
-
lv
.
y
*
v
.
x
,
lv
.
x
*
v
.
x
+
lv
.
y
*
v
.
y
);
dDist
=
(
Dist
-
lDist
);
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?
}
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
;
//printf("Finger Down: (%f,%f). Centroid: (%f,%f\n",x,y,
// inTouch->centroid.x,inTouch->centroid.y);
if
(
event
->
type
==
SDL_FINGERDOWN
)
{
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
;
//printf("Finger Down: (%f,%f). Centroid: (%f,%f\n",x,y,
// inTouch->centroid.x,inTouch->centroid.y);
#ifdef ENABLE_DOLLAR
inTouch
->
dollarPath
.
length
=
0
;
inTouch
->
dollarPath
.
p
[
0
].
x
=
x
;
inTouch
->
dollarPath
.
p
[
0
].
y
=
y
;
inTouch
->
dollarPath
.
numPoints
=
1
;
inTouch
->
dollarPath
.
length
=
0
;
inTouch
->
dollarPath
.
p
[
0
].
x
=
x
;
inTouch
->
dollarPath
.
p
[
0
].
y
=
y
;
inTouch
->
dollarPath
.
numPoints
=
1
;
#endif
}
}
}
}
/* vi: set ts=4 sw=4 expandtab: */
/* vi: set ts=4 sw=4 expandtab: */
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