view src/events/SDL_gesture.c @ 5067:61d53410eb41

Fixed bug #859 CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser. ALWAYS_DETAILED_SEC makes sure everything has at least the automatic documentation like function prototype and source references. STRIP_FROM_PATH allows you to include only the relevant portions of the files' paths, cleaning up both the file list and directory tree, though you need to change the path listed here to match wherever you put SDL. ALIASES avoids some warnings generated by C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h. It seems Apple uses a few commands which are not normally supported by Doxygen. BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the standard template library. There isn't a lot of C++ in SDL (some in bwindow at least), but this still seems like a good idea. TYPEDEF_HIDES_STRUCT means that for code like this: typedef struct A {int B;} C; C is documented as a structure containing B instead of a typedef mapped to A. EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS, EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is documented. CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on case insensitive file systems like NTFS and FAT32. WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of the parameters of a function. This is useful when you're working on adding such documentation since it makes partially documented functions easier to spot. WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with stdout. When not running in quiet mode, these warnings can be hard to spot without this flag. I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for config.h.in and config.h.default. RECURSIVE tells doxygen to look not only in the input directory, but also in subfolders. EXCLUDE avoids documenting things like test programs, examples and templates which need to be documented separately. I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find their way into source folders (such as obj or .svn). EXAMPLE_PATH lists directories doxygen will search to find included example code. So far, SDL doesn't really use this feature, but I've listed some likely locations. SOURCE_BROWSER adds syntax highlighted source code to the HTML output. USE_HTAGS is nice, but not available on Windows. INLINE_SOURCES adds the body of a function to it's documentation so you can quickly see exactly what it does. ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions, etc., which makes it much easier to find what you're looking for. IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an item on so you don't have everything show up under "S". HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and adds JavaScript to allow the user to show and hide them by clicking a link. ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on it's own line. GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the left. I have LaTeX and man pages turned off to speed up doxygen, you may want to turn them back on yourself. I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to Win32 builds of SDL. Normally, doxygen gets confused since there are multiple definitions for various structures and formats that vary by platform. Without this doxygen can produce broken documentation or, if you're lucky, output documentation only for the dummy drivers, which isn't very useful. You need to pick a platform. GENERATE_TAGFILE produces a file which can be used to link other doxygen documentation to the SDL documentation. CLASS_DIAGRAMS turns on class diagrams even when dot is not available. HAVE_DOT tells doxygen to try to use dot to generate diagrams. TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the documentation. DOT_MULTI_TARGETS speeds up dot. OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is intended to process src as well as include and is being run from a separate subdirectory. Doxygen produces several temporary files while it's running and if interrupted, can leave those files behind. It's easier to clean up if there aren't a hundred or so files in the same folder. I typically run doxygen in SDL/doxy and set the output directory to '.'. Since doxygen puts it's output in subfolders by type, this keeps things pretty well organised. You could use '../doc' instead and get the same results.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 21 Jan 2011 12:57:01 -0800
parents a4032241deb5
children b530ef003506
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"

#include <memory.h>
#include <string.h>
#include <stdio.h>
#include <math.h>

//TODO: Replace with malloc

#define MAXPATHSIZE 1024

 


#define DOLLARNPOINTS 64
#define DOLLARSIZE 256

#define ENABLE_DOLLAR

#define PHI 0.618033989 

typedef struct {
  float x,y;
} SDL_FloatPoint;

typedef struct {
  float length;
  
  int numPoints;
  SDL_FloatPoint p[MAXPATHSIZE];
} SDL_DollarPath;

typedef struct {
  SDL_FloatPoint path[DOLLARNPOINTS];
  unsigned long hash;
} SDL_DollarTemplate;

typedef struct {
  SDL_GestureID id;
  SDL_FloatPoint res;
  SDL_FloatPoint centroid;
  SDL_DollarPath dollarPath;
  Uint16 numDownFingers;

  int numDollarTemplates;
  SDL_DollarTemplate *dollarTemplate;

  SDL_bool recording;
} SDL_GestureTouch;

SDL_GestureTouch *SDL_gestureTouch;
int SDL_numGestureTouches = 0;
SDL_bool recordAll;

#if 0
static void PrintPath(SDL_FloatPoint *path) {
  int i;
  printf("Path:");
  for(i=0;i<DOLLARNPOINTS;i++) {
    printf(" (%f,%f)",path[i].x,path[i].y);
  }
  printf("\n");
}
#endif

int SDL_RecordGesture(SDL_TouchID touchId) {
  int i;
  if(touchId < 0) recordAll = SDL_TRUE;
  for(i = 0;i < SDL_numGestureTouches; i++) {
    if((touchId < 0) || (SDL_gestureTouch[i].id == touchId)) {
      SDL_gestureTouch[i].recording = SDL_TRUE;
      if(touchId >= 0)
        return 1;
    }      
  }
  return (touchId < 0);
}

unsigned long SDL_HashDollar(SDL_FloatPoint* points) {
  unsigned long hash = 5381;
  int i;
  for(i = 0;i < DOLLARNPOINTS; i++) { 
    hash = ((hash<<5) + hash) + (unsigned long)points[i].x;
    hash = ((hash<<5) + hash) + (unsigned long)points[i].y;
  }
  return hash;
}


static int SaveTemplate(SDL_DollarTemplate *templ, SDL_RWops * src) {
  if(src == NULL) return 0;

  
  //No Longer storing the Hash, rehash on load
  //if(SDL_RWops.write(src,&(templ->hash),sizeof(templ->hash),1) != 1) return 0;
  
  if(SDL_RWwrite(src,templ->path,
                 sizeof(templ->path[0]),DOLLARNPOINTS) != DOLLARNPOINTS) 
    return 0;

  return 1;
}


int SDL_SaveAllDollarTemplates(SDL_RWops *src) {  
  int i,j,rtrn = 0;
  for(i = 0; i < SDL_numGestureTouches; i++) {
    SDL_GestureTouch* touch = &SDL_gestureTouch[i];
    for(j = 0;j < touch->numDollarTemplates; j++) {
        rtrn += SaveTemplate(&touch->dollarTemplate[i],src);
    }
  }
  return rtrn;  
}

int SDL_SaveDollarTemplate(SDL_GestureID gestureId, SDL_RWops *src) {
  int i,j;
  for(i = 0; i < SDL_numGestureTouches; i++) {
    SDL_GestureTouch* touch = &SDL_gestureTouch[i];
    for(j = 0;j < touch->numDollarTemplates; j++) {
      if(touch->dollarTemplate[i].hash == gestureId) {
        return SaveTemplate(&touch->dollarTemplate[i],src);
      }
    }
  }
  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(SDL_GestureTouch* inTouch,SDL_FloatPoint* path) {
  SDL_DollarTemplate* dollarTemplate;
  SDL_DollarTemplate *templ;
  int i = 0;
  if(inTouch == NULL) {
    if(SDL_numGestureTouches == 0) return -1;
    for(i = 0;i < SDL_numGestureTouches; i++) {
      inTouch = &SDL_gestureTouch[i];

    dollarTemplate = 
        (SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate,
                    (inTouch->numDollarTemplates + 1) * 
                    sizeof(SDL_DollarTemplate));
      if(!dollarTemplate) {
        SDL_OutOfMemory();
        return -1;
      }
        
      inTouch->dollarTemplate = dollarTemplate;

    templ = 
        &inTouch->dollarTemplate[inTouch->numDollarTemplates];
      SDL_memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint));
      templ->hash = SDL_HashDollar(templ->path);
      inTouch->numDollarTemplates++;    
    }
    return inTouch->numDollarTemplates - 1;
  } else {
    SDL_DollarTemplate* dollarTemplate = 
      ( SDL_DollarTemplate *)SDL_realloc(inTouch->dollarTemplate,
                  (inTouch->numDollarTemplates + 1) * 
                  sizeof(SDL_DollarTemplate));
    if(!dollarTemplate) {
      SDL_OutOfMemory();
      return -1;
    }
    
    inTouch->dollarTemplate = dollarTemplate;

    templ = 
      &inTouch->dollarTemplate[inTouch->numDollarTemplates];
    SDL_memcpy(templ->path,path,DOLLARNPOINTS*sizeof(SDL_FloatPoint));
    templ->hash = SDL_HashDollar(templ->path);
    inTouch->numDollarTemplates++;
    return inTouch->numDollarTemplates - 1;
  }
  return -1;
}

int SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src) {
  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)
        touch = &SDL_gestureTouch[i];
    if(touch == NULL) return -1;
  }

  while(1) {
    SDL_DollarTemplate templ;

    if(SDL_RWread(src,templ.path,sizeof(templ.path[0]),DOLLARNPOINTS) < 
       DOLLARNPOINTS) break;

    if(touchId >= 0) {
      //printf("Adding loaded gesture to 1 touch\n");
      if(SDL_AddDollarGesture(touch,templ.path)) loaded++;
    }
    else {
      //printf("Adding to: %i touches\n",SDL_numGestureTouches);
      for(i = 0;i < SDL_numGestureTouches; i++) {
        touch = &SDL_gestureTouch[i];
        //printf("Adding loaded gesture to + touches\n");
        //TODO: What if this fails?
        SDL_AddDollarGesture(touch,templ.path);        
      }
      loaded++;
    }
  }

  return loaded; 
}


float dollarDifference(SDL_FloatPoint* points,SDL_FloatPoint* templ,float ang) {
  //  SDL_FloatPoint p[DOLLARNPOINTS];
  float dist = 0;
  SDL_FloatPoint p;
  int i;
  for(i = 0; i < DOLLARNPOINTS; i++) {
    p.x = (float)(points[i].x * SDL_cos(ang) - points[i].y * SDL_sin(ang));
    p.y = (float)(points[i].x * SDL_sin(ang) + points[i].y * SDL_cos(ang));
    dist += (float)(SDL_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(SDL_FloatPoint* points,SDL_FloatPoint* templ) {
  //------------BEGIN DOLLAR BLACKBOX----------------//
  //-TRANSLATED DIRECTLY FROM PSUDEO-CODE AVAILABLE AT-//
  //-"http://depts.washington.edu/aimgroup/proj/dollar/"-//
  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 = (float)((1-PHI)*ta + PHI*tb);
  float f2 = dollarDifference(points,templ,x2);
  while(SDL_fabs(ta-tb) > dt) {
    if(f1 < f2) {
      tb = x2;
      x2 = x1;
      f2 = f1;
      x1 = (float)(PHI*ta + (1-PHI)*tb);
      f1 = dollarDifference(points,templ,x1);
    }
    else {
      ta = x1;
      x1 = x2;
      f1 = f2;
      x2 = (float)((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(const 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;
  float length = path->length;

  //Calculate length if it hasn't already been done
  if(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;
      length += (float)(SDL_sqrt(dx*dx+dy*dy));
    }
  }

  //Resample
  interval = length/(DOLLARNPOINTS - 1);
  dist = interval;

  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 = (float)(SDL_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 < DOLLARNPOINTS-1) {
    SDL_SetError("ERROR: NumPoints = %i\n",numPoints); 
    return 0;
  }
  //copy the last point
  points[DOLLARNPOINTS-1] = path->p[path->numPoints-1];
  numPoints = DOLLARNPOINTS;

  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
  xmin = centroid.x;
  xmax = centroid.x;
  ymin = centroid.y;
  ymax = centroid.y;
  
  ang = (float)(SDL_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 = (float)((px - centroid.x)*SDL_cos(ang) - 
                  (py - centroid.y)*SDL_sin(ang) + centroid.x);
    points[i].y = (float)((px - centroid.x)*SDL_sin(ang) + 
                  (py - centroid.y)*SDL_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
  w = xmax-xmin;
  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(const SDL_DollarPath *path,int *bestTempl,SDL_GestureTouch* touch) {
        
        SDL_FloatPoint points[DOLLARNPOINTS];
        int numPoints = dollarNormalize(path,points);
        int i;
        float bestDiff = 10000;

        //PrintPath(points);
        *bestTempl = -1;
        for(i = 0;i < touch->numDollarTemplates;i++) {
                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_GestureTouch *)SDL_realloc(SDL_gestureTouch,
                                               (SDL_numGestureTouches + 1) *
                                               sizeof(SDL_GestureTouch));

  if(!gestureTouch) {
    SDL_OutOfMemory();
    return -1;
  }

  SDL_gestureTouch = gestureTouch;

  SDL_gestureTouch[SDL_numGestureTouches].res.x = touch->xres;
  SDL_gestureTouch[SDL_numGestureTouches].res.y = touch->yres;
  SDL_gestureTouch[SDL_numGestureTouches].numDownFingers = 0;

  SDL_gestureTouch[SDL_numGestureTouches].res.x = touch->xres;
  SDL_gestureTouch[SDL_numGestureTouches].id = touch->id;

  SDL_gestureTouch[SDL_numGestureTouches].numDollarTemplates = 0;

  SDL_gestureTouch[SDL_numGestureTouches].recording = SDL_FALSE;

  SDL_numGestureTouches++;
  return 0;
}

int SDL_GestureRemoveTouch(SDL_TouchID id) {
  int i;
  for (i = 0; i < SDL_numGestureTouches; i++) {
    if (SDL_gestureTouch[i].id == id) {
      SDL_numGestureTouches--;
      SDL_memcpy(&SDL_gestureTouch[i], &SDL_gestureTouch[SDL_numGestureTouches], sizeof(SDL_gestureTouch[i]));
      return 1;
    }
  }
  return -1;
}


SDL_GestureTouch * SDL_GetGestureTouch(SDL_TouchID id) {
  int i;
  for(i = 0;i < SDL_numGestureTouches; i++) {
    //printf("%i ?= %i\n",SDL_gestureTouch[i].id,id);
    if(SDL_gestureTouch[i].id == id) return &SDL_gestureTouch[i];
  }
  return NULL;
}

int SDL_SendGestureMulti(SDL_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;  
  event.mgesture.numFingers = touch->numDownFingers;
  return SDL_PushEvent(&event) > 0;
}

int SDL_SendGestureDollar(SDL_GestureTouch* touch,
                          SDL_GestureID 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;  
  //A finger came up to trigger this event.
  event.dgesture.numFingers = touch->numDownFingers + 1; 
  return SDL_PushEvent(&event) > 0;
}


int SDL_SendDollarRecord(SDL_GestureTouch* touch,SDL_GestureID 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)
{
  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) {
    SDL_GestureTouch* inTouch = SDL_GetGestureTouch(event->tfinger.touchId);
    
    //Shouldn't be possible
    if(inTouch == NULL) return;
    
    //printf("@ (%i,%i) with res: (%i,%i)\n",(int)event->tfinger.x,
    //           (int)event->tfinger.y,
    //   (int)inTouch->res.x,(int)inTouch->res.y);

    
    x = ((float)event->tfinger.x)/(float)inTouch->res.x;
    y = ((float)event->tfinger.y)/(float)inTouch->res.y;   


    //Finger Up
    if(event->type == SDL_FINGERUP) {
      inTouch->numDownFingers--;
      
#ifdef ENABLE_DOLLAR
      if(inTouch->recording) {
        inTouch->recording = SDL_FALSE;        
        dollarNormalize(&inTouch->dollarPath,path);
        //PrintPath(path);
        if(recordAll) {
          index = SDL_AddDollarGesture(NULL,path);
          for(i = 0;i < SDL_numGestureTouches; i++)
            SDL_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->dollarPath,
                                &bestTempl,inTouch);
        if(bestTempl >= 0){
          //Send Event
          unsigned long gestureId = inTouch->dollarTemplate[bestTempl].hash;
          SDL_SendGestureDollar(inTouch,gestureId,error);
          //printf ("%s\n",);("Dollar error: %f\n",error);
        }
      }
#endif 
      //inTouch->gestureLast[j] = inTouch->gestureLast[inTouch->numDownFingers];
      if(inTouch->numDownFingers > 0) {
        inTouch->centroid.x = (inTouch->centroid.x*(inTouch->numDownFingers+1)-
                               x)/inTouch->numDownFingers;
        inTouch->centroid.y = (inTouch->centroid.y*(inTouch->numDownFingers+1)-
                               y)/inTouch->numDownFingers;
      }
    }
    else if(event->type == SDL_FINGERMOTION) {
      float dx = ((float)event->tfinger.dx)/(float)inTouch->res.x;
      float dy = ((float)event->tfinger.dy)/(float)inTouch->res.y;
      //printf("dx,dy: (%f,%f)\n",dx,dy); 
#ifdef ENABLE_DOLLAR
      SDL_DollarPath* path = &inTouch->dollarPath;
      if(path->numPoints < MAXPATHSIZE) {
        path->p[path->numPoints].x = inTouch->centroid.x;
        path->p[path->numPoints].y = inTouch->centroid.y;
        pathDx = 
          (path->p[path->numPoints].x-path->p[path->numPoints-1].x);
        pathDy = 
          (path->p[path->numPoints].y-path->p[path->numPoints-1].y);
        path->length += (float)SDL_sqrt(pathDx*pathDx + pathDy*pathDy);
        path->numPoints++;
      }
#endif
      lastP.x = x - dx;
      lastP.y = y - dy;
      lastCentroid = inTouch->centroid;
      
      inTouch->centroid.x += dx/inTouch->numDownFingers;
      inTouch->centroid.y += dy/inTouch->numDownFingers;
      //printf("Centrid : (%f,%f)\n",inTouch->centroid.x,inTouch->centroid.y);
      if(inTouch->numDownFingers > 1) {
        SDL_FloatPoint lv; //Vector from centroid to last x,y position
        SDL_FloatPoint v; //Vector from centroid to current x,y position
        //lv = inTouch->gestureLast[j].cv;
        lv.x = lastP.x - lastCentroid.x;
        lv.y = lastP.y - lastCentroid.y;
        lDist = (float)SDL_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;
        Dist = (float)SDL_sqrt(v.x*v.x+v.y*v.y);
        // SDL_cos(dTheta) = (v . lv)/(|v| * |lv|)
        
        //Normalize Vectors to simplify angle calculation
        lv.x/=lDist;
        lv.y/=lDist;
        v.x/=Dist;
        v.y/=Dist;
        dtheta = (float)SDL_atan2(lv.x*v.y - lv.y*v.x,lv.x*v.x + lv.y*v.y);
        
        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(event->type == SDL_FINGERDOWN) {

      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;
      //printf("Finger Down: (%f,%f). Centroid: (%f,%f\n",x,y,
      //     inTouch->centroid.x,inTouch->centroid.y);

#ifdef ENABLE_DOLLAR
      inTouch->dollarPath.length = 0;
      inTouch->dollarPath.p[0].x = x;
      inTouch->dollarPath.p[0].y = y;
      inTouch->dollarPath.numPoints = 1;
#endif
    }
  }
}

  /* vi: set ts=4 sw=4 expandtab: */