Files
raylib/src/gestures.c
raysan5 d32feaa668 Reviewed Android inputs and gestures system
Corrected Android processing for some inputs (BACK button, VOLUME
buttons)
Redesigned Gestures system (some work still required)
SetEnabledGestures() - Only support desired gestures (requires some
review)
2016-01-03 13:01:21 +01:00

457 lines
16 KiB
C

/**********************************************************************************************
*
* raylib Gestures System - Gestures Detection and Usage Functions (Android and HTML5)
*
* Copyright (c) 2015 Marc Palau and Ramon Santamaria
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
//#define GESTURES_STANDALONE // NOTE: To use the gestures module as standalone lib, just uncomment this line
#if defined(GESTURES_STANDALONE)
#include "gestures.h"
#else
#include "raylib.h" // Required for typedef(s): Vector2, Gestures
#endif
#include <stdlib.h> // malloc(), free()
#include <stdio.h> // printf(), fprintf()
#include <math.h> // Used for ...
#include <stdint.h> // Defines int32_t, int64_t
#if defined(_WIN32)
// Functions required to query time on Windows
int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
#elif defined(__linux)
#include <time.h> // Used for clock functions
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define FORCE_TO_SWIPE 20
#define TAP_TIMEOUT 300
//#define MAX_TOUCH_POINTS 4
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum {
TYPE_MOTIONLESS,
TYPE_DRAG,
TYPE_DUAL_INPUT
} GestureType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static GestureType gestureType = TYPE_MOTIONLESS;
static double eventTime = 0;
//static int32_t touchId; // Not used...
// Tap gesture variables
static Vector2 initialTapPosition = { 0, 0 };
// Double Tap gesture variables
static bool doubleTapping = false;
static bool untap = false; // Check if recently done a tap
// Drag gesture variables
static Vector2 initialDragPosition = { 0, 0 };
static Vector2 endDragPosition = { 0, 0 };
static Vector2 lastDragPosition = { 0, 0 };
static Vector2 dragVector = { 0, 0 };
static float magnitude = 0; // Distance traveled dragging
static float angle = 0; // Angle direction of the drag
static float intensity = 0; // How fast we did the drag (pixels per frame)
static int draggingTimeCounter = 0; // Time that have passed while dragging
// Pinch gesture variables
static Vector2 firstInitialPinchPosition = { 0, 0 };
static Vector2 secondInitialPinchPosition = { 0, 0 };
static Vector2 firstEndPinchPosition = { 0, 0 };
static Vector2 secondEndPinchPosition = { 0, 0 };
static float pinchDelta = 0; // Pinch delta displacement
// Detected gestures
static int previousGesture = GESTURE_NONE;
static int currentGesture = GESTURE_NONE;
// Enabled gestures flags, all gestures enabled by default
static unsigned int enabledGestures = 0b0000011111111111;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void InitPinchGesture(Vector2 posA, Vector2 posB);
static float CalculateAngle(Vector2 initialPosition, Vector2 actualPosition, float magnitude);
static float VectorDistance(Vector2 v1, Vector2 v2);
static float VectorDotProduct(Vector2 v1, Vector2 v2);
static double GetCurrentTime();
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Process gesture event and translate it into gestures
void ProcessGestureEvent(GestureEvent event)
{
// Resets
dragVector = (Vector2){ 0, 0 };
pinchDelta = 0;
previousGesture = currentGesture;
switch (gestureType)
{
case TYPE_MOTIONLESS: // Detect TAP, DOUBLE_TAP and HOLD events
{
if (event.touchAction == TOUCH_DOWN)
{
if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]);
else
{
// Set the press position
initialTapPosition = event.position[0];
// If too much time have passed, we reset the double tap
if (GetCurrentTime() - eventTime > TAP_TIMEOUT) untap = false;
// If we are in time, we detect the double tap
if (untap) doubleTapping = true;
// Update our event time
eventTime = GetCurrentTime();
// Set hold
if (doubleTapping) currentGesture = GESTURE_DOUBLETAP;
else currentGesture = GESTURE_TAP;
}
}
else if (event.touchAction == TOUCH_UP)
{
currentGesture = GESTURE_NONE;
// Detect that we are tapping instead of holding
if (GetCurrentTime() - eventTime < TAP_TIMEOUT)
{
if (doubleTapping) untap = false;
else untap = true;
}
// Tap finished
doubleTapping = false;
// Update our event time
eventTime = GetCurrentTime();
}
// Begin dragging
else if (event.touchAction == TOUCH_MOVE)
{
if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]);
else
{
// Set the drag starting position
initialDragPosition = initialTapPosition;
endDragPosition = initialDragPosition;
// Initialize drag
draggingTimeCounter = 0;
gestureType = TYPE_DRAG;
currentGesture = GESTURE_NONE;
}
}
} break;
case TYPE_DRAG: // Detect DRAG and SWIPE events
{
// end of the drag
if (event.touchAction == TOUCH_UP)
{
// Return Swipe if we have enough sensitivity
if (intensity > FORCE_TO_SWIPE)
{
if (angle < 30 || angle > 330) currentGesture = GESTURE_SWIPE_RIGHT; // Right
else if (angle > 60 && angle < 120) currentGesture = GESTURE_SWIPE_UP; // Up
else if (angle > 150 && angle < 210) currentGesture = GESTURE_SWIPE_LEFT; // Left
else if (angle > 240 && angle < 300) currentGesture = GESTURE_SWIPE_DOWN; // Down
}
magnitude = 0;
angle = 0;
intensity = 0;
gestureType = TYPE_MOTIONLESS;
}
// Update while we are dragging
else if (event.touchAction == TOUCH_MOVE)
{
if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]);
else
{
lastDragPosition = endDragPosition;
endDragPosition = event.position[0];
//endDragPosition.x = AMotionEvent_getX(event, 0);
//endDragPosition.y = AMotionEvent_getY(event, 0);
// Calculate attributes
dragVector = (Vector2){ endDragPosition.x - lastDragPosition.x, endDragPosition.y - lastDragPosition.y };
magnitude = sqrt(pow(endDragPosition.x - initialDragPosition.x, 2) + pow(endDragPosition.y - initialDragPosition.y, 2));
angle = CalculateAngle(initialDragPosition, endDragPosition, magnitude);
intensity = magnitude / (float)draggingTimeCounter;
currentGesture = GESTURE_DRAG;
draggingTimeCounter++;
}
}
} break;
case TYPE_DUAL_INPUT:
{
if (event.touchAction == TOUCH_UP)
{
if (event.pointCount == 1)
{
// Set the drag starting position
initialTapPosition = event.position[0];
}
gestureType = TYPE_MOTIONLESS;
}
else if (event.touchAction == TOUCH_MOVE)
{
// Adapt the ending position of the inputs
firstEndPinchPosition = event.position[0];
secondEndPinchPosition = event.position[1];
// If there is no more than two inputs
if (event.pointCount == 2)
{
// Calculate distances
float initialDistance = VectorDistance(firstInitialPinchPosition, secondInitialPinchPosition);
float endDistance = VectorDistance(firstEndPinchPosition, secondEndPinchPosition);
// Calculate Vectors
Vector2 firstTouchVector = { firstEndPinchPosition.x - firstInitialPinchPosition.x, firstEndPinchPosition.y - firstInitialPinchPosition.y };
Vector2 secondTouchVector = { secondEndPinchPosition.x - secondInitialPinchPosition.x, secondEndPinchPosition.y - secondInitialPinchPosition.y };
// Detect the pinch gesture
if (VectorDotProduct(firstTouchVector, secondTouchVector) < -0.5) pinchDelta = initialDistance - endDistance;
else pinchDelta = 0;
// Pinch gesture resolution
if (pinchDelta != 0)
{
if (pinchDelta > 0) currentGesture = GESTURE_PINCH_IN;
else currentGesture = GESTURE_PINCH_OUT;
}
}
else
{
// Set the drag starting position
initialTapPosition = event.position[0];
gestureType = TYPE_MOTIONLESS;
}
// Readapt the initial position of the inputs
firstInitialPinchPosition = firstEndPinchPosition;
secondInitialPinchPosition = secondEndPinchPosition;
}
} break;
}
}
// Check if a gesture have been detected
bool IsGestureDetected(void)
{
if (currentGesture != GESTURE_NONE) return true;
else return false;
}
// Check gesture type
int GetGestureType(void)
{
// Get current gesture only if enabled
return (enabledGestures & currentGesture);
}
void SetGesturesEnabled(unsigned int gestureFlags)
{
enabledGestures = enabledGestures | gestureFlags;
}
// Get drag intensity (pixels per frame)
float GetGestureDragIntensity(void)
{
return intensity;
}
// Get drag angle
// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
float GetGestureDragAngle(void)
{
return angle;
}
// Get drag vector (between initial and final position)
Vector2 GetGestureDragVector(void)
{
return dragVector;
}
// Hold time measured in frames
int GetGestureHoldDuration(void)
{
return 0;
}
// Get magnitude between two pinch points
float GetGesturePinchDelta(void)
{
return pinchDelta;
}
// Get angle beween two pinch points
// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
float GetGesturePinchAngle(void)
{
return 0;
}
// Update gestures detected (must be called every frame)
void UpdateGestures(void)
{
// NOTE: Gestures are processed through system callbacks on touch events
if ((previousGesture == GESTURE_TAP) && (currentGesture == GESTURE_TAP)) currentGesture = GESTURE_HOLD;
else if (currentGesture != GESTURE_HOLD) currentGesture = GESTURE_NONE;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
static float CalculateAngle(Vector2 initialPosition, Vector2 finalPosition, float magnitude)
{
float angle;
// Calculate arcsinus of the movement
angle = asin((finalPosition.y - initialPosition.y)/magnitude);
angle *= RAD2DEG;
// Calculate angle depending on the sector
if ((finalPosition.x - initialPosition.x) >= 0)
{
// Sector 4
if ((finalPosition.y - initialPosition.y) >= 0)
{
angle *= -1;
angle += 360;
}
// Sector 1
else angle *= -1;
}
else
{
// Sector 3
if ((finalPosition.y - initialPosition.y) >= 0) angle += 180;
// Sector 2
else
{
angle *= -1;
angle = 180 - angle;
}
}
return angle;
}
static void InitPinchGesture(Vector2 posA, Vector2 posB)
{
initialDragPosition = (Vector2){ 0, 0 };
endDragPosition = (Vector2){ 0, 0 };
lastDragPosition = (Vector2){ 0, 0 };
// Initialize positions
firstInitialPinchPosition = posA;
secondInitialPinchPosition = posB;
firstEndPinchPosition = firstInitialPinchPosition;
secondEndPinchPosition = secondInitialPinchPosition;
// Resets
magnitude = 0;
angle = 0;
intensity = 0;
gestureType = TYPE_DUAL_INPUT;
}
static float VectorDistance(Vector2 v1, Vector2 v2)
{
float result;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
result = sqrt(dx*dx + dy*dy);
return result;
}
static float VectorDotProduct(Vector2 v1, Vector2 v2)
{
float result;
float v1Module = sqrt(v1.x*v1.x + v1.y*v1.y);
float v2Module = sqrt(v2.x*v2.x + v2.y*v2.y);
Vector2 v1Normalized = { v1.x / v1Module, v1.y / v1Module };
Vector2 v2Normalized = { v2.x / v2Module, v2.y / v2Module };
result = v1Normalized.x*v2Normalized.x + v1Normalized.y*v2Normalized.y;
return result;
}
static double GetCurrentTime()
{
double time = 0;
#if defined(_WIN32)
unsigned long long int clockFrequency, currentTime;
QueryPerformanceFrequency(&clockFrequency);
QueryPerformanceCounter(&currentTime);
time = (double)currentTime/clockFrequency*1000.0f; // time in miliseconds
#endif
#if defined(__linux)
// NOTE: Only for Linux-based systems
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint64_t nowTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; // Time provided in nanoseconds
time = ((double)nowTime/1000000.0); // time in miliseconds
#endif
return time;
}