Mercurial > sdl-ios-xcode
view src/events/SDL_gesture.c @ 4663:56a2d70de945
Started trying to build gesture code for iPhone
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 15 Jul 2010 06:51:16 -0700 |
parents | 063b9455bd1a |
children | c2493813a2f4 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Founation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* General mouse handling code for SDL */ #include "SDL_events.h" #include "SDL_events_c.h" #include "SDL_gesture_c.h" //TODO: Replace with malloc #define MAXFINGERS 3 #define MAXTOUCHES 2 #define MAXTEMPLATES 4 #define MAXPATHSIZE 1024 #define DOLLARNPOINTS 64 #define DOLLARSIZE 256 //PHI = ((sqrt(5)-1)/2) #define PHI 0.618033989 typedef struct { float x,y; } Point; typedef struct { Point p; float pressure; int id; } Finger; typedef struct { float length; int numPoints; Point p[MAXPATHSIZE]; } DollarPath; typedef struct { Finger f; Point cv; float dtheta,dDist; DollarPath dollarPath; } TouchPoint; typedef struct { Point path[DOLLARNPOINTS]; unsigned long hash; } DollarTemplate; typedef struct { int id; Point res; Point centroid; TouchPoint gestureLast[MAXFINGERS]; int numDownFingers; int numDollarTemplates; DollarTemplate dollarTemplate[MAXTEMPLATES]; SDL_bool recording; } GestureTouch; GestureTouch gestureTouch[MAXTOUCHES]; int numGestureTouches = 0; SDL_bool recordAll; int SDL_RecordGesture(int touchId) { int i; if(touchId < 0) recordAll = SDL_TRUE; for(i = 0;i < numGestureTouches; i++) { if((touchId < 0) || (gestureTouch[i].id == touchId)) { gestureTouch[i].recording = SDL_TRUE; if(touchId >= 0) return 1; } } return (touchId < 0); } unsigned long SDL_HashDollar(Point* points) { 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; } return hash; } static int SaveTemplate(DollarTemplate *templ, FILE *fp) { int i; fprintf(fp,"%lu ",templ->hash); for(i = 0;i < DOLLARNPOINTS;i++) { fprintf(fp,"%i %i ",(int)templ->path[i].x,(int)templ->path[i].y); } fprintf(fp,"\n"); return 0; } int SDL_SaveAllDollarTemplates(FILE *fp) { int i,j,rtrn = 0; for(i = 0; i < numGestureTouches; i++) { GestureTouch* touch = &gestureTouch[i]; for(j = 0;j < touch->numDollarTemplates; j++) { rtrn += SaveTemplate(&touch->dollarTemplate[i],fp); } } return rtrn; } int SDL_SaveDollarTemplate(unsigned long gestureId, FILE *fp) { int i,j; for(i = 0; i < numGestureTouches; i++) { GestureTouch* touch = &gestureTouch[i]; for(j = 0;j < touch->numDollarTemplates; j++) { if(touch->dollarTemplate[i].hash == gestureId) { return SaveTemplate(&touch->dollarTemplate[i],fp); } } } SDL_SetError("Unknown gestureId"); return -1; } //path is an already sampled set of points //Returns the index of the gesture on success, or -1 static int SDL_AddDollarGesture(GestureTouch* inTouch,Point* path) { if(inTouch == NULL) { if(numGestureTouches == 0) return -1; int i = 0; for(i = 0;i < numGestureTouches; i++) { inTouch = &gestureTouch[i]; if(inTouch->numDollarTemplates < MAXTEMPLATES) { DollarTemplate *templ = &inTouch->dollarTemplate[inTouch->numDollarTemplates]; memcpy(templ->path,path,DOLLARNPOINTS*sizeof(Point)); templ->hash = SDL_HashDollar(templ->path); inTouch->numDollarTemplates++; } } return inTouch->numDollarTemplates - 1; }else if(inTouch->numDollarTemplates < MAXTEMPLATES) { DollarTemplate *templ = &inTouch->dollarTemplate[inTouch->numDollarTemplates]; memcpy(templ->path,path,DOLLARNPOINTS*sizeof(Point)); templ->hash = SDL_HashDollar(templ->path); inTouch->numDollarTemplates++; return inTouch->numDollarTemplates - 1; } return -1; } int SDL_LoadDollarTemplates(int touchId, FILE *fp) { int i,loaded = 0; GestureTouch *touch = NULL; if(touchId >= 0) { for(i = 0;i < numGestureTouches; i++) if(gestureTouch[i].id == touchId) touch = &gestureTouch[i]; if(touch == NULL) return -1; } while(!feof(fp)) { DollarTemplate templ; fscanf(fp,"%lu ",&templ.hash); for(i = 0;i < DOLLARNPOINTS; i++) { int x,y; if(fscanf(fp,"%i %i ",&x,&y) != 2) break; templ.path[i].x = x; templ.path[i].y = y; } fscanf(fp,"\n"); if(touchId >= 0) { if(SDL_AddDollarGesture(touch,templ)) loaded++; } else { for(i = 0;i < numGestureTouches; i++) { if(gestureTouch[i].id == touchId) { touch = &gestureTouch[i]; SDL_AddDollarGesture(touch,templ); } } loaded++; } } return 1; } float dollarDifference(Point* points,Point* templ,float ang) { // Point p[DOLLARNPOINTS]; float dist = 0; Point 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)); } return dist/DOLLARNPOINTS; } float bestDollarDifference(Point* points,Point* templ) { //------------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; float f1 = dollarDifference(points,templ,x1); float x2 = (1-PHI)*ta + PHI*tb; float f2 = dollarDifference(points,templ,x2); while(abs(ta-tb) > dt) { if(f1 < f2) { tb = x2; x2 = x1; f2 = f1; x1 = PHI*ta + (1-PHI)*tb; f1 = dollarDifference(points,templ,x1); } else { ta = x1; x1 = x2; f1 = f2; x2 = (1-PHI)*ta + PHI*tb; f2 = dollarDifference(points,templ,x2); } } /* if(f1 <= f2) printf("Min angle (x1): %f\n",x1); else if(f1 > f2) printf("Min angle (x2): %f\n",x2); */ return SDL_min(f1,f2); } //DollarPath contains raw points, plus (possibly) the calculated length int dollarNormalize(DollarPath path,Point *points) { int i; //Calculate length if it hasn't already been done if(path.length <= 0) { for(i=1;i<path.numPoints;i++) { float dx = path.p[i ].x - path.p[i-1].x; float dy = path.p[i ].y - path.p[i-1].y; path.length += sqrt(dx*dx+dy*dy); } } //Resample float interval = path.length/(DOLLARNPOINTS - 1); float dist = 0; int numPoints = 0; Point 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)); //printf("d = %f dist = %f/%f\n",d,dist,interval); while(dist + d > interval) { points[numPoints].x = path.p[i-1].x + ((interval-dist)/d)*(path.p[i].x-path.p[i-1].x); points[numPoints].y = path.p[i-1].y + ((interval-dist)/d)*(path.p[i].y-path.p[i-1].y); centroid.x += points[numPoints].x; centroid.y += points[numPoints].y; numPoints++; dist -= interval; } dist += d; } if(numPoints < 1) return 0; centroid.x /= numPoints; centroid.y /= numPoints; //printf("Centroid (%f,%f)",centroid.x,centroid.y); //Rotate Points so point 0 is left of centroid and solve for the bounding box 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); 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; if(points[i].x < xmin) xmin = points[i].x; if(points[i].x > xmax) xmax = points[i].x; if(points[i].y < ymin) ymin = points[i].y; if(points[i].y > ymax) ymax = points[i].y; } //Scale points to DOLLARSIZE, and translate to the origin float w = xmax-xmin; float h = ymax-ymin; for(i=0;i<numPoints;i++) { points[i].x = (points[i].x - centroid.x)*DOLLARSIZE/w; points[i].y = (points[i].y - centroid.y)*DOLLARSIZE/h; } return numPoints; } float dollarRecognize(DollarPath path,int *bestTempl,GestureTouch* touch) { Point points[DOLLARNPOINTS]; int numPoints = dollarNormalize(path,points); int i; int bestDiff = 10000; *bestTempl = -1; for(i = 0;i < touch->numDollarTemplates;i++) { int diff = bestDollarDifference(points,touch->dollarTemplate[i].path); if(diff < bestDiff) {bestDiff = diff; *bestTempl = i;} } return bestDiff; } int SDL_GestureAddTouch(SDL_Touch* touch) { if(numGestureTouches >= MAXTOUCHES) return -1; gestureTouch[numGestureTouches].res.x = touch->xres; gestureTouch[numGestureTouches].res.y = touch->yres; gestureTouch[numGestureTouches].numDownFingers = 0; gestureTouch[numGestureTouches].res.x = touch->xres; gestureTouch[numGestureTouches].id = touch->id; gestureTouch[numGestureTouches].numDollarTemplates = 0; gestureTouch[numGestureTouches].recording = SDL_FALSE; numGestureTouches++; return 0; } GestureTouch * SDL_GetGestureTouch(int id) { int i; for(i = 0;i < numGestureTouches; i++) { //printf("%i ?= %i\n",gestureTouch[i].id,id); if(gestureTouch[i].id == id) return &gestureTouch[i]; } return NULL; } int SDL_SendGestureMulti(GestureTouch* touch,float dTheta,float dDist) { SDL_Event event; event.mgesture.type = SDL_MULTIGESTURE; event.mgesture.touchId = touch->id; event.mgesture.x = touch->centroid.x; event.mgesture.y = touch->centroid.y; event.mgesture.dTheta = dTheta; event.mgesture.dDist = dDist; return SDL_PushEvent(&event) > 0; } int SDL_SendGestureDollar(GestureTouch* touch,int gestureId,float error) { SDL_Event event; event.dgesture.type = SDL_DOLLARGESTURE; event.dgesture.touchId = touch->id; /* //TODO: Add this to give location of gesture? event.mgesture.x = touch->centroid.x; event.mgesture.y = touch->centroid.y; */ event.dgesture.gestureId = gestureId; event.dgesture.error = error; return SDL_PushEvent(&event) > 0; } int SDL_SendDollarRecord(GestureTouch* touch,int gestureId) { SDL_Event event; event.dgesture.type = SDL_DOLLARRECORD; event.dgesture.touchId = touch->id; event.dgesture.gestureId = gestureId; return SDL_PushEvent(&event) > 0; } void SDL_GestureProcessEvent(SDL_Event* event) { if(event->type == SDL_FINGERMOTION || event->type == SDL_FINGERDOWN || event->type == SDL_FINGERUP) { GestureTouch* inTouch = SDL_GetGestureTouch(event->tfinger.touchId); //Shouldn't be possible if(inTouch == NULL) return; float x = ((float)event->tfinger.x)/inTouch->res.x; float y = ((float)event->tfinger.y)/inTouch->res.y; int j,empty = -1; for(j = 0;j<inTouch->numDownFingers;j++) { if(inTouch->gestureLast[j].f.id != event->tfinger.fingerId) continue; //Finger Up if(event->type == SDL_FINGERUP) { inTouch->numDownFingers--; if(inTouch->recording) { inTouch->recording = SDL_FALSE; Point path[DOLLARNPOINTS]; dollarNormalize(inTouch->gestureLast[j].dollarPath,path); int index; if(recordAll) { index = SDL_AddDollarGesture(NULL,path); int i; for(i = 0;i < numGestureTouches; i++) gestureTouch[i].recording = SDL_FALSE; } else { index = SDL_AddDollarGesture(inTouch,path); } if(index >= 0) { SDL_SendDollarRecord(inTouch,inTouch->dollarTemplate[index].hash); } else { SDL_SendDollarRecord(inTouch,-1); } } else { int bestTempl; float error; error = dollarRecognize(inTouch->gestureLast[j].dollarPath, &bestTempl,inTouch); if(bestTempl >= 0){ //Send Event int gestureId = inTouch->dollarTemplate[bestTempl].hash; SDL_SendGestureDollar(inTouch,gestureId,error); printf("Dollar error: %f\n",error); } } inTouch->gestureLast[j] = inTouch->gestureLast[inTouch->numDownFingers]; break; } else { float dx = x - inTouch->gestureLast[j].f.p.x; float dy = y - inTouch->gestureLast[j].f.p.y; DollarPath* path = &inTouch->gestureLast[j].dollarPath; if(path->numPoints < MAXPATHSIZE) { path->p[path->numPoints].x = x; path->p[path->numPoints].y = y; path->length += sqrt(dx*dx + dy*dy); path->numPoints++; } inTouch->centroid.x += dx/inTouch->numDownFingers; inTouch->centroid.y += dy/inTouch->numDownFingers; if(inTouch->numDownFingers > 1) { Point lv; //Vector from centroid to last x,y position Point v; //Vector from centroid to current x,y position lv = inTouch->gestureLast[j].cv; float lDist = 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); // cos(dTheta) = (v . lv)/(|v| * |lv|) //Normalize Vectors to simplify angle calculation lv.x/=lDist; 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); float dDist = (Dist - lDist); if(lDist == 0) {dDist = 0;dtheta = 0;} //To avoid impossible values inTouch->gestureLast[j].dDist = dDist; inTouch->gestureLast[j].dtheta = dtheta; //printf("dDist = %f, dTheta = %f\n",dDist,dtheta); //gdtheta = gdtheta*.9 + dtheta*.1; //gdDist = gdDist*.9 + dDist*.1 //knob.r += dDist/numDownFingers; //knob.ang += dtheta; //printf("thetaSum = %f, distSum = %f\n",gdtheta,gdDist); //printf("id: %i dTheta = %f, dDist = %f\n",j,dtheta,dDist); SDL_SendGestureMulti(inTouch,dtheta,dDist); } else { inTouch->gestureLast[j].dDist = 0; inTouch->gestureLast[j].dtheta = 0; inTouch->gestureLast[j].cv.x = 0; inTouch->gestureLast[j].cv.y = 0; } inTouch->gestureLast[j].f.p.x = x; inTouch->gestureLast[j].f.p.y = y; break; //pressure? } } if(j == inTouch->numDownFingers) { //printf("Finger Down!!!\n"); inTouch->numDownFingers++; inTouch->centroid.x = (inTouch->centroid.x*(inTouch->numDownFingers - 1)+ x)/inTouch->numDownFingers; inTouch->centroid.y = (inTouch->centroid.y*(inTouch->numDownFingers - 1)+ y)/inTouch->numDownFingers; inTouch->gestureLast[j].f.id = event->tfinger.fingerId; inTouch->gestureLast[j].f.p.x = x; inTouch->gestureLast[j].f.p.y = y; inTouch->gestureLast[j].cv.x = 0; inTouch->gestureLast[j].cv.y = 0; inTouch->gestureLast[j].dollarPath.length = 0; inTouch->gestureLast[j].dollarPath.p[0].x = x; inTouch->gestureLast[j].dollarPath.p[0].y = y; inTouch->gestureLast[j].dollarPath.numPoints = 1; } } } /* vi: set ts=4 sw=4 expandtab: */