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koreader/frontend/device/gesturedetector.lua
2024-05-09 12:10:53 +02:00

1498 lines
62 KiB
Lua

--[[--
This module detects gestures.
Current detectable gestures:
* `touch` (emitted once on first contact down)
* `tap` (touch action detected as single tap)
* `pan`
* `hold`
* `swipe`
* `pinch`
* `spread`
* `rotate`
* `hold_pan` (will emit `hold_release` on contact lift, unlike its two-finger variant)
* `double_tap`
* `inward_pan`
* `outward_pan`
* `pan_release`
* `hold_release`
* `two_finger_hold`
* `two_finger_hold_release`
* `two_finger_tap`
* `two_finger_pan`
* `two_finger_hold_pan`
* `two_finger_swipe`
* `two_finger_pan_release`
* `two_finger_hold_pan_release`
You change the state machine by feeding it touch events, i.e. calling
@{GestureDetector:feedEvent|GestureDetector:feedEvent(tev)}.
a touch event should have following format:
tev = {
slot = 1,
id = 46,
x = 0,
y = 1,
timev = time.s(123.23),
}
Don't confuse `tev` with raw evs from kernel, `tev` is built according to ev.
@{GestureDetector:feedEvent|GestureDetector:feedEvent(tev)} will return a
detection result when you feed a touch release event to it.
--]]
local Geom = require("ui/geometry")
local logger = require("logger")
local time = require("ui/time")
local util = require("util")
-- We're going to need some clockid_t constants
local ffi = require("ffi")
local C = ffi.C
require("ffi/posix_h")
-- default values (time parameters are in milliseconds (ms))
local TAP_INTERVAL_MS = 0
local DOUBLE_TAP_INTERVAL_MS = 300
local TWO_FINGER_TAP_DURATION_MS = 300
local HOLD_INTERVAL_MS = 500
local SWIPE_INTERVAL_MS = 900
-- This is used as a singleton by Input (itself used as a singleton).
local GestureDetector = {
-- must be initialized with the Input singleton class
input = nil,
-- default values (accessed for display by plugins/gestures.koplugin)
TAP_INTERVAL_MS = TAP_INTERVAL_MS,
DOUBLE_TAP_INTERVAL_MS = DOUBLE_TAP_INTERVAL_MS,
TWO_FINGER_TAP_DURATION_MS = TWO_FINGER_TAP_DURATION_MS,
HOLD_INTERVAL_MS = HOLD_INTERVAL_MS,
SWIPE_INTERVAL_MS = SWIPE_INTERVAL_MS,
-- pinch/spread direction table
DIRECTION_TABLE = { -- const
east = "horizontal",
west = "horizontal",
north = "vertical",
south = "vertical",
northeast = "diagonal",
northwest = "diagonal",
southeast = "diagonal",
southwest = "diagonal",
},
-- Hash of our currently active contacts
active_contacts = {},
contact_count = 0,
-- Used for double tap and bounce detection (this is outside a Contact object because it requires minimal persistance).
previous_tap = {},
-- for timestamp clocksource detection
clock_id = nil,
-- current values
ges_tap_interval = time.ms(G_reader_settings:readSetting("ges_tap_interval_ms") or TAP_INTERVAL_MS),
ges_double_tap_interval = time.ms(G_reader_settings:readSetting("ges_double_tap_interval_ms")
or DOUBLE_TAP_INTERVAL_MS),
ges_two_finger_tap_duration = time.ms(G_reader_settings:readSetting("ges_two_finger_tap_duration_ms")
or TWO_FINGER_TAP_DURATION_MS),
ges_hold_interval = time.ms(G_reader_settings:readSetting("ges_hold_interval_ms") or HOLD_INTERVAL_MS),
ges_swipe_interval = time.ms(G_reader_settings:readSetting("ges_swipe_interval_ms") or SWIPE_INTERVAL_MS),
}
function GestureDetector:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
if o.init then o:init() end
return o
end
function GestureDetector:init()
-- distance parameters
self.TWO_FINGER_TAP_REGION = self.screen:scaleByDPI(20)
self.DOUBLE_TAP_DISTANCE = self.screen:scaleByDPI(50)
self.SINGLE_TAP_BOUNCE_DISTANCE = self.DOUBLE_TAP_DISTANCE
self.PAN_THRESHOLD = self.screen:scaleByDPI(35)
self.MULTISWIPE_THRESHOLD = self.DOUBLE_TAP_DISTANCE
end
local function deepCopyEv(tev)
return {
x = tev.x,
y = tev.y,
id = tev.id,
slot = tev.slot,
timev = tev.timev, -- A ref is enough for this table, it's re-assigned to a new object on every SYN_REPORT
}
end
-- Contact object, it'll keep track of everything we need for a single contact across its lifetime
-- i.e., from this contact's down to up (or its *effective* up for double-taps, e.g., when the tap or double_tap is emitted).
-- We'll identify contacts by their slot numbers, and store 'em in GestureDetector's active_contacts table (hash).
local Contact = {} -- Class object is empty, as we do *NOT* want inheritance outside of methods.
function Contact:new(o)
setmetatable(o, self)
self.__index = self
return o
end
function GestureDetector:newContact(slot)
-- Check if this new contact might be part of a two finger gesture,
-- by checking if the current slot is one of the two main slots, and the other is active.
local buddy_slot = slot == self.input.main_finger_slot and self.input.main_finger_slot + 1 or
slot == self.input.main_finger_slot + 1 and self.input.main_finger_slot
local buddy_contact = buddy_slot and self:getContact(buddy_slot)
self.active_contacts[slot] = Contact:new{
state = Contact.initialState, -- Current state function
slot = slot, -- Current ABS_MT_SLOT value (also its key in the active_contacts hash)
id = -1, -- Current ABS_MT_TRACKING_ID value
initial_tev = nil, -- Copy of the input event table at first contact (i.e., at contact down [iff the platform is sane, might be a copy of current_tev otherwise])
current_tev = nil, -- Pointer to the current input event table, ref is *stable*, c.f., NOTE in feedEvent below
down = false, -- Contact is down (as opposed to up, i.e., lifted). Only really happens for double-tap handling, in every other case the Contact object is destroyed on lift.
pending_double_tap_timer = false, -- Contact is pending a double_tap timer
pending_hold_timer = false, -- Contact is pending a hold timer
mt_gesture = nil, -- Contact is part of a MT gesture (string, gesture name)
mt_immobile = true, -- Contact is part of a MT gesture, and hasn't moved (i.e., would be in holdState if it weren't in voidState)
multiswipe_directions = {}, -- Accumulated multiswipe chain for this contact
multiswipe_type = nil, -- Current multiswipe type for this contact
buddy_contact = buddy_contact, -- Ref to the paired contact in a MT gesture (if any)
ges_dec = self, -- Ref to the current GestureDetector instance
}
self.contact_count = self.contact_count + 1
--logger.dbg("New contact for slot", slot, "#contacts =", self.contact_count)
-- If we have a buddy contact, point its own buddy ref to us
if buddy_contact then
buddy_contact.buddy_contact = self.active_contacts[slot]
-- And make sure it has an initial_tev recorded, for misbehaving platforms...
if not buddy_contact.initial_tev then
buddy_contact.initial_tev = deepCopyEv(buddy_contact.current_tev)
logger.warn("GestureDetector:newContact recorded an initial_tev out of order for buddy slot", buddy_contact.slot)
end
end
return self.active_contacts[slot]
end
function GestureDetector:getContact(slot)
return self.active_contacts[slot]
end
function GestureDetector:dropContact(contact)
local slot = contact.slot
-- Guard against double drops
if not self.active_contacts[slot] then
logger.warn("Contact for slot", slot, "has already been dropped! #contacts =", self.contact_count)
return
end
-- Also clear any pending callbacks on that slot.
if contact.pending_double_tap_timer then
self.input:clearTimeout(slot, "double_tap")
contact.pending_double_tap_timer = nil
end
if contact.pending_hold_timer then
self.input:clearTimeout(slot, "hold")
contact.pending_hold_timer = nil
end
-- If we have a buddy contact, drop its buddy ref to us
if contact.buddy_contact then
contact.buddy_contact.buddy_contact = nil
end
self.active_contacts[slot] = nil
self.contact_count = self.contact_count - 1
--logger.dbg("Dropped contact for slot", slot, "#contacts =", self.contact_count)
end
function GestureDetector:dropContacts()
for _, contact in pairs(self.active_contacts) do
self:dropContact(contact)
end
end
--[[--
Feeds touch events to state machine.
Note that, in a single input frame, if the same slot gets multiple events, only the last one is kept.
Every slot in the input frame is consumed, and that in FIFO order (slot order based on appearance in the frame).
--]]
function GestureDetector:feedEvent(tevs)
local gestures = {}
for _, tev in ipairs(tevs) do
local slot = tev.slot
local contact = self:getContact(slot)
if not contact then
contact = self:newContact(slot)
-- NOTE: tev is actually a simple reference to Input's self.ev_slots[slot],
-- which means a Contact's current_tev doesn't actually point to the *previous*
-- input frame for a given slot, but always points to the *current* input frame for that slot!
-- Meaning the tev we feed the state function *always* matches that Contact's current_tev.
-- Compare to initial_tev below, which does create a copy...
-- This is what allows us to only do this once on contact creation ;).
contact.current_tev = tev
end
local ges = contact.state(contact)
if ges then
table.insert(gestures, ges)
end
end
return gestures
end
--[[
tap2 is the later tap
--]]
function GestureDetector:isTapBounce(tap1, tap2, interval)
-- NOTE: If time went backwards, make the delta infinite to avoid misdetections,
-- as we can no longer compute a sensible value...
local time_diff = tap2.timev - tap1.timev
if time_diff < 0 then
time_diff = time.huge
end
if time_diff < interval then
local x_diff = math.abs(tap1.x - tap2.x)
local y_diff = math.abs(tap1.y - tap2.y)
return (
x_diff < self.SINGLE_TAP_BOUNCE_DISTANCE and
y_diff < self.SINGLE_TAP_BOUNCE_DISTANCE
)
end
end
function GestureDetector:isDoubleTap(tap1, tap2)
local time_diff = tap2.timev - tap1.timev
if time_diff < 0 then
time_diff = time.huge
end
if time_diff < self.ges_double_tap_interval then
local x_diff = math.abs(tap1.x - tap2.x)
local y_diff = math.abs(tap1.y - tap2.y)
return (
x_diff < self.DOUBLE_TAP_DISTANCE and
y_diff < self.DOUBLE_TAP_DISTANCE
)
end
end
function Contact:isTwoFingerTap(buddy_contact)
local gesture_detector = self.ges_dec
local time_diff0 = self.current_tev.timev - self.initial_tev.timev
if time_diff0 < 0 then
time_diff0 = time.huge
end
local time_diff1 = buddy_contact.current_tev.timev - buddy_contact.initial_tev.timev
if time_diff1 < 0 then
time_diff1 = time.huge
end
if time_diff0 < gesture_detector.ges_two_finger_tap_duration and
time_diff1 < gesture_detector.ges_two_finger_tap_duration then
local x_diff0 = math.abs(self.current_tev.x - self.initial_tev.x)
local x_diff1 = math.abs(buddy_contact.current_tev.x - buddy_contact.initial_tev.x)
local y_diff0 = math.abs(self.current_tev.y - self.initial_tev.y)
local y_diff1 = math.abs(buddy_contact.current_tev.y - buddy_contact.initial_tev.y)
return (
x_diff0 < gesture_detector.TWO_FINGER_TAP_REGION and
x_diff1 < gesture_detector.TWO_FINGER_TAP_REGION and
y_diff0 < gesture_detector.TWO_FINGER_TAP_REGION and
y_diff1 < gesture_detector.TWO_FINGER_TAP_REGION
)
end
end
--[[--
Compares `current_tev` with `initial_tev`.
The first boolean argument `simple` results in only four directions if true.
@return (direction, distance) pan direction and distance
--]]
function Contact:getPath(simple, diagonal, initial_tev)
initial_tev = initial_tev or self.initial_tev
local x_diff = self.current_tev.x - initial_tev.x
local y_diff = self.current_tev.y - initial_tev.y
local direction = nil
local distance = math.sqrt(x_diff*x_diff + y_diff*y_diff)
if x_diff ~= 0 or y_diff ~= 0 then
local v_direction = y_diff < 0 and "north" or "south"
local h_direction = x_diff < 0 and "west" or "east"
if (not simple
and math.abs(y_diff) > 0.577*math.abs(x_diff)
and math.abs(y_diff) < 1.732*math.abs(x_diff))
or (simple and diagonal)
then
direction = v_direction .. h_direction
elseif (math.abs(x_diff) > math.abs(y_diff)) then
direction = h_direction
else
direction = v_direction
end
end
return direction, distance
end
function Contact:isSwipe()
local gesture_detector = self.ges_dec
local time_diff = self.current_tev.timev - self.initial_tev.timev
if time_diff < 0 then
time_diff = time.huge
end
if time_diff < gesture_detector.ges_swipe_interval then
local x_diff = self.current_tev.x - self.initial_tev.x
local y_diff = self.current_tev.y - self.initial_tev.y
if x_diff ~= 0 or y_diff ~= 0 then
return true
end
end
end
function GestureDetector:getRotate(orig_point, start_point, end_point)
--[[
local a = orig_point:distance(start_point)
local b = orig_point:distance(end_point)
local c = start_point:distance(end_point)
return math.acos((a*a + b*b - c*c)/(2*a*b))*180/math.pi
--]]
-- NOTE: I am severely maths impaired, and I just wanted something that preserved rotation direction (CCW if < 0),
-- so this is shamelessly stolen from https://stackoverflow.com/a/31334882
-- & https://stackoverflow.com/a/21484228
local rad = math.atan2(end_point.y - orig_point.y, end_point.x - orig_point.x) -
math.atan2(start_point.y - orig_point.y, start_point.x - orig_point.x)
-- Normalize to [-180, 180]
if rad < -math.pi then
rad = rad + 2 * math.pi
elseif rad > math.pi then
rad = rad - 2 * math.pi
end
return rad * 180/math.pi
end
function Contact:switchState(state_func, func_arg)
self.state = state_func
return state_func(self, func_arg)
end
-- Unlike switchState, we don't *call* the new state, and we ensure that initial_tev is set,
-- in case initialState never ran on a contact down because the platform screwed up (e.g., PB with broken MT).
-- The rest of the code, in particular the buddy system, assumes initial_tev is always set (and supposedly sane).
function Contact:setState(state_func)
-- NOTE: Safety net for broken platforms that might screw up slot order...
if not self.initial_tev then
self.initial_tev = deepCopyEv(self.current_tev)
logger.warn("Contact:setState recorded an initial_tev out of order for slot", self.slot)
end
self.state = state_func
end
function Contact:initialState()
local tev = self.current_tev
if tev.id then
-- Contact lift
if tev.id == -1 then
-- If this slot was a buddy slot that happened to be dropped by a MT gesture in the *same* input frame,
-- a lift might be the first thing we process here... We can safely drop it again.
-- Hover pen events are also good candidates for this.
logger.dbg("Contact:initialState Cancelled a gesture in slot", self.slot)
self.ges_dec:dropContact(self)
else
self.id = tev.id
if tev.x and tev.y then
-- Contact down, user started a new touch motion
if not self.down then
self.down = true
-- NOTE: We can't use a simple reference, because tev is actually Input's self.ev_slots[slot],
-- and *that* is a fixed reference for a given slot!
-- Here, we really want to remember the *first* tev, so, make a copy of it.
self.initial_tev = deepCopyEv(tev)
-- Default to tap state, indicating that this is a new contact
return self:switchState(Contact.tapState, true)
end
end
end
end
end
--[[--
Attempts to figure out which clock source tap events are using...
]]
function GestureDetector:probeClockSource(timev)
-- We'll check if that timestamp is +/- 2.5s away from the three potential clock sources supported by evdev.
-- We have bigger issues than this if we're parsing events more than 3s late ;).
local threshold = time.s(2) + time.ms(500)
-- Start w/ REALTIME, because it's the easiest to detect ;).
local realtime = time.realtime_coarse()
-- clock-threshold <= timev <= clock+threshold
if timev >= realtime - threshold and timev <= realtime + threshold then
self.clock_id = C.CLOCK_REALTIME
logger.dbg("GestureDetector:probeClockSource: Touch event timestamps appear to use CLOCK_REALTIME")
return
end
-- Then MONOTONIC, as it's (hopefully) more common than BOOTTIME (and also guaranteed to be an usable clock source)
local monotonic = time.monotonic_coarse()
if timev >= monotonic - threshold and timev <= monotonic + threshold then
self.clock_id = C.CLOCK_MONOTONIC
logger.dbg("GestureDetector:probeClockSource: Touch event timestamps appear to use CLOCK_MONOTONIC")
return
end
-- Finally, BOOTTIME
local boottime = time.boottime()
-- NOTE: It was implemented in Linux 2.6.39, so, reject 0, which would mean it's unsupported...
if boottime ~= 0 and timev >= boottime - threshold and timev <= boottime + threshold then
self.clock_id = C.CLOCK_BOOTTIME
logger.dbg("GestureDetector:probeClockSource: Touch event timestamps appear to use CLOCK_BOOTTIME")
return
end
-- If we're here, the detection was inconclusive :/
self.clock_id = -1
logger.dbg("GestureDetector:probeClockSource: Touch event clock source detection was inconclusive")
-- Print all all the gory details in debug mode when this happens...
logger.dbg("Input frame :", time.format_time(timev))
logger.dbg("CLOCK_REALTIME :", time.format_time(realtime))
logger.dbg("CLOCK_MONOTONIC:", time.format_time(monotonic))
logger.dbg("CLOCK_BOOTTIME :", time.format_time(boottime))
end
function GestureDetector:getClockSource()
return self.clock_id
end
function GestureDetector:resetClockSource()
self.clock_id = nil
end
--[[--
Handles both single and double tap. `new_tap` is true for the initial contact down event.
--]]
function Contact:tapState(new_tap)
local slot = self.slot
local tev = self.current_tev
local buddy_contact = self.buddy_contact
local gesture_detector = self.ges_dec
-- Attempt to detect the clock source for these events (we reset it on suspend to discriminate MONOTONIC from BOOTTIME).
if not gesture_detector.clock_id then
gesture_detector:probeClockSource(tev.timev)
end
logger.dbg("slot", slot, "in tap state...")
-- Contact lift
if tev.id == -1 then
if buddy_contact and self.down then
-- Both main contacts are actives and we are down
if self:isTwoFingerTap(buddy_contact) then
-- Mark that slot
self.mt_gesture = "tap"
-- Neuter its buddy
buddy_contact:setState(Contact.voidState)
buddy_contact.mt_gesture = "tap"
local pos0 = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
}
local pos1 = Geom:new{
x = buddy_contact.current_tev.x,
y = buddy_contact.current_tev.y,
w = 0,
h = 0,
}
local tap_span = pos0:distance(pos1)
local tap_pos = pos0:midpoint(pos1)
logger.dbg("two_finger_tap detected @", tap_pos.x, tap_pos.y, "with span", tap_span)
-- Don't drop buddy, voidState will handle it
gesture_detector:dropContact(self)
return {
ges = "two_finger_tap",
pos = tap_pos,
span = tap_span,
time = tev.timev,
}
else
logger.dbg("Contact:tapState: Two-contact tap failed to pass the two_finger_tap constraints -> single tap @", tev.x, tev.y)
-- We blew the gesture position/time constraints,
-- neuter buddy and send a single tap on this slot.
buddy_contact:setState(Contact.voidState)
gesture_detector:dropContact(self)
return {
ges = "tap",
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
},
time = tev.timev,
}
end
elseif self.down or self.pending_double_tap_timer then
-- Hand over to the double tap handler, it's responsible for downgrading to single tap
return self:handleDoubleTap()
else
-- Huh, caught a *second* contact lift for this contact? (should never happen).
logger.warn("Contact:tapState Cancelled a gesture")
gesture_detector:dropContact(self)
end
else
-- If we're pending a double_tap timer, flag the contact as down again.
if self.pending_double_tap_timer and self.down == false then
self.down = true
logger.dbg("Contact:tapState: Contact down")
end
-- See if we need to do something with the move/hold
return self:handleNonTap(new_tap)
end
end
--[[--
Emits both tap & double_tap gestures. Contact is up (but down is still true) or pending a double_tap timer.
--]]
function Contact:handleDoubleTap()
local slot = self.slot
--logger.dbg("Contact:handleDoubleTap for slot", slot)
local tev = self.current_tev
local gesture_detector = self.ges_dec
-- If we don't actually detect two distinct taps (i.e., down -> up -> down -> up), then it's a hover, ignore it.
-- (Without a double tap timer involved, these get dropped in initialState).
if self.pending_double_tap_timer and self.down == false then
logger.dbg("Contact:handleDoubleTap Ignored a hover event")
return
end
-- cur_tap is used for double tap and bounce detection
local cur_tap = {
x = tev.x,
y = tev.y,
timev = tev.timev,
}
-- Tap interval / bounce detection may be tweaked by a widget (i.e., VirtualKeyboard)
local tap_interval = gesture_detector.input.tap_interval_override or gesture_detector.ges_tap_interval
-- We do tap bounce detection even when double tap is enabled
-- (so, double tap is triggered when: ges_tap_interval <= delay < ges_double_tap_interval).
if tap_interval ~= 0 and gesture_detector.previous_tap[slot] ~= nil and
gesture_detector:isTapBounce(gesture_detector.previous_tap[slot], cur_tap, tap_interval) then
logger.dbg("Contact:handleDoubleTap Stopped a tap bounce")
-- Simply ignore it, and drop this slot as this is a contact lift.
gesture_detector:dropContact(self)
return
end
local ges_ev = {
-- Default to single tap
ges = "tap",
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
},
time = tev.timev,
}
if not gesture_detector.input.disable_double_tap and self.pending_double_tap_timer and
gesture_detector:isDoubleTap(gesture_detector.previous_tap[slot], cur_tap) then
-- It is a double tap
ges_ev.ges = "double_tap"
logger.dbg("Contact:handleDoubleTap: double_tap detected @", ges_ev.pos.x, ges_ev.pos.y)
gesture_detector:dropContact(self)
return ges_ev
end
-- Remember this tap, now that we're out of the bounce & double_tap windows
gesture_detector.previous_tap[slot] = cur_tap
if gesture_detector.input.disable_double_tap then
-- We can send the event immediately (no need for the timer stuff needed for double tap support)
logger.dbg("Contact:handleDoubleTap: single tap detected @", ges_ev.pos.x, ges_ev.pos.y)
gesture_detector:dropContact(self)
return ges_ev
end
-- Double tap enabled: we can't send this single tap immediately as it may be the start of a double tap.
-- We'll send it as a single tap after a timer if no second tap happened in the double tap delay.
if not self.pending_double_tap_timer then
logger.dbg("set up double_tap timer")
self.pending_double_tap_timer = true
-- setTimeout will handle computing the deadline in the least lossy way possible given the platform.
gesture_detector.input:setTimeout(slot, "double_tap", function()
if self == gesture_detector:getContact(slot) and self.pending_double_tap_timer then
self.pending_double_tap_timer = false
if self.state == Contact.tapState then
-- A single or double tap will yield a different contact object, by virtue of dropContact and closure magic ;).
-- Speaking of closures, this is the original ges_ev from the timer setup.
logger.dbg("double_tap timer detected a single tap in slot", slot, "@", ges_ev.pos.x, ges_ev.pos.y)
gesture_detector:dropContact(self)
return ges_ev
end
end
end, tev.timev, gesture_detector.ges_double_tap_interval)
end
-- Regardless of the timer shenanigans, it's at the very least a contact lift,
-- but we can't quite call dropContact yet, as it would cancel the timer.
self.down = false
logger.dbg("Contact:handleDoubleTap: Contact lift")
end
--[[--
Handles move (switch to panState) & hold (switch to holdState). Contact is down.
`new_tap` is true for the initial contact down event.
--]]
function Contact:handleNonTap(new_tap)
local slot = self.slot
--logger.dbg("Contact:handleNonTap for slot", slot)
local tev = self.current_tev
local gesture_detector = self.ges_dec
-- If we haven't yet fired the hold timer, do so first and foremost, as hold_pan handling *requires* a hold.
-- We only do this on the first contact down.
if new_tap and not self.pending_hold_timer then
logger.dbg("set up hold timer")
self.pending_hold_timer = true
gesture_detector.input:setTimeout(slot, "hold", function()
-- If this contact is still active & alive and its timer hasn't been cancelled,
-- (e.g., it hasn't gone through dropContact because of a contact lift yet),
-- then check that we're still in a stationary contact down state (i.e., tapState).
-- NOTE: We need to check that the current contact in this slot is *still* the same object first, because closure ;).
if self == gesture_detector:getContact(slot) and self.pending_hold_timer then
self.pending_hold_timer = nil
if self.state == Contact.tapState and self.down then
-- NOTE: If we happened to have moved enough, holdState will generate a hold_pan on the *next* event,
-- but for now, the initial hold is mandatory.
-- On the other hand, if we're *already* in pan state, we stay there and *never* switch to hold.
logger.dbg("hold timer tripped a switch to hold state in slot", slot)
return self:switchState(Contact.holdState, true)
end
end
end, tev.timev, gesture_detector.ges_hold_interval)
-- NOTE: We only generate touch *once*, on first contact down (at which point there's not enough history to trip a pan).
return {
ges = "touch",
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
},
time = tev.timev,
}
else
-- Once the hold timer has been fired, we're free to see if we can switch to pan,
-- if the contact moved far enough on the X or Y axes...
if (math.abs(tev.x - self.initial_tev.x) >= gesture_detector.PAN_THRESHOLD) or
(math.abs(tev.y - self.initial_tev.y) >= gesture_detector.PAN_THRESHOLD) then
return self:switchState(Contact.panState)
end
end
end
--[[--
Handles the full panel of pans & swipes, including their two-finger variants.
--]]
function Contact:panState(keep_contact)
local slot = self.slot
local tev = self.current_tev
local buddy_contact = self.buddy_contact
local gesture_detector = self.ges_dec
logger.dbg("slot", slot, "in pan state...")
if tev.id == -1 then
-- End of pan, emit swipe and swipe-like gestures if necessary
if self:isSwipe() then
if buddy_contact and self.down then
-- Both main contacts are actives and we are down, mark that slot
self.mt_gesture = "swipe"
-- Neuter its buddy
-- NOTE: Similar trickery as in handlePan to deal with rotate,
-- without the panState check for self, because we're obviously in panState...
if buddy_contact.state ~= Contact.panState and buddy_contact.mt_immobile then
buddy_contact.mt_gesture = "rotate"
else
buddy_contact.mt_gesture = "swipe"
end
buddy_contact:setState(Contact.voidState)
local ges_ev = self:handleTwoFingerPan(buddy_contact)
if ges_ev then
if buddy_contact.mt_gesture == "swipe" then
-- Only accept gestures that require both contacts to have been lifted
if ges_ev.ges == "two_finger_pan" then
ges_ev.ges = "two_finger_swipe"
-- Swap from pan semantics to swipe semantics
ges_ev.pos = ges_ev._start_pos
ges_ev._start_pos = nil
ges_ev.start_pos = nil
ges_ev.end_pos = ges_ev._end_pos
ges_ev._end_pos = nil
ges_ev.relative = nil
elseif ges_ev.ges == "inward_pan" then
ges_ev.ges = "pinch"
elseif ges_ev.ges == "outward_pan" then
ges_ev.ges = "spread"
else
ges_ev = nil
end
else
-- Only accept the rotate gesture
if ges_ev.ges ~= "rotate" then
ges_ev = nil
end
end
if ges_ev then
logger.dbg(ges_ev.ges, ges_ev.direction, ges_ev.distance or math.abs(ges_ev.angle), "detected")
end
end
-- Don't drop buddy, voidState will handle it.
-- NOTE: This is a hack for out of order rotate lifts when we have to fake a lift from voidState:
-- when `keep_contact` is true, this isn't an actual contact lift,
-- so we can't destroy the contact just yet...
if not keep_contact then
gesture_detector:dropContact(self)
end
return ges_ev
elseif self.down then
return self:handleSwipe()
end
elseif self.down then
-- If the contact lift is not a swipe, then it's a pan.
return self:handlePanRelease(keep_contact)
else
-- Huh, caught a *second* contact lift for this contact? (should never happen).
logger.warn("Contact:panState Cancelled a gesture")
gesture_detector:dropContact(self)
end
else
return self:handlePan()
end
end
--[[--
Used to ignore a buddy slot part of a MT gesture, so that we don't send duplicate events.
--]]
function Contact:voidState()
local slot = self.slot
local tev = self.current_tev
local buddy_contact = self.buddy_contact
local buddy_slot = buddy_contact and self.buddy_contact.slot
local gesture_detector = self.ges_dec
logger.dbg("slot", slot, "in void state...")
-- We basically don't do anything but drop the slot on contact lift,
-- if need be deferring to the right state when we're part of a MT gesture.
if tev.id == -1 then
if self.down and buddy_contact and buddy_contact.down and self.mt_gesture then
-- If we were lifted before our buddy, and we're part of a MT gesture,
-- defer to the proper state (wthout switching state ourselves).
if self.mt_gesture == "tap" then
return self:tapState()
elseif self.mt_gesture == "swipe" or self.mt_gesture == "pan" or self.mt_gesture == "pan_release" then
return self:panState()
elseif self.mt_gesture == "rotate" then
-- NOTE: As usual, rotate requires some trickery,
-- because it's the only gesture that requires both slots to be in *different* states...
-- (The trigger contact *has* to be the panning one; while we're the held one in this scenario).
logger.dbg("Contact:voidState Deferring to panState via buddy slot", buddy_slot, "to handle MT contact lift for a rotate")
local ges_ev
local buddy_tid = buddy_contact.current_tev.id
if buddy_tid == -1 then
-- It's an actual lift for buddy, so we can just send it along, panState will drop the contact.
ges_ev = buddy_contact:panState()
else
-- But *this* means the lifts are staggered, and we, the hold pivot, were lifted *first*.
-- To avoid further issues, we'll forcibly lift buddy for this single call,
-- to make sure panState tries for the rotate gesture *now*,
-- while asking it *not* to drop itself just now (as it's not an actual contact lift just yet) so that...
buddy_contact.current_tev.id = -1
ges_ev = buddy_contact:panState(true)
-- ...we can then send it to the void.
-- Whether the gesture fails or not, it'll be in voidState and only dropped on actual contact lift,
-- regardless of whether the driver repeats ABS_MT_TRACKING_ID values or not.
-- Otherwise, if it only lifts on the next input frame,
-- it won't go through MT codepaths at all, and you'll end up with a single swipe,
-- and if it lifts even later, we'd have to deal with spurious moves first, probably leading into a tap...
-- If the gesture *succeeds*, the buddy contact will be dropped whenever it's actually lifted,
-- thanks to the temporary tracking id switcheroo & voidState...
buddy_contact.current_tev.id = buddy_tid
buddy_contact:setState(Contact.voidState)
end
-- Regardless of whether we detected a gesture, this is a contact lift, so it's curtains for us!
gesture_detector:dropContact(self)
return ges_ev
elseif self.mt_gesture == "hold" or self.mt_gesture == "hold_pan" or
self.mt_gesture == "hold_release" or self.mt_gesture == "hold_pan_release" then
return self:holdState()
else
-- Should absolutely never happen (and, at the time of writing, is technically guaranteed to be unreachable).
logger.warn("Contact:voidState Unknown MT gesture", self.mt_gesture, "cannot handle contact lift properly")
-- We're still gone, though.
gesture_detector:dropContact(self)
end
elseif self.down then
-- We were lifted *after* our buddy, the gesture already went through, we can silently slink away into the night.
logger.dbg("Contact:voidState Contact lift detected")
gesture_detector:dropContact(self)
else
-- Huh, caught a *second* contact lift for this contact? (should never happen).
logger.warn("Contact:voidState Cancelled a gesture")
gesture_detector:dropContact(self)
end
else
-- We need to be able to discriminate between a moving and unmoving contact for rotate/pan discrimination.
if self.mt_immobile then
if (math.abs(tev.x - self.initial_tev.x) >= gesture_detector.PAN_THRESHOLD) or
(math.abs(tev.y - self.initial_tev.y) >= gesture_detector.PAN_THRESHOLD) then
self.mt_immobile = false
-- NOTE: We've just moved: if we were flagged for a hold gesture (meaning our buddy is still in holdState),
-- that won't do anymore, switch to a setup for a rotate gesture.
-- (This happens when attempting a rotate, and the hold timer for slot 0 expires
-- before slot 1 has the chance to switch to panState).
-- A.K.A., "rotate dirty hack #42" ;).
if buddy_contact and buddy_contact.mt_gesture == "hold" and self.mt_gesture == "hold" then
self.mt_gesture = "pan"
buddy_contact.mt_gesture = "rotate"
logger.dbg("Contact:voidState We moved while pending a hold gesture, swap to a rotate setup")
end
else
self.mt_immobile = true
end
end
end
end
--[[--
Emits the swipe & multiswipe gestures. Contact is up. ST only (i.e., there isn't any buddy contact active).
--]]
function Contact:handleSwipe()
--logger.dbg("Contact:handleSwipe for slot", self.slot)
local tev = self.current_tev
local gesture_detector = self.ges_dec
local swipe_direction, swipe_distance = self:getPath()
local start_pos = Geom:new{
x = self.initial_tev.x,
y = self.initial_tev.y,
w = 0,
h = 0,
}
local end_pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
}
local ges = "swipe"
local multiswipe_directions
if #self.multiswipe_directions > 1 then
ges = "multiswipe"
multiswipe_directions = ""
for k, v in ipairs(self.multiswipe_directions) do
local sep = ""
if k > 1 then
sep = " "
end
multiswipe_directions = multiswipe_directions .. sep .. v[1]
end
logger.dbg("multiswipe", multiswipe_directions)
end
logger.dbg("Contact:handleSwipe: swipe", swipe_direction, swipe_distance, "detected")
gesture_detector:dropContact(self)
return {
ges = ges,
-- NOTE: Unlike every other gesture, we use the *contact* point as the gesture's position,
-- instead of the *lift* point, mainly because that's what makes the most sense
-- from a hit-detection standpoint (c.f., `GestureRange:match` & `InputContainer:onGesture`),
-- and that's 99% of the use-cases where the position actually matters for a swipe.
pos = start_pos,
-- And for those rare cases that need it, we provide the lift point separately.
end_pos = end_pos,
direction = swipe_direction,
multiswipe_directions = multiswipe_directions,
distance = swipe_distance,
time = tev.timev,
}
end
--[[--
Emits the pan gestures and handles their two finger variants. Contact is down (and either in holdState or panState).
--]]
function Contact:handlePan()
--logger.dbg("Contact:handlePan for slot", self.slot)
local tev = self.current_tev
local buddy_contact = self.buddy_contact
local gesture_detector = self.ges_dec
if buddy_contact and self.down then
-- Both main contacts are actives and we are down, mark that slot
self.mt_gesture = "pan"
-- Neuter its buddy
-- NOTE: Small trickery for rotate, which requires both contacts to be in very specific states.
-- We merge tapState with holdState because it's likely that the hold hasn't taken yet,
-- and it never will after that because we switch to voidState ;).
if buddy_contact.state ~= Contact.panState and buddy_contact.mt_immobile and
self.state == Contact.panState then
buddy_contact.mt_gesture = "rotate"
else
buddy_contact.mt_gesture = "pan"
end
buddy_contact:setState(Contact.voidState)
return self:handleTwoFingerPan(buddy_contact)
elseif self.down then
local pan_direction, pan_distance = self:getPath()
local pan_ev = {
ges = "pan",
relative = {
x = tev.x - self.initial_tev.x,
y = tev.y - self.initial_tev.y,
},
start_pos = Geom:new{
x = self.initial_tev.x,
y = self.initial_tev.y,
w = 0,
h = 0,
},
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
},
direction = pan_direction,
distance = pan_distance,
time = tev.timev,
}
local msd_cnt = #self.multiswipe_directions
local msd_direction_prev = (msd_cnt > 0) and self.multiswipe_directions[msd_cnt][1] or ""
local prev_ms_ev, fake_initial_tev
if msd_cnt == 0 then
-- determine whether to initiate a straight or diagonal multiswipe
self.multiswipe_type = "straight"
if pan_direction ~= "north" and pan_direction ~= "south" and
pan_direction ~= "east" and pan_direction ~= "west" then
self.multiswipe_type = "diagonal"
end
elseif msd_cnt > 0 then
-- recompute a more accurate direction and distance in a multiswipe context
prev_ms_ev = self.multiswipe_directions[msd_cnt][2]
fake_initial_tev = {
x = prev_ms_ev.pos.x,
y = prev_ms_ev.pos.y,
}
end
-- the first time, fake_initial_tev is nil, so the contact's initial_tev is automatically used instead
local msd_direction, msd_distance
if self.multiswipe_type == "straight" then
msd_direction, msd_distance = self:getPath(true, false, fake_initial_tev)
else
msd_direction, msd_distance = self:getPath(true, true, fake_initial_tev)
end
if msd_distance > gesture_detector.MULTISWIPE_THRESHOLD then
local pan_ev_multiswipe = pan_ev
-- store a copy of pan_ev without rotation adjustment for multiswipe calculations when rotated
if gesture_detector.screen:getTouchRotation() > gesture_detector.screen.DEVICE_ROTATED_UPRIGHT then
pan_ev_multiswipe = util.tableDeepCopy(pan_ev)
end
if msd_direction ~= msd_direction_prev then
self.multiswipe_directions[msd_cnt+1] = {
[1] = msd_direction,
[2] = pan_ev_multiswipe,
}
else
-- update ongoing swipe direction to the new maximum
self.multiswipe_directions[msd_cnt] = {
[1] = msd_direction,
[2] = pan_ev_multiswipe,
}
end
end
return pan_ev
end
end
--[[--
Emits the pan, two_finger_pan, two_finger_hold_pan, inward_pan, outward_pan & rotate gestures.
Contact is down in panState or holdState, or up in panState if it was lifted below the swipe interval.
--]]
function Contact:handleTwoFingerPan(buddy_contact)
--logger.dbg("Contact:handleTwoFingerPan for slot", self.slot)
local gesture_detector = self.ges_dec
-- triggering contact is self
-- reference contact is buddy_contact
local tpan_dir, tpan_dis = self:getPath()
local tstart_pos = Geom:new{
x = self.initial_tev.x,
y = self.initial_tev.y,
w = 0,
h = 0,
}
local tend_pos = Geom:new{
x = self.current_tev.x,
y = self.current_tev.y,
w = 0,
h = 0,
}
local rstart_pos = Geom:new{
x = buddy_contact.initial_tev.x,
y = buddy_contact.initial_tev.y,
w = 0,
h = 0,
}
if self.current_tev.id == -1 and buddy_contact.mt_gesture == "rotate" then
-- NOTE: We only handle the rotate gesture when triggered by the just lifted pan finger
-- (actually, it needs to pass the swipe interval check, but it is in panState),
-- because this gesture would be too difficult to discriminate from a pinch/spread the other way around ;).
-- TL;DR: Both fingers need to move for a pinch/spread, while a finger needs to stay still for a rotate.
-- NOTE: FWIW, on an Elipsa, if we misdetect a pinch (i.e., both fingers moved) for a rotate
-- because the buddy slot failed to pass the pan threshold, we get a very shallow angle (often < 1°, at most ~2°).
-- If, on the other hand, we misdetect a rotate that *looked* like a pinch,
-- (i.e., a pinch with only one finger moving), we get slightly larger angles (~5°).
-- Things get wildly more difficult on an Android phone, where you can easily add ~10° of noise to those results.
-- TL;DR: We just chuck those as misdetections instead of adding brittle heuristics to correct course ;).
local angle = gesture_detector:getRotate(rstart_pos, tstart_pos, tend_pos)
logger.dbg("Contact:handleTwoFingerPan: rotate", angle, "detected")
return {
ges = "rotate",
pos = rstart_pos,
angle = angle,
direction = angle >= 0 and "cw" or "ccw",
time = self.current_tev.timev,
}
else
local rpan_dir, rpan_dis = buddy_contact:getPath()
local rend_pos = Geom:new{
x = buddy_contact.current_tev.x,
y = buddy_contact.current_tev.y,
w = 0,
h = 0,
}
-- Use midpoint of tstart and rstart as swipe start point
local start_point = tstart_pos:midpoint(rstart_pos)
local end_point = tend_pos:midpoint(rend_pos)
-- Compute the distance based on the start & end midpoints
local avg_distance = start_point:distance(end_point)
-- We'll also want to remember the span between both contacts on start & end for some gestures
local start_distance = tstart_pos:distance(rstart_pos)
local end_distance = tend_pos:distance(rend_pos)
-- NOTE: "pan" and "hold_pan" use the current/end point as pos,
-- but swipe reports pos as the *starting* point (c.f., `Contact:handleSwipe`).
-- Since this table will be used for both pans and two_finger_swipe (via panState),
-- we stuff a bunch of extra info in there to swap it around as-needed...
local ges_ev = {
ges = "two_finger_pan",
relative = {
x = end_point.x - start_point.x,
y = end_point.y - start_point.y,
},
-- Default to the pan semantics, c.f., note above
pos = end_point,
start_pos = start_point,
_start_pos = start_point,
_end_pos = end_point,
distance = avg_distance,
direction = tpan_dir,
time = self.current_tev.timev,
}
if tpan_dir ~= rpan_dir then
if start_distance > end_distance then
ges_ev.ges = "inward_pan"
-- Use the end pos (this is the default already)
ges_ev._start_pos = nil
ges_ev._end_pos = nil
else
ges_ev.ges = "outward_pan"
-- Use the start pos, it'll make more sense than the midpoint of the current contacts,
-- given the potentially wide span between the two...
ges_ev.pos = ges_ev._start_pos
ges_ev._start_pos = nil
ges_ev.start_pos = nil
ges_ev.end_pos = ges_ev._end_pos
ges_ev._end_pos = nil
end
ges_ev.direction = gesture_detector.DIRECTION_TABLE[tpan_dir]
-- Use the sum of both contacts' travel for the distance
ges_ev.distance = tpan_dis + rpan_dis
-- Some handlers might also want to know the distance between the two contacts on lift & down.
ges_ev.span = end_distance
ges_ev.start_span = start_distance
-- Drop unnecessary field
ges_ev.relative = nil
elseif self.state == Contact.holdState then
ges_ev.ges = "two_finger_hold_pan"
-- Flag 'em for holdState to discriminate with two_finger_hold_release
self.mt_gesture = "hold_pan"
buddy_contact.mt_gesture = "hold_pan"
end
logger.dbg("Contact:handleTwoFingerPan:", ges_ev.ges, ges_ev.direction, ges_ev.distance, "detected")
return ges_ev
end
end
--[[--
Emits the pan_release & two_finger_pan_release gestures. Contact is up (but down is still true) and in panState.
--]]
function Contact:handlePanRelease(keep_contact)
--logger.dbg("Contact:handlePanRelease for slot", self.slot)
local tev = self.current_tev
local buddy_contact = self.buddy_contact
local gesture_detector = self.ges_dec
local release_pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
}
local pan_ev = {
ges = "pan_release",
pos = release_pos,
time = tev.timev,
}
if buddy_contact and self.down then
-- Both main contacts are actives and we are down, mark that slot
self.mt_gesture = "pan_release"
-- Neuter its buddy
buddy_contact:setState(Contact.voidState)
buddy_contact.mt_gesture = "pan_release"
logger.dbg("Contact:handlePanRelease: two_finger_pan_release detected")
pan_ev.ges = "two_finger_pan_release"
-- The pan itself used the midpoint between the two contacts, keep doing that.
local buddy_pos = Geom:new{
x = buddy_contact.current_tev.x,
y = buddy_contact.current_tev.y,
w = 0,
h = 0,
}
pan_ev.pos = release_pos:midpoint(buddy_pos)
-- Don't drop buddy, voidState will handle it
-- NOTE: This is yet another rotate hack, emanating from voidState into panState.
if not keep_contact then
gesture_detector:dropContact(self)
end
return pan_ev
elseif self.down then
logger.dbg("Contact:handlePanRelease: pan release detected")
gesture_detector:dropContact(self)
return pan_ev
else
-- Huh, caught a *second* contact lift for this contact? (should never happen).
logger.warn("Contact:handlePanRelease Cancelled a gesture")
gesture_detector:dropContact(self)
end
end
--[[--
Emits the hold, hold_release & hold_pan gestures and their two_finger variants.
--]]
function Contact:holdState(new_hold)
local slot = self.slot
local tev = self.current_tev
local buddy_contact = self.buddy_contact
local gesture_detector = self.ges_dec
logger.dbg("slot", slot, "in hold state...")
-- When we switch to hold state, we pass an additional boolean param "new_hold".
if new_hold and tev.id ~= -1 then
if buddy_contact and self.down then
-- Both main contacts are actives and we are down, mark that slot
self.mt_gesture = "hold"
-- Neuter its buddy
buddy_contact:setState(Contact.voidState)
buddy_contact.mt_gesture = "hold"
local pos0 = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
}
local pos1 = Geom:new{
x = buddy_contact.current_tev.x,
y = buddy_contact.current_tev.y,
w = 0,
h = 0,
}
local tap_span = pos0:distance(pos1)
local tap_pos = pos0:midpoint(pos1)
logger.dbg("two_finger_hold detected @", tap_pos.x, tap_pos.y, "with span", tap_span)
return {
ges = "two_finger_hold",
pos = tap_pos,
span = tap_span,
time = tev.timev,
}
elseif self.down then
logger.dbg("hold detected @", tev.x, tev.y)
return {
ges = "hold",
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
},
time = tev.timev,
}
end
elseif tev.id == -1 then
if buddy_contact and self.down then
-- Both main contacts are actives and we are down, mark that slot
if self.mt_gesture == "rotate" and buddy_contact.mt_gesture == "pan" then
-- NOTE: We're setup as the hold in a rotate gesture, and we were lifted *before* our pan buddy,
-- do a bit of gymnastics, because the trigger contact for a rotate *needs* to be the pan...
-- This is a snow protocol special :/.
-- NOTE: This is simpler than the elaborate trickery this case involves when dealt with via voidState,
-- because it is specifically aimed at the snow protocol, so we *know* both contacts are lifted
-- in the same input frame.
logger.dbg("Contact:holdState: Early lift as a rotate pivot, trying for a rotate...")
local ges_ev = buddy_contact:handleTwoFingerPan(self)
if ges_ev then
if ges_ev.ges ~= "rotate" then
ges_ev = nil
else
logger.dbg(ges_ev.ges, ges_ev.direction, math.abs(ges_ev.angle), "detected")
end
end
-- Regardless of whether this panned out (pun intended), this is a lift, so we'll defer to voidState next.
buddy_contact:setState(Contact.voidState)
gesture_detector:dropContact(self)
return ges_ev
elseif self.mt_gesture == "hold_pan" or self.mt_gesture == "pan" then
self.mt_gesture = "hold_pan_release"
buddy_contact.mt_gesture = "hold_pan_release"
else
self.mt_gesture = "hold_release"
buddy_contact.mt_gesture = "hold_release"
end
-- Neuter its buddy
buddy_contact:setState(Contact.voidState)
-- Don't drop buddy, voidState will handle it
gesture_detector:dropContact(self)
local pos0 = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
}
local pos1 = Geom:new{
x = buddy_contact.current_tev.x,
y = buddy_contact.current_tev.y,
w = 0,
h = 0,
}
local ges_type = self.mt_gesture == "hold_pan_release" and "two_finger_hold_pan_release" or "two_finger_hold_release"
local tap_span = pos0:distance(pos1)
local tap_pos = pos0:midpoint(pos1)
logger.dbg(ges_type, "detected @", tap_pos.x, tap_pos.y, "with span", tap_span)
return {
ges = ges_type,
pos = tap_pos,
span = tap_span,
time = tev.timev,
}
elseif self.down then
-- Contact lift, emit a hold_release
logger.dbg("hold_release detected @", tev.x, tev.y)
gesture_detector:dropContact(self)
return {
ges = "hold_release",
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0,
h = 0,
},
time = tev.timev,
}
else
-- Huh, caught a *second* contact lift for this contact? (should never happen).
logger.warn("Contact:holdState Cancelled a gesture")
gesture_detector:dropContact(self)
end
elseif tev.id ~= -1 and ((math.abs(tev.x - self.initial_tev.x) >= gesture_detector.PAN_THRESHOLD) or
(math.abs(tev.y - self.initial_tev.y) >= gesture_detector.PAN_THRESHOLD)) then
-- We've moved enough to count as a pan, defer to the pan handler, but stay in holdState
local ges_ev = self:handlePan()
if ges_ev ~= nil then
if ges_ev.ges ~= "two_finger_hold_pan" then
ges_ev.ges = "hold_pan"
end
end
return ges_ev
end
end
local ges_coordinate_translation_270 = {
north = "west",
south = "east",
east = "north",
west = "south",
northeast = "northwest",
northwest = "southwest",
southeast = "northeast",
southwest = "southeast",
}
local ges_coordinate_translation_180 = {
north = "south",
south = "north",
east = "west",
west = "east",
northeast = "southwest",
northwest = "southeast",
southeast = "northwest",
southwest = "northeast",
}
local ges_coordinate_translation_90 = {
north = "east",
south = "west",
east = "south",
west = "north",
northeast = "southeast",
northwest = "northeast",
southeast = "southwest",
southwest = "northwest",
}
local function translateGesDirCoordinate(direction, translation_table)
return translation_table[direction]
end
local function translateMultiswipeGesDirCoordinate(multiswipe_directions, translation_table)
return multiswipe_directions:gsub("%S+", translation_table)
end
--[[--
Changes gesture's `x` and `y` coordinates according to screen view mode.
@param ges gesture that you want to adjust
@return adjusted gesture.
--]]
function GestureDetector:adjustGesCoordinate(ges)
local mode = self.screen:getTouchRotation()
if mode == self.screen.DEVICE_ROTATED_CLOCKWISE then
-- in landscape mode rotated 90
if ges.pos then
ges.pos.x, ges.pos.y = (self.screen:getWidth() - ges.pos.y), (ges.pos.x)
end
if ges.ges == "swipe" or ges.ges == "pan"
or ges.ges == "hold_pan"
or ges.ges == "multiswipe"
or ges.ges == "two_finger_swipe"
or ges.ges == "two_finger_pan"
or ges.ges == "two_finger_hold_pan"
then
ges.direction = translateGesDirCoordinate(ges.direction, ges_coordinate_translation_90)
if ges.ges == "multiswipe" then
ges.multiswipe_directions = translateMultiswipeGesDirCoordinate(ges.multiswipe_directions, ges_coordinate_translation_90)
logger.dbg("GestureDetector: Landscape translation for multiswipe:", ges.multiswipe_directions)
else
logger.dbg("GestureDetector: Landscape translation for ges:", ges.ges, ges.direction)
end
if ges.relative then
ges.relative.x, ges.relative.y = -ges.relative.y, ges.relative.x
end
elseif ges.ges == "pinch" or ges.ges == "spread"
or ges.ges == "inward_pan"
or ges.ges == "outward_pan" then
if ges.direction == "horizontal" then
ges.direction = "vertical"
elseif ges.direction == "vertical" then
ges.direction = "horizontal"
end
logger.dbg("GestureDetector: Landscape translation for ges:", ges.ges, ges.direction)
end
elseif mode == self.screen.DEVICE_ROTATED_COUNTER_CLOCKWISE then
-- in landscape mode rotated 270
if ges.pos then
ges.pos.x, ges.pos.y = (ges.pos.y), (self.screen:getHeight() - ges.pos.x)
end
if ges.ges == "swipe" or ges.ges == "pan"
or ges.ges == "hold_pan"
or ges.ges == "multiswipe"
or ges.ges == "two_finger_swipe"
or ges.ges == "two_finger_pan"
or ges.ges == "two_finger_hold_pan"
then
ges.direction = translateGesDirCoordinate(ges.direction, ges_coordinate_translation_270)
if ges.ges == "multiswipe" then
ges.multiswipe_directions = translateMultiswipeGesDirCoordinate(ges.multiswipe_directions, ges_coordinate_translation_270)
logger.dbg("GestureDetector: Inverted landscape translation for multiswipe:", ges.multiswipe_directions)
else
logger.dbg("GestureDetector: Inverted landscape translation for ges:", ges.ges, ges.direction)
end
if ges.relative then
ges.relative.x, ges.relative.y = ges.relative.y, -ges.relative.x
end
elseif ges.ges == "pinch" or ges.ges == "spread"
or ges.ges == "inward_pan"
or ges.ges == "outward_pan" then
if ges.direction == "horizontal" then
ges.direction = "vertical"
elseif ges.direction == "vertical" then
ges.direction = "horizontal"
end
logger.dbg("GestureDetector: Inverted landscape translation for ges:", ges.ges, ges.direction)
end
elseif mode == self.screen.DEVICE_ROTATED_UPSIDE_DOWN then
-- in portrait mode rotated 180
if ges.pos then
ges.pos.x, ges.pos.y = (self.screen:getWidth() - ges.pos.x), (self.screen:getHeight() - ges.pos.y)
end
if ges.ges == "swipe" or ges.ges == "pan"
or ges.ges == "hold_pan"
or ges.ges == "multiswipe"
or ges.ges == "two_finger_swipe"
or ges.ges == "two_finger_pan"
or ges.ges == "two_finger_hold_pan"
then
ges.direction = translateGesDirCoordinate(ges.direction, ges_coordinate_translation_180)
if ges.ges == "multiswipe" then
ges.multiswipe_directions = translateMultiswipeGesDirCoordinate(ges.multiswipe_directions, ges_coordinate_translation_180)
logger.dbg("GestureDetector: Inverted portrait translation for multiswipe:", ges.multiswipe_directions)
else
logger.dbg("GestureDetector: Inverted portrait translation for ges:", ges.ges, ges.direction)
end
if ges.relative then
ges.relative.x, ges.relative.y = -ges.relative.x, -ges.relative.y
end
end
-- pinch/spread are unaffected
end
return ges
end
return GestureDetector