Mercurial > sdl-ios-xcode
diff src/events/SDL_gesture.c @ 4880:27c458e4ae31
Update VS2010 project to add new files; update new files so code builds on Win32/Win64
author | Andreas Schiffler <aschiffler@ferzkopp.net> |
---|---|
date | Mon, 23 Aug 2010 23:44:28 -0700 |
parents | f9ab8df6d45a |
children |
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--- a/src/events/SDL_gesture.c Sun Aug 22 17:19:10 2010 -0700 +++ b/src/events/SDL_gesture.c Mon Aug 23 23:44:28 2010 -0700 @@ -18,6 +18,7 @@ Sam Lantinga slouken@libsdl.org */ + #include "SDL_config.h" /* General mouse handling code for SDL */ @@ -26,6 +27,11 @@ #include "SDL_events_c.h" #include "SDL_gesture_c.h" +#include <memory.h> +#include <string.h> +#include <stdio.h> +#include <math.h> + //TODO: Replace with malloc #define MAXPATHSIZE 1024 @@ -100,8 +106,8 @@ unsigned long hash = 5381; int i; for(i = 0;i < DOLLARNPOINTS; i++) { - hash = ((hash<<5) + hash) + points[i].x; - hash = ((hash<<5) + hash) + points[i].y; + hash = ((hash<<5) + hash) + (unsigned long)points[i].x; + hash = ((hash<<5) + hash) + (unsigned long)points[i].y; } return hash; } @@ -110,7 +116,6 @@ static int SaveTemplate(SDL_DollarTemplate *templ, SDL_RWops * src) { if(src == NULL) return 0; - int i; //No Longer storing the Hash, rehash on load //if(SDL_RWops.write(src,&(templ->hash),sizeof(templ->hash),1) != 1) return 0; @@ -151,14 +156,16 @@ //path is an already sampled set of points //Returns the index of the gesture on success, or -1 static int SDL_AddDollarGesture(SDL_GestureTouch* inTouch,SDL_FloatPoint* path) { + SDL_DollarTemplate* dollarTemplate; + SDL_DollarTemplate *templ; + int i = 0; if(inTouch == NULL) { if(SDL_numGestureTouches == 0) return -1; - int i = 0; for(i = 0;i < SDL_numGestureTouches; i++) { inTouch = &SDL_gestureTouch[i]; - SDL_DollarTemplate* dollarTemplate = - SDL_realloc(inTouch->dollarTemplate, + dollarTemplate = + (SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate, (inTouch->numDollarTemplates + 1) * sizeof(SDL_DollarTemplate)); if(!dollarTemplate) { @@ -168,7 +175,7 @@ inTouch->dollarTemplate = dollarTemplate; - SDL_DollarTemplate *templ = + templ = &inTouch->dollarTemplate[inTouch->numDollarTemplates]; memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint)); templ->hash = SDL_HashDollar(templ->path); @@ -177,7 +184,7 @@ return inTouch->numDollarTemplates - 1; } else { SDL_DollarTemplate* dollarTemplate = - SDL_realloc(inTouch->dollarTemplate, + ( SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate, (inTouch->numDollarTemplates + 1) * sizeof(SDL_DollarTemplate)); if(!dollarTemplate) { @@ -187,7 +194,7 @@ inTouch->dollarTemplate = dollarTemplate; - SDL_DollarTemplate *templ = + templ = &inTouch->dollarTemplate[inTouch->numDollarTemplates]; memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint)); templ->hash = SDL_HashDollar(templ->path); @@ -198,9 +205,9 @@ } int SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src) { - if(src == NULL) return 0; int i,loaded = 0; SDL_GestureTouch *touch = NULL; + if(src == NULL) return 0; if(touchId >= 0) { for(i = 0;i < SDL_numGestureTouches; i++) if(SDL_gestureTouch[i].id == touchId) @@ -240,10 +247,10 @@ SDL_FloatPoint p; int i; for(i = 0; i < DOLLARNPOINTS; i++) { - p.x = points[i].x * cos(ang) - points[i].y * sin(ang); - p.y = points[i].x * sin(ang) + points[i].y * cos(ang); - dist += sqrt((p.x-templ[i].x)*(p.x-templ[i].x)+ - (p.y-templ[i].y)*(p.y-templ[i].y)); + p.x = (float)(points[i].x * cos(ang) - points[i].y * sin(ang)); + p.y = (float)(points[i].x * sin(ang) + points[i].y * cos(ang)); + dist += (float)(sqrt((p.x-templ[i].x)*(p.x-templ[i].x)+ + (p.y-templ[i].y)*(p.y-templ[i].y))); } return dist/DOLLARNPOINTS; @@ -253,26 +260,26 @@ //------------BEGIN DOLLAR BLACKBOX----------------// //-TRANSLATED DIRECTLY FROM PSUDEO-CODE AVAILABLE AT-// //-"http://depts.washington.edu/aimgroup/proj/dollar/"-// - float ta = -M_PI/4; - float tb = M_PI/4; - float dt = M_PI/90; - float x1 = PHI*ta + (1-PHI)*tb; + double ta = -M_PI/4; + double tb = M_PI/4; + double dt = M_PI/90; + float x1 = (float)(PHI*ta + (1-PHI)*tb); float f1 = dollarDifference(points,templ,x1); - float x2 = (1-PHI)*ta + PHI*tb; + float x2 = (float)((1-PHI)*ta + PHI*tb); float f2 = dollarDifference(points,templ,x2); - while(abs(ta-tb) > dt) { + while(fabs(ta-tb) > dt) { if(f1 < f2) { tb = x2; x2 = x1; f2 = f1; - x1 = PHI*ta + (1-PHI)*tb; + x1 = (float)(PHI*ta + (1-PHI)*tb); f1 = dollarDifference(points,templ,x1); } else { ta = x1; x1 = x2; f1 = f2; - x2 = (1-PHI)*ta + PHI*tb; + x2 = (float)((1-PHI)*ta + PHI*tb); f2 = dollarDifference(points,templ,x2); } } @@ -288,6 +295,14 @@ //DollarPath contains raw points, plus (possibly) the calculated length int dollarNormalize(SDL_DollarPath path,SDL_FloatPoint *points) { int i; + float interval; + float dist; + int numPoints = 0; + SDL_FloatPoint centroid; + float xmin,xmax,ymin,ymax; + float ang; + float w,h; + //Calculate length if it hasn't already been done if(path.length <= 0) { for(i=1;i<path.numPoints;i++) { @@ -295,22 +310,20 @@ path.p[i-1].x; float dy = path.p[i ].y - path.p[i-1].y; - path.length += sqrt(dx*dx+dy*dy); + path.length += (float)(sqrt(dx*dx+dy*dy)); } } //Resample - float interval = path.length/(DOLLARNPOINTS - 1); - float dist = interval; + interval = path.length/(DOLLARNPOINTS - 1); + dist = interval; - int numPoints = 0; - SDL_FloatPoint centroid; centroid.x = 0;centroid.y = 0; //printf("(%f,%f)\n",path.p[path.numPoints-1].x,path.p[path.numPoints-1].y); for(i = 1;i < path.numPoints;i++) { - float d = sqrt((path.p[i-1].x-path.p[i].x)*(path.p[i-1].x-path.p[i].x)+ - (path.p[i-1].y-path.p[i].y)*(path.p[i-1].y-path.p[i].y)); + float d = (float)(sqrt((path.p[i-1].x-path.p[i].x)*(path.p[i-1].x-path.p[i].x)+ + (path.p[i-1].y-path.p[i].y)*(path.p[i-1].y-path.p[i].y))); //printf("d = %f dist = %f/%f\n",d,dist,interval); while(dist + d > interval) { points[numPoints].x = path.p[i-1].x + @@ -338,22 +351,21 @@ //printf("Centroid (%f,%f)",centroid.x,centroid.y); //Rotate Points so point 0 is left of centroid and solve for the bounding box - float xmin,xmax,ymin,ymax; xmin = centroid.x; xmax = centroid.x; ymin = centroid.y; ymax = centroid.y; - float ang = atan2(centroid.y - points[0].y, - centroid.x - points[0].x); + ang = (float)(atan2(centroid.y - points[0].y, + centroid.x - points[0].x)); for(i = 0;i<numPoints;i++) { float px = points[i].x; float py = points[i].y; - points[i].x = (px - centroid.x)*cos(ang) - - (py - centroid.y)*sin(ang) + centroid.x; - points[i].y = (px - centroid.x)*sin(ang) + - (py - centroid.y)*cos(ang) + centroid.y; + points[i].x = (float)((px - centroid.x)*cos(ang) - + (py - centroid.y)*sin(ang) + centroid.x); + points[i].y = (float)((px - centroid.x)*sin(ang) + + (py - centroid.y)*cos(ang) + centroid.y); if(points[i].x < xmin) xmin = points[i].x; @@ -363,8 +375,8 @@ } //Scale points to DOLLARSIZE, and translate to the origin - float w = xmax-xmin; - float h = ymax-ymin; + w = xmax-xmin; + h = ymax-ymin; for(i=0;i<numPoints;i++) { points[i].x = (points[i].x - centroid.x)*DOLLARSIZE/w; @@ -380,17 +392,17 @@ //SDL_PrintPath(points); int i; - int bestDiff = 10000; + float bestDiff = 10000; *bestTempl = -1; for(i = 0;i < touch->numDollarTemplates;i++) { - int diff = bestDollarDifference(points,touch->dollarTemplate[i].path); + float diff = bestDollarDifference(points,touch->dollarTemplate[i].path); if(diff < bestDiff) {bestDiff = diff; *bestTempl = i;} } return bestDiff; } int SDL_GestureAddTouch(SDL_Touch* touch) { - SDL_GestureTouch *gestureTouch = SDL_realloc(SDL_gestureTouch, + SDL_GestureTouch *gestureTouch = (SDL_GestureTouch *)SDL_realloc(SDL_gestureTouch, (SDL_numGestureTouches + 1) * sizeof(SDL_GestureTouch)); @@ -479,6 +491,18 @@ void SDL_GestureProcessEvent(SDL_Event* event) { + float x,y; + SDL_FloatPoint path[DOLLARNPOINTS]; + int index; + int i; + float pathDx, pathDy; + SDL_FloatPoint lastP; + SDL_FloatPoint lastCentroid; + float lDist; + float Dist; + float dtheta; + float dDist; + if(event->type == SDL_FINGERMOTION || event->type == SDL_FINGERDOWN || event->type == SDL_FINGERUP) { @@ -492,8 +516,8 @@ // (int)inTouch->res.x,(int)inTouch->res.y); - float x = ((float)event->tfinger.x)/(float)inTouch->res.x; - float y = ((float)event->tfinger.y)/(float)inTouch->res.y; + x = ((float)event->tfinger.x)/(float)inTouch->res.x; + y = ((float)event->tfinger.y)/(float)inTouch->res.y; //Finger Up @@ -502,14 +526,11 @@ #ifdef ENABLE_DOLLAR if(inTouch->recording) { - inTouch->recording = SDL_FALSE; - SDL_FloatPoint path[DOLLARNPOINTS]; + inTouch->recording = SDL_FALSE; dollarNormalize(inTouch->dollarPath,path); //SDL_PrintPath(path); - int index; if(recordAll) { index = SDL_AddDollarGesture(NULL,path); - int i; for(i = 0;i < SDL_numGestureTouches; i++) SDL_gestureTouch[i].recording = SDL_FALSE; } @@ -554,18 +575,16 @@ if(path->numPoints < MAXPATHSIZE) { path->p[path->numPoints].x = inTouch->centroid.x; path->p[path->numPoints].y = inTouch->centroid.y; - float pathDx = + pathDx = (path->p[path->numPoints].x-path->p[path->numPoints-1].x); - float pathDy = + pathDy = (path->p[path->numPoints].y-path->p[path->numPoints-1].y); - path->length += sqrt(pathDx*pathDx + pathDy*pathDy); + path->length += (float)sqrt(pathDx*pathDx + pathDy*pathDy); path->numPoints++; } #endif - SDL_FloatPoint lastP; lastP.x = x - dx; lastP.y = y - dy; - SDL_FloatPoint lastCentroid; lastCentroid = inTouch->centroid; inTouch->centroid.x += dx/inTouch->numDownFingers; @@ -577,12 +596,12 @@ //lv = inTouch->gestureLast[j].cv; lv.x = lastP.x - lastCentroid.x; lv.y = lastP.y - lastCentroid.y; - float lDist = sqrt(lv.x*lv.x + lv.y*lv.y); + lDist = (float)sqrt(lv.x*lv.x + lv.y*lv.y); //printf("lDist = %f\n",lDist); v.x = x - inTouch->centroid.x; v.y = y - inTouch->centroid.y; //inTouch->gestureLast[j].cv = v; - float Dist = sqrt(v.x*v.x+v.y*v.y); + Dist = (float)sqrt(v.x*v.x+v.y*v.y); // cos(dTheta) = (v . lv)/(|v| * |lv|) //Normalize Vectors to simplify angle calculation @@ -590,9 +609,9 @@ lv.y/=lDist; v.x/=Dist; v.y/=Dist; - float dtheta = atan2(lv.x*v.y - lv.y*v.x,lv.x*v.x + lv.y*v.y); + dtheta = (float)atan2(lv.x*v.y - lv.y*v.x,lv.x*v.x + lv.y*v.y); - float dDist = (Dist - lDist); + dDist = (Dist - lDist); if(lDist == 0) {dDist = 0;dtheta = 0;} //To avoid impossible values //inTouch->gestureLast[j].dDist = dDist;