mirror of
https://github.com/koreader/koreader
synced 2024-11-16 06:12:56 +00:00
3066c86e38
This is a major overhaul of the hardware abstraction layer. A few notes: General platform distinction happens in frontend/device.lua which will delegate everything else to frontend/device/<platform_name>/device.lua which should extend frontend/device/generic/device.lua Screen handling is implemented in frontend/device/screen.lua which includes the *functionality* to support device specifics. Actually setting up the device specific functionality, however, is done in the device specific setup code in the relevant device.lua file. The same goes for input handling.
676 lines
22 KiB
Lua
676 lines
22 KiB
Lua
local Geom = require("ui/geometry")
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local TimeVal = require("ui/timeval")
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local DEBUG = require("dbg")
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--[[
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Current detectable gestures:
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* tap
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* pan
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* hold
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* swipe
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* pinch
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* spread
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* rotate
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* hold_pan
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* double_tap
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* inward_pan
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* outward_pan
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* pan_release
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* hold_release
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* two_finger_tap
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* two_finger_pan
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* two_finger_swipe
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* two_finger_pan_release
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You change the state machine by feeding it touch events, i.e. calling
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GestureDetector:feedEvent(tev).
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a touch event should have following format:
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tev = {
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slot = 1,
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id = 46,
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x = 0,
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y = 1,
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timev = TimeVal:new{...},
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}
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Don't confuse tev with raw evs from kernel, tev is build according to ev.
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GestureDetector:feedEvent(tev) will return a detection result when you
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feed a touch release event to it.
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--]]
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local GestureDetector = {
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-- must be initialized with the Input singleton class
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input = nil,
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-- all the time parameters are in us
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DOUBLE_TAP_INTERVAL = 300 * 1000,
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TWO_FINGER_TAP_DURATION = 300 * 1000,
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HOLD_INTERVAL = 500 * 1000,
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SWIPE_INTERVAL = 900 * 1000,
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-- pinch/spread direction table
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DIRECTION_TABLE = {
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east = "horizontal",
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west = "horizontal",
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north = "vertical",
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south = "vertical",
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northeast = "diagonal",
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northwest = "diagonal",
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southeast = "diagonal",
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southwest = "diagonal",
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},
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-- states are stored in separated slots
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states = {},
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track_ids = {},
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tev_stacks = {},
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-- latest feeded touch event in each slots
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last_tevs = {},
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first_tevs = {},
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-- detecting status on each slots
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detectings = {},
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-- for single/double tap
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last_taps = {},
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}
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function GestureDetector:new(o)
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local o = o or {}
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setmetatable(o, self)
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self.__index = self
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if o.init then o:init() end
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return o
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end
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function GestureDetector:init()
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-- distance parameters
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self.DOUBLE_TAP_DISTANCE = 50 * self.screen:getDPI() / 167
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self.TWO_FINGER_TAP_REGION = 20 * self.screen:getDPI() / 167
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self.PAN_THRESHOLD = 50 * self.screen:getDPI() / 167
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end
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function GestureDetector:feedEvent(tevs)
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repeat
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local tev = table.remove(tevs)
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if tev then
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--DEBUG("tev fed|",tev.timev.sec,"|",tev.timev.usec,"|",tev.x,"|",tev.y,"|",tev.id,"| Evt",tev.slot)
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local slot = tev.slot
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if not self.states[slot] then
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self:clearState(slot) -- initiate state
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end
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local ges = self.states[slot](self, tev)
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if tev.id ~= -1 then
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self.last_tevs[slot] = tev
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end
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-- return no more than one gesture
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if ges then return ges end
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end
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until tev == nil
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end
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function GestureDetector:deepCopyEv(tev)
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return {
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x = tev.x,
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y = tev.y,
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id = tev.id,
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slot = tev.slot,
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timev = TimeVal:new{
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sec = tev.timev.sec,
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usec = tev.timev.usec,
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}
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}
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end
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--[[
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tap2 is the later tap
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--]]
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function GestureDetector:isDoubleTap(tap1, tap2)
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local tv_diff = tap2.timev - tap1.timev
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return (
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math.abs(tap1.x - tap2.x) < self.DOUBLE_TAP_DISTANCE and
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math.abs(tap1.y - tap2.y) < self.DOUBLE_TAP_DISTANCE and
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(tv_diff.sec == 0 and (tv_diff.usec) < self.DOUBLE_TAP_INTERVAL)
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)
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end
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function GestureDetector:isTwoFingerTap()
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if self.last_tevs[0] == nil or self.last_tevs[1] == nil then
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return false
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end
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local x_diff0 = math.abs(self.last_tevs[0].x - self.first_tevs[0].x)
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local x_diff1 = math.abs(self.last_tevs[1].x - self.first_tevs[1].x)
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local y_diff0 = math.abs(self.last_tevs[0].y - self.first_tevs[0].y)
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local y_diff1 = math.abs(self.last_tevs[1].y - self.first_tevs[1].y)
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local tv_diff0 = self.last_tevs[0].timev - self.first_tevs[0].timev
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local tv_diff1 = self.last_tevs[1].timev - self.first_tevs[1].timev
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return (
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x_diff0 < self.TWO_FINGER_TAP_REGION and
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x_diff1 < self.TWO_FINGER_TAP_REGION and
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y_diff0 < self.TWO_FINGER_TAP_REGION and
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y_diff1 < self.TWO_FINGER_TAP_REGION and
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tv_diff0.sec == 0 and tv_diff0.usec < self.TWO_FINGER_TAP_DURATION and
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tv_diff1.sec == 0 and tv_diff1.usec < self.TWO_FINGER_TAP_DURATION
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)
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end
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--[[
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compare last_pan with first_tev in this slot
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return pan direction and distance
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--]]
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function GestureDetector:getPath(slot)
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local x_diff = self.last_tevs[slot].x - self.first_tevs[slot].x
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local y_diff = self.last_tevs[slot].y - self.first_tevs[slot].y
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local direction = nil
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local distance = math.sqrt(x_diff*x_diff + y_diff*y_diff)
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if x_diff == 0 and y_diff == 0 then
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else
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local v_direction = y_diff < 0 and "north" or "south"
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local h_direction = x_diff < 0 and "west" or "east"
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if math.abs(y_diff) > 0.577*math.abs(x_diff)
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and math.abs(y_diff) < 1.732*math.abs(x_diff) then
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direction = v_direction..h_direction
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elseif (math.abs(x_diff) > math.abs(y_diff)) then
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direction = h_direction
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else
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direction = v_direction
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end
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end
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return direction, distance
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end
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function GestureDetector:isSwipe(slot)
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if not self.first_tevs[slot] or not self.last_tevs[slot] then return end
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local tv_diff = self.first_tevs[slot].timev - self.last_tevs[slot].timev
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if (tv_diff.sec == 0) and (tv_diff.usec < self.SWIPE_INTERVAL) then
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local x_diff = self.last_tevs[slot].x - self.first_tevs[slot].x
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local y_diff = self.last_tevs[slot].y - self.first_tevs[slot].y
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if x_diff ~= 0 or y_diff ~= 0 then
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return true
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end
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end
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end
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function GestureDetector:getRotate(orig_point, start_point, end_point)
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local a = orig_point:distance(start_point)
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local b = orig_point:distance(end_point)
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local c = start_point:distance(end_point)
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return math.acos((a*a + b*b - c*c)/(2*a*b))*180/math.pi
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end
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--[[
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Warning! this method won't update self.state, you need to do it
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in each state method!
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--]]
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function GestureDetector:switchState(state_new, tev, param)
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--@TODO do we need to check whether state is valid? (houqp)
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return self[state_new](self, tev, param)
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end
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function GestureDetector:clearState(slot)
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self.states[slot] = self.initialState
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self.detectings[slot] = false
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self.first_tevs[slot] = nil
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self.last_tevs[slot] = nil
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end
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function GestureDetector:clearStates()
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self:clearState(0)
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self:clearState(1)
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end
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function GestureDetector:initialState(tev)
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local slot = tev.slot
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if tev.id then
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-- an event ends
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if tev.id == -1 then
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self.detectings[slot] = false
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else
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self.track_ids[slot] = tev.id
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if tev.x and tev.y then
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-- user starts a new touch motion
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if not self.detectings[slot] then
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self.detectings[slot] = true
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self.first_tevs[slot] = self:deepCopyEv(tev)
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-- default to tap state
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return self:switchState("tapState", tev)
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end
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end
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end
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end
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end
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--[[
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this method handles both single and double tap
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--]]
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function GestureDetector:tapState(tev)
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DEBUG("in tap state...")
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local slot = tev.slot
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if tev.id == -1 then
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-- end of tap event
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if self.detectings[0] and self.detectings[1] then
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if self:isTwoFingerTap() then
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local pos0 = Geom:new{
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x = self.last_tevs[0].x,
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y = self.last_tevs[0].y,
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w = 0, h = 0,
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}
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local pos1 = Geom:new{
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x = self.last_tevs[1].x,
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y = self.last_tevs[1].y,
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w = 0, h = 0,
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}
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local tap_span = pos0:distance(pos1)
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DEBUG("two-finger tap detected with span", tap_span)
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self:clearStates()
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return {
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ges = "two_finger_tap",
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pos = pos0:midpoint(pos1),
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span = tap_span,
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time = tev.timev,
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}
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else
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self:clearState(slot)
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end
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elseif self.last_tevs[slot] ~= nil then
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return self:handleDoubleTap(tev)
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else
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-- last tev in this slot is cleared by last two finger tap
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self:clearState(slot)
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return {
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ges = "tap",
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pos = Geom:new{
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x = tev.x,
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y = tev.y,
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w = 0, h = 0,
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},
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time = tev.timev,
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}
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end
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else
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return self:handleNonTap(tev)
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end
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end
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function GestureDetector:handleDoubleTap(tev)
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local slot = tev.slot
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local ges_ev = {
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-- default to single tap
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ges = "tap",
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pos = Geom:new{
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x = self.last_tevs[slot].x,
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y = self.last_tevs[slot].y,
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w = 0, h = 0,
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},
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time = tev.timev,
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}
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-- cur_tap is used for double tap detection
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local cur_tap = {
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x = tev.x,
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y = tev.y,
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timev = tev.timev,
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}
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if self.last_taps[slot] ~= nil and
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self:isDoubleTap(self.last_taps[slot], cur_tap) then
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-- it is a double tap
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self:clearState(slot)
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ges_ev.ges = "double_tap"
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self.last_taps[slot] = nil
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DEBUG("double tap detected in slot", slot)
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return ges_ev
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end
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-- set current tap to last tap
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self.last_taps[slot] = cur_tap
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DEBUG("set up tap timer")
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-- deadline should be calculated by adding current tap time and the interval
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local deadline = cur_tap.timev + TimeVal:new{
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sec = 0,
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usec = not self.input.disable_double_tap and self.DOUBLE_TAP_INTERVAL or 0,
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}
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self.input:setTimeout(function()
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DEBUG("in tap timer", self.last_taps[slot] ~= nil)
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-- double tap will set last_tap to nil so if it is not, then
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-- user must only tapped once
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if self.last_taps[slot] ~= nil then
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self.last_taps[slot] = nil
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-- we are using closure here
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DEBUG("single tap detected in slot", slot)
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return ges_ev
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end
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end, deadline)
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-- we are already at the end of touch event
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-- so reset the state
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self:clearState(slot)
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end
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function GestureDetector:handleNonTap(tev)
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local slot = tev.slot
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if self.states[slot] ~= self.tapState then
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-- switched from other state, probably from initialState
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-- we return nil in this case
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self.states[slot] = self.tapState
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DEBUG("set up hold timer")
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local deadline = tev.timev + TimeVal:new{
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sec = 0, usec = self.HOLD_INTERVAL
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}
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self.input:setTimeout(function()
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if self.states[slot] == self.tapState then
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-- timer set in tapState, so we switch to hold
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DEBUG("hold gesture detected in slot", slot)
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return self:switchState("holdState", tev, true)
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end
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end, deadline)
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--DEBUG("handle non-tap", tev)
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return {
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ges = "touch",
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pos = Geom:new{
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x = tev.x,
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y = tev.y,
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w = 0, h = 0,
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},
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time = tev.timev,
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}
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else
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-- it is not end of touch event, see if we need to switch to
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-- other states
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if (tev.x and math.abs(tev.x - self.first_tevs[slot].x) >= self.PAN_THRESHOLD) or
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(tev.y and math.abs(tev.y - self.first_tevs[slot].y) >= self.PAN_THRESHOLD) then
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-- if user's finger moved long enough in X or
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-- Y distance, we switch to pan state
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return self:switchState("panState", tev)
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end
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end
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end
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function GestureDetector:panState(tev)
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DEBUG("in pan state...")
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local slot = tev.slot
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if tev.id == -1 then
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-- end of pan, signal swipe gesture if necessary
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if self:isSwipe(slot) then
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if self.detectings[0] and self.detectings[1] then
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local ges_ev = self:handleTwoFingerPan(tev)
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self:clearStates()
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if ges_ev then
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if ges_ev.ges == "two_finger_pan" then
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ges_ev.ges = "two_finger_swipe"
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elseif ges_ev.ges == "inward_pan" then
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ges_ev.ges = "pinch"
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elseif ges_ev.ges == "outward_pan" then
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ges_ev.ges = "spread"
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end
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DEBUG(ges_ev.ges, ges_ev.direction, ges_ev.distance, "detected")
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end
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return ges_ev
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else
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return self:handleSwipe(tev)
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end
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else -- if end of pan is not swipe then it must be pan release.
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return self:handlePanRelease(tev)
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end
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else
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if self.states[slot] ~= self.panState then
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self.states[slot] = self.panState
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end
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return self:handlePan(tev)
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end
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end
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function GestureDetector:handleSwipe(tev)
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local slot = tev.slot
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local swipe_direction, swipe_distance = self:getPath(slot)
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local start_pos = Geom:new{
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x = self.first_tevs[slot].x,
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y = self.first_tevs[slot].y,
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w = 0, h = 0,
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}
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DEBUG("swipe", swipe_direction, swipe_distance, "detected in slot", slot)
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self:clearState(slot)
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return {
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ges = "swipe",
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-- use first pan tev coordination as swipe start point
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pos = start_pos,
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direction = swipe_direction,
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distance = swipe_distance,
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time = tev.timev,
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}
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end
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function GestureDetector:handlePan(tev)
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local slot = tev.slot
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if self.detectings[0] and self.detectings[1] then
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return self:handleTwoFingerPan(tev)
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else
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local pan_direction, pan_distance = self:getPath(slot)
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local pan_ev = {
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ges = "pan",
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relative = {
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-- default to pan 0
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x = 0,
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y = 0,
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},
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pos = nil,
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direction = pan_direction,
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distance = pan_distance,
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time = tev.timev,
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}
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pan_ev.relative.x = tev.x - self.first_tevs[slot].x
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pan_ev.relative.y = tev.y - self.first_tevs[slot].y
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pan_ev.pos = Geom:new{
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x = self.last_tevs[slot].x,
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y = self.last_tevs[slot].y,
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w = 0, h = 0,
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}
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--DEBUG(pan_ev.ges, pan_ev, "detected")
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return pan_ev
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end
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end
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function GestureDetector:handleTwoFingerPan(tev)
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-- triggering slot
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local tslot = tev.slot
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-- reference slot
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local rslot = tslot == 1 and 0 or 1
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local tpan_dir, tpan_dis = self:getPath(tslot)
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local tstart_pos = Geom:new{
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x = self.first_tevs[tslot].x,
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y = self.first_tevs[tslot].y,
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w = 0, h = 0,
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}
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local tend_pos = Geom:new{
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x = self.last_tevs[tslot].x,
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y = self.last_tevs[tslot].y,
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w = 0, h = 0,
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}
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local rstart_pos = Geom:new{
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x = self.first_tevs[rslot].x,
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y = self.first_tevs[rslot].y,
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w = 0, h = 0,
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}
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if self.states[rslot] == self.panState then
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local rpan_dir, rpan_dis = self:getPath(rslot)
|
|
local rend_pos = Geom:new{
|
|
x = self.last_tevs[rslot].x,
|
|
y = self.last_tevs[rslot].y,
|
|
w = 0, h = 0,
|
|
}
|
|
local start_distance = tstart_pos:distance(rstart_pos)
|
|
local end_distance = tend_pos:distance(rend_pos)
|
|
local ges_ev = {
|
|
ges = "two_finger_pan",
|
|
-- use midpoint of tstart and rstart as swipe start point
|
|
pos = tstart_pos:midpoint(rstart_pos),
|
|
distance = tpan_dis + rpan_dis,
|
|
direction = tpan_dir,
|
|
time = tev.timev,
|
|
}
|
|
if tpan_dir ~= rpan_dir then
|
|
if start_distance > end_distance then
|
|
ges_ev.ges = "inward_pan"
|
|
else
|
|
ges_ev.ges = "outward_pan"
|
|
end
|
|
ges_ev.direction = self.DIRECTION_TABLE[tpan_dir]
|
|
end
|
|
DEBUG(ges_ev.ges, ges_ev.direction, ges_ev.distance, "detected")
|
|
return ges_ev
|
|
elseif self.states[rslot] == self.holdState then
|
|
local angle = self:getRotate(rstart_pos, tstart_pos, tend_pos)
|
|
DEBUG("rotate", angle, "detected")
|
|
return {
|
|
ges = "rotate",
|
|
pos = rstart_pos,
|
|
angle = angle,
|
|
time = tev.timev,
|
|
}
|
|
end
|
|
end
|
|
|
|
function GestureDetector:handlePanRelease(tev)
|
|
local slot = tev.slot
|
|
local release_pos = Geom:new{
|
|
x = self.last_tevs[slot].x,
|
|
y = self.last_tevs[slot].y,
|
|
w = 0, h = 0,
|
|
}
|
|
local pan_ev = {
|
|
ges = "pan_release",
|
|
pos = release_pos,
|
|
time = tev.timev,
|
|
}
|
|
if self.detectings[0] and self.detectings[1] then
|
|
DEBUG("two finger pan release detected")
|
|
pan_ev.ges = "two_finger_pan_release"
|
|
self:clearStates()
|
|
else
|
|
DEBUG("pan release detected in slot", slot)
|
|
self:clearState(slot)
|
|
end
|
|
return pan_ev
|
|
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,
|
|
}
|
|
elseif 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,
|
|
}
|
|
elseif (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
|
|
local ges_ev = self:handlePan(tev)
|
|
if ges_ev ~= nil then ges_ev.ges = "hold_pan" end
|
|
return ges_ev
|
|
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 self.screen.cur_rotation_mode == 1 then
|
|
-- in landscape mode rotated 270
|
|
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 == "two_finger_swipe"
|
|
or ges.ges == "two_finger_pan" then
|
|
if ges.direction == "north" then
|
|
ges.direction = "east"
|
|
elseif ges.direction == "south" then
|
|
ges.direction = "west"
|
|
elseif ges.direction == "east" then
|
|
ges.direction = "south"
|
|
elseif ges.direction == "west" then
|
|
ges.direction = "north"
|
|
elseif ges.direction == "northeast" then
|
|
ges.direction = "southeast"
|
|
elseif ges.direction == "northwest" then
|
|
ges.direction = "northeast"
|
|
elseif ges.direction == "southeast" then
|
|
ges.direction = "southwest"
|
|
elseif ges.direction == "southwest" then
|
|
ges.direction = "northwest"
|
|
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
|
|
end
|
|
elseif self.screen.cur_rotation_mode == 3 then
|
|
-- in landscape mode rotated 90
|
|
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 == "two_finger_swipe"
|
|
or ges.ges == "two_finger_pan" then
|
|
if ges.direction == "north" then
|
|
ges.direction = "west"
|
|
elseif ges.direction == "south" then
|
|
ges.direction = "east"
|
|
elseif ges.direction == "east" then
|
|
ges.direction = "north"
|
|
elseif ges.direction == "west" then
|
|
ges.direction = "south"
|
|
elseif ges.direction == "northeast" then
|
|
ges.direction = "northwest"
|
|
elseif ges.direction == "northwest" then
|
|
ges.direction = "southeast"
|
|
elseif ges.direction == "southeast" then
|
|
ges.direction = "northeast"
|
|
elseif ges.direction == "southwest" then
|
|
ges.direction = "southeast"
|
|
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
|
|
end
|
|
end
|
|
return ges
|
|
end
|
|
|
|
return GestureDetector
|