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mirror of https://github.com/koreader/koreader synced 2024-11-16 06:12:56 +00:00
koreader/frontend/ui/gesturedetector.lua
2013-03-16 22:48:35 +08:00

497 lines
12 KiB
Lua

require "ui/geometry"
GestureRange = {
ges = nil,
-- spatial range limits the gesture emitting position
range = nil,
-- temproal range limits the gesture emitting rate
rate = nil,
-- span limits of this gesture
scale = nil,
}
function GestureRange:new(o)
local o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function GestureRange:match(gs)
if gs.ges ~= self.ges then
return false
end
if self.range then
if not self.range:contains(gs.pos) then
return false
end
end
if self.rate then
local last_time = self.last_time or TimeVal:new{}
if gs.time - last_time > TimeVal:new{usec = 1000000 / self.rate} then
self.last_time = gs.time
else
return false
end
end
if self.scale then
if self.scale[1] > gs.span or self.scale[2] < gs.span then
return false
end
end
return true
end
--[[
Currently supported gestures:
* single tap
* double tap
* hold
* pan
* swipe
You change the state machine by feeding it touch events, i.e. calling
GestureDetector:feedEvent(tev).
a touch event should have following format:
tev = {
slot = 1,
id = 46,
x = 0,
y = 1,
timev = TimeVal:new{...},
}
Don't confuse tev with raw evs from kernel, tev is build according to ev.
GestureDetector:feedEvent(tev) will return a detection result when you
feed a touch release event to it.
--]]
GestureDetector = {
-- all the time parameters are in us
DOUBLE_TAP_INTERVAL = 300 * 1000,
TWO_FINGER_TAP_DURATION = 300 * 1000,
HOLD_INTERVAL = 1000 * 1000,
SWIPE_INTERVAL = 900 * 1000,
-- distance parameters
DOUBLE_TAP_DISTANCE = 50,
TWO_FINGER_TAP_REGION = 20,
PAN_THRESHOLD = 50,
-- states are stored in separated slots
states = {},
track_ids = {},
tev_stacks = {},
-- latest feeded touch event in each slots
last_tevs = {},
first_tevs = {},
-- detecting status on each slots
detectings = {},
-- for single/double tap
last_taps = {},
}
function GestureDetector:feedEvent(tevs)
repeat
local tev = table.remove(tevs)
if tev then
local slot = tev.slot
if not self.states[slot] then
self:clearState(slot) -- initiate state
end
local ges = self.states[slot](self, tev)
if tev.id ~= -1 then
self.last_tevs[slot] = tev
end
-- return no more than one gesture
if ges then return ges end
end
until tev == nil
end
function GestureDetector:deepCopyEv(tev)
return {
x = tev.x,
y = tev.y,
id = tev.id,
slot = tev.slot,
timev = TimeVal:new{
sec = tev.timev.sec,
usec = tev.timev.usec,
}
}
end
--[[
tap2 is the later tap
--]]
function GestureDetector:isDoubleTap(tap1, tap2)
local tv_diff = tap2.timev - tap1.timev
return (
math.abs(tap1.x - tap2.x) < self.DOUBLE_TAP_DISTANCE and
math.abs(tap1.y - tap2.y) < self.DOUBLE_TAP_DISTANCE and
(tv_diff.sec == 0 and (tv_diff.usec) < self.DOUBLE_TAP_INTERVAL)
)
end
function GestureDetector:isTwoFingerTap(tev0, tev1)
local x_diff0 = math.abs(tev0.x - self.first_tevs[0].x)
local x_diff1 = math.abs(tev1.x - self.first_tevs[1].x)
local y_diff0 = math.abs(tev0.y - self.first_tevs[0].y)
local y_diff1 = math.abs(tev1.y - self.first_tevs[1].y)
local tv_diff0 = tev0.timev - self.first_tevs[0].timev
local tv_diff1 = tev1.timev - self.first_tevs[1].timev
return (
x_diff0 < self.TWO_FINGER_TAP_REGION and
x_diff1 < self.TWO_FINGER_TAP_REGION and
y_diff0 < self.TWO_FINGER_TAP_REGION and
y_diff1 < self.TWO_FINGER_TAP_REGION and
tv_diff0.sec == 0 and tv_diff0.usec < self.TWO_FINGER_TAP_DURATION and
tv_diff1.sec == 0 and tv_diff1.usec < self.TWO_FINGER_TAP_DURATION
)
end
--[[
compare last_pan with first_tev in this slot
return pan direction and distance
--]]
function GestureDetector:getPath(tev)
local slot = tev.slot
local x_diff = self.last_tevs[slot].x - self.first_tevs[slot].x
local y_diff = self.last_tevs[slot].y - self.first_tevs[slot].y
local direction = nil
local distance = math.sqrt(x_diff*x_diff + y_diff*y_diff)
if x_diff == 0 and y_diff == 0 then
elseif (math.abs(x_diff) > math.abs(y_diff)) then
direction = x_diff < 0 and "left" or "right"
else
direction = y_diff < 0 and "up" or "down"
end
return direction, distance
end
function GestureDetector:isSwipe(tev)
local slot = tev.slot
local tv_diff = self.first_tevs[slot].timev - self.last_tevs[slot].timev
if (tv_diff.sec == 0) and (tv_diff.usec < self.SWIPE_INTERVAL) then
local x_diff = self.last_tevs[slot].x - self.first_tevs[slot].x
local y_diff = self.last_tevs[slot].y - self.first_tevs[slot].y
if x_diff ~= 0 or y_diff ~= 0 then
return true
end
end
end
--[[
Warning! this method won't update self.state, you need to do it
in each state method!
--]]
function GestureDetector:switchState(state_new, tev, param)
--@TODO do we need to check whether state is valid? (houqp)
return self[state_new](self, tev, param)
end
function GestureDetector:clearState(slot)
self.states[slot] = self.initialState
self.detectings[slot] = false
self.first_tevs[slot] = nil
self.last_tevs[slot] = nil
end
function GestureDetector:initialState(tev)
local slot = tev.slot
if tev.id then
-- a event ends
if tev.id == -1 then
self.detectings[slot] = false
else
self.track_ids[slot] = tev.id
end
end
if tev.x and tev.y then
-- user starts a new touch motion
if not self.detectings[slot] then
self.detectings[slot] = true
self.first_tevs[slot] = self:deepCopyEv(tev)
-- default to tap state
return self:switchState("tapState", tev)
end
end
end
--[[
this method handles both single and double tap
--]]
function GestureDetector:tapState(tev)
DEBUG("in tap state...", tev)
local slot = tev.slot
if slot == 1 then
if tev.id == -1 then
return self:handleTwoFingerTap(tev)
else
return self:handleNonTap(tev)
end
elseif tev.id == -1 then
-- end of tap event
if self.last_tevs[slot] ~= nil then
return self:handleDoubleTap(tev)
else
-- last tev in this slot is cleared by last two finger tap
self:clearState(slot)
return {
ges = "tap",
pos = Geom:new{
x = tev.x,
y = tev.y,
w = 0, h = 0,
},
time = tev.timev,
}
end
else
return self:handleNonTap(tev)
end
end
function GestureDetector:handleTwoFingerTap(tev)
if self.last_tevs[0] ~= nil and self:isTwoFingerTap(self.last_tevs[0], tev) then
local pos0 = Geom:new{
x = self.last_tevs[0].x,
y = self.last_tevs[0].y,
w = 0, h = 0,
}
local pos1 = Geom:new{
x = tev.x,
y = tev.y,
w = 0, h = 0,
}
local ges_ev = {
ges = "two_finger_tap",
pos = pos0,
span = pos0:distance(pos1),
time = tev.timev,
}
DEBUG("two-finger tap detected with span", pos0:distance(pos1))
self:clearState(0)
self:clearState(1)
return ges_ev
else
self:clearState(0)
self:clearState(1)
end
end
function GestureDetector:handleDoubleTap(tev)
local slot = tev.slot
local ges_ev = {
-- default to single tap
ges = "tap",
pos = Geom:new{
x = self.last_tevs[slot].x,
y = self.last_tevs[slot].y,
w = 0, h = 0,
},
time = tev.timev,
}
-- cur_tap is used for double tap detection
local cur_tap = {
x = tev.x,
y = tev.y,
timev = tev.timev,
}
if self.last_taps[slot] ~= nil and
self:isDoubleTap(self.last_taps[slot], cur_tap) then
-- it is a double tap
self:clearState(slot)
ges_ev.ges = "double_tap"
self.last_taps[slot] = nil
DEBUG("double tap detected in slot", slot)
return ges_ev
end
-- set current tap to last tap
self.last_taps[slot] = cur_tap
DEBUG("set up tap timer")
-- deadline should be calculated by adding current tap time and the interval
local deadline = cur_tap.timev + TimeVal:new{
sec = 0, usec = self.DOUBLE_TAP_INTERVAL,
}
Input:setTimeout(function()
DEBUG("in tap timer", self.last_taps[slot] ~= nil)
-- double tap will set last_tap to nil so if it is not, then
-- user must only tapped once
if self.last_taps[slot] ~= nil then
self.last_taps[slot] = nil
-- we are using closure here
DEBUG("single tap detected in slot", slot)
return ges_ev
end
end, deadline)
-- we are already at the end of touch event
-- so reset the state
self:clearState(slot)
end
function GestureDetector:handleNonTap(tev)
local slot = tev.slot
if self.states[slot] ~= self.tapState then
-- switched from other state, probably from initialState
-- we return nil in this case
self.states[slot] = self.tapState
DEBUG("set up hold timer")
local deadline = tev.timev + TimeVal:new{
sec = 0, usec = self.HOLD_INTERVAL
}
Input:setTimeout(function()
if self.states[slot] == self.tapState then
-- timer set in tapState, so we switch to hold
DEBUG("hold gesture detected in slot", slot)
return self:switchState("holdState", tev, true)
end
end, deadline)
else
-- it is not end of touch event, see if we need to switch to
-- other states
if (tev.x and math.abs(tev.x - self.first_tevs[slot].x) >= self.PAN_THRESHOLD) or
(tev.y and math.abs(tev.y - self.first_tevs[slot].y) >= self.PAN_THRESHOLD) then
-- if user's finger moved long enough in X or
-- Y distance, we switch to pan state
return self:switchState("panState", tev)
end
end
end
function GestureDetector:panState(tev)
DEBUG("in pan state...")
local slot = tev.slot
if tev.id == -1 then
-- end of pan, signal swipe gesture if necessary
if self:isSwipe(tev) then
local swipe_direction, swipe_distance = self:getPath(tev)
DEBUG("swipe", swipe_direction, swipe_distance, "detected in slot", slot)
local start_pos = Geom:new{
x = self.first_tevs[slot].x,
y = self.first_tevs[slot].y,
w = 0, h = 0,
}
self:clearState(slot)
return {
ges = "swipe",
-- use first pan tev coordination as swipe start point
pos = start_pos,
direction = swipe_direction,
distance = swipe_distance,
time = tev.timev,
}
end
DEBUG("pan release detected in slot", slot)
local release_pos = Geom:new{
x = self.last_tevs[slot].x,
y = self.last_tevs[slot].y,
w = 0, h = 0,
}
local pan_release = {
ges = "pan_release",
pos = release_pos,
time = tev.timev,
}
self:clearState(slot)
return pan_release
else
if self.states[slot] ~= self.panState then
self.states[slot] = self.panState
end
local pan_direction, pan_distance = self:getPath(tev)
local pan_ev = {
ges = "pan",
relative = {
-- default to pan 0
x = 0,
y = 0,
},
pos = nil,
direction = pan_direction,
distance = pan_distance,
time = tev.timev,
}
pan_ev.relative.x = tev.x - self.last_tevs[slot].x
pan_ev.relative.y = tev.y - self.last_tevs[slot].y
pan_ev.pos = Geom:new{
x = self.last_tevs[slot].x,
y = self.last_tevs[slot].y,
w = 0, h = 0,
}
if self.detectings[0] and self.detectings[1] then
pan_ev.ges = "two_finger_pan"
DEBUG("two finger pan detected")
end
return pan_ev
end
end
function GestureDetector:holdState(tev, hold)
DEBUG("in hold state...")
local slot = tev.slot
-- when we switch to hold state, we pass additional param "hold"
if tev.id ~= -1 and hold and self.last_tevs[slot].x and self.last_tevs[slot].y then
self.states[slot] = self.holdState
return {
ges = "hold",
pos = Geom:new{
x = self.last_tevs[slot].x,
y = self.last_tevs[slot].y,
w = 0, h = 0,
},
time = tev.timev,
}
end
if tev.id == -1 and self.last_tevs[slot] ~= nil then
-- end of hold, signal hold release
DEBUG("hold_release detected in slot", slot)
local last_x = self.last_tevs[slot].x
local last_y = self.last_tevs[slot].y
self:clearState(slot)
return {
ges = "hold_release",
pos = Geom:new{
x = last_x,
y = last_y,
w = 0, h = 0,
},
time = tev.timev,
}
end
end
--[[
@brief change 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)
if Screen.cur_rotation_mode == 1 then
-- in landscape mode
if ges.pos then
ges.pos.x, ges.pos.y = (Screen.width - ges.pos.y), (ges.pos.x)
end
if ges.ges == "swipe" or ges.ges == "pan" then
if ges.direction == "down" then
ges.direction = "left"
elseif ges.direction == "up" then
ges.direction = "right"
elseif ges.direction == "right" then
ges.direction = "down"
elseif ges.direction == "left" then
ges.direction = "up"
end
end
end
return ges
end