Mercurial > sdl-ios-xcode
view src/events/SDL_gesture.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | a4032241deb5 |
children | b530ef003506 |
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/* 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: */