raylib/src/gestures.c

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/**********************************************************************************************
*
* raylib Gestures System - Gestures Processing based on input gesture events (touch/mouse)
*
* Initial design by Marc Palau
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* Redesigned by Albert Martos and Ian Eito
* Reviewed by Ramon Santamaria (@raysan5)
*
* 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: Vector2, Gestures
#endif
#include <math.h> // Required for: atan2(), sqrt()
#include <stdint.h> // Required for: uint64_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 <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
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#define FORCE_TO_SWIPE 0.0005f // Measured in normalized screen units/time
#define MINIMUM_DRAG 0.015f // Measured in normalized screen units (0.0f to 1.0f)
#define MINIMUM_PINCH 0.005f // Measured in normalized screen units (0.0f to 1.0f)
#define TAP_TIMEOUT 300 // Time in milliseconds
#define PINCH_TIMEOUT 300 // Time in milliseconds
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#define DOUBLETAP_RANGE 0.03f // Measured in normalized screen units (0.0f to 1.0f)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
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// Touch gesture variables
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static Vector2 touchDownPosition = { 0.0f, 0.0f };
static Vector2 touchDownPosition2 = { 0.0f, 0.0f };
static Vector2 touchDownDragPosition = { 0.0f, 0.0f };
static Vector2 touchUpPosition = { 0.0f, 0.0f };
static Vector2 moveDownPosition = { 0.0f, 0.0f };
static Vector2 moveDownPosition2 = { 0.0f, 0.0f };
static int numTap = 0;
static int pointCount = 0;
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static int firstTouchId = -1;
static double eventTime = 0.0;
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static double swipeTime = 0.0;
// Hold gesture variables
static int numHold = 0;
static float timeHold = 0.0f;
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// Drag gesture variables
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static Vector2 dragVector = { 0.0f , 0.0f }; // DRAG vector (between initial and current position)
static float dragAngle = 0.0f; // DRAG angle (relative to x-axis)
static float dragDistance = 0.0f; // DRAG distance (from initial touch point to final) (normalized [0..1])
static float dragIntensity = 0.0f; // DRAG intensity, how far why did the DRAG (pixels per frame)
static bool startMoving = false; // SWIPE used to define when start measuring swipeTime
// Pinch gesture variables
static Vector2 pinchVector = { 0.0f , 0.0f }; // PINCH vector (between first and second touch points)
static float pinchAngle = 0.0f; // PINCH angle (relative to x-axis)
static float pinchDistance = 0.0f; // PINCH displacement distance (normalized [0..1])
// Detected gestures
static int previousGesture = GESTURE_NONE;
static int currentGesture = GESTURE_NONE;
// Enabled gestures flags, all gestures enabled by default
static unsigned int enabledGestures = 0b0000001111111111;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
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static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition);
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static float Vector2Distance(Vector2 v1, Vector2 v2);
static double GetCurrentTime(void);
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Enable only desired getures to be detected
void SetGesturesEnabled(unsigned int gestureFlags)
{
enabledGestures = gestureFlags;
}
// Check if a gesture have been detected
bool IsGestureDetected(int gesture)
{
if ((enabledGestures & currentGesture) == gesture) return true;
else return false;
}
// Process gesture event and translate it into gestures
void ProcessGestureEvent(GestureEvent event)
{
// Reset required variables
previousGesture = currentGesture;
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pointCount = event.pointCount; // Required on UpdateGestures()
if (pointCount < 2)
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{
if (event.touchAction == TOUCH_DOWN)
{
numTap++; // Tap counter
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// Detect GESTURE_DOUBLE_TAP
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if ((currentGesture == GESTURE_NONE) && (numTap >= 2) && ((GetCurrentTime() - eventTime) < TAP_TIMEOUT) && (Vector2Distance(touchDownPosition, event.position[0]) < DOUBLETAP_RANGE))
{
currentGesture = GESTURE_DOUBLETAP;
numTap = 0;
}
else // Detect GESTURE_TAP
{
numTap = 1;
currentGesture = GESTURE_TAP;
}
touchDownPosition = event.position[0];
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touchDownDragPosition = event.position[0];
touchUpPosition = touchDownPosition;
eventTime = GetCurrentTime();
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firstTouchId = event.pointerId[0];
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dragVector = (Vector2){ 0.0f, 0.0f };
}
else if (event.touchAction == TOUCH_UP)
{
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if (currentGesture == GESTURE_DRAG) touchUpPosition = event.position[0];
// NOTE: dragIntensity dependend on the resolution of the screen
dragDistance = Vector2Distance(touchDownPosition, touchUpPosition);
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dragIntensity = dragDistance/(float)((GetCurrentTime() - swipeTime));
startMoving = false;
// Detect GESTURE_SWIPE
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if ((dragIntensity > FORCE_TO_SWIPE) && firstTouchId == event.pointerId[0])
{
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// NOTE: Angle should be inverted in Y
dragAngle = 360.0f - Vector2Angle(touchDownPosition, touchUpPosition);
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if ((dragAngle < 30) || (dragAngle > 330)) currentGesture = GESTURE_SWIPE_RIGHT; // Right
else if ((dragAngle > 30) && (dragAngle < 120)) currentGesture = GESTURE_SWIPE_UP; // Up
else if ((dragAngle > 120) && (dragAngle < 210)) currentGesture = GESTURE_SWIPE_LEFT; // Left
else if ((dragAngle > 210) && (dragAngle < 300)) currentGesture = GESTURE_SWIPE_DOWN; // Down
else currentGesture = GESTURE_NONE;
}
else
{
dragDistance = 0.0f;
dragIntensity = 0.0f;
dragAngle = 0.0f;
currentGesture = GESTURE_NONE;
}
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touchDownDragPosition = (Vector2){ 0.0f, 0.0f };
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pointCount = 0;
}
else if (event.touchAction == TOUCH_MOVE)
{
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if (currentGesture == GESTURE_DRAG) eventTime = GetCurrentTime();
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if (!startMoving)
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{
swipeTime = GetCurrentTime();
startMoving = true;
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}
moveDownPosition = event.position[0];
if (currentGesture == GESTURE_HOLD)
{
if (numHold == 1) touchDownPosition = event.position[0];
numHold = 2;
// Detect GESTURE_DRAG
if (Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_DRAG)
{
eventTime = GetCurrentTime();
currentGesture = GESTURE_DRAG;
}
}
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dragVector.x = moveDownPosition.x - touchDownDragPosition.x;
dragVector.y = moveDownPosition.y - touchDownDragPosition.y;
}
}
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else // Two touch points
{
if (event.touchAction == TOUCH_DOWN)
{
touchDownPosition = event.position[0];
touchDownPosition2 = event.position[1];
//pinchDistance = Vector2Distance(touchDownPosition, touchDownPosition2);
pinchVector.x = touchDownPosition2.x - touchDownPosition.x;
pinchVector.y = touchDownPosition2.y - touchDownPosition.y;
currentGesture = GESTURE_HOLD;
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timeHold = GetCurrentTime();
}
else if (event.touchAction == TOUCH_MOVE)
{
pinchDistance = Vector2Distance(moveDownPosition, moveDownPosition2);
touchDownPosition = moveDownPosition;
touchDownPosition2 = moveDownPosition2;
moveDownPosition = event.position[0];
moveDownPosition2 = event.position[1];
pinchVector.x = moveDownPosition2.x - moveDownPosition.x;
pinchVector.y = moveDownPosition2.y - moveDownPosition.y;
if ((Vector2Distance(touchDownPosition, moveDownPosition) >= MINIMUM_PINCH) || (Vector2Distance(touchDownPosition2, moveDownPosition2) >= MINIMUM_PINCH))
{
if ((Vector2Distance(moveDownPosition, moveDownPosition2) - pinchDistance) < 0) currentGesture = GESTURE_PINCH_IN;
else currentGesture = GESTURE_PINCH_OUT;
}
else
{
currentGesture = GESTURE_HOLD;
timeHold = GetCurrentTime();
}
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// NOTE: Angle should be inverted in Y
pinchAngle = 360.0f - Vector2Angle(moveDownPosition, moveDownPosition2);
}
else if (event.touchAction == TOUCH_UP)
{
pinchDistance = 0.0f;
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pinchAngle = 0.0f;
pinchVector = (Vector2){ 0.0f, 0.0f };
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pointCount = 0;
currentGesture = GESTURE_NONE;
}
}
}
// Update gestures detected (must be called every frame)
void UpdateGestures(void)
{
// NOTE: Gestures are processed through system callbacks on touch events
// Detect GESTURE_HOLD
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if (((currentGesture == GESTURE_TAP) || (currentGesture == GESTURE_DOUBLETAP)) && (pointCount < 2))
{
currentGesture = GESTURE_HOLD;
timeHold = GetCurrentTime();
}
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if (((GetCurrentTime() - eventTime) > TAP_TIMEOUT) && (currentGesture == GESTURE_DRAG) && (pointCount < 2))
{
currentGesture = GESTURE_HOLD;
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timeHold = GetCurrentTime();
numHold = 1;
}
// Detect GESTURE_NONE
if ((currentGesture == GESTURE_SWIPE_RIGHT) || (currentGesture == GESTURE_SWIPE_UP) || (currentGesture == GESTURE_SWIPE_LEFT) || (currentGesture == GESTURE_SWIPE_DOWN))
{
currentGesture = GESTURE_NONE;
}
}
// Get number of touch points
int GetTouchPointsCount(void)
{
// NOTE: point count is calculated when ProcessGestureEvent(GestureEvent event) is called
return pointCount;
}
// Get latest detected gesture
int GetGestureDetected(void)
{
// Get current gesture only if enabled
return (enabledGestures & currentGesture);
}
// Hold time measured in ms
float GetGestureHoldDuration(void)
{
// NOTE: time is calculated on current gesture HOLD
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float time = 0.0f;
if (currentGesture == GESTURE_HOLD) time = (float)GetCurrentTime() - timeHold;
return time;
}
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// Get drag vector (between initial touch point to current)
Vector2 GetGestureDragVector(void)
{
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// NOTE: drag vector is calculated on one touch points TOUCH_MOVE
return dragVector;
}
// Get drag angle
// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
float GetGestureDragAngle(void)
{
// NOTE: drag angle is calculated on one touch points TOUCH_UP
return dragAngle;
}
// Get distance between two pinch points
Vector2 GetGesturePinchVector(void)
{
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// NOTE: The position values used for pinchDistance are not modified like the position values of [core.c]-->GetTouchPosition(int index)
// NOTE: pinch distance is calculated on two touch points TOUCH_MOVE
return pinchVector;
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}
// Get angle beween two pinch points
// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
float GetGesturePinchAngle(void)
{
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// NOTE: pinch angle is calculated on two touch points TOUCH_MOVE
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return pinchAngle;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
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// Returns angle from two-points vector with X-axis
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static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition)
{
float angle;
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angle = atan2(finalPosition.y - initialPosition.y, finalPosition.x - initialPosition.x);
angle *= RAD2DEG;
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if (angle < 0) angle += 360.0f;
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return angle;
}
// Calculate distance between two Vector2
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static float Vector2Distance(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;
}
// Time measure returned are milliseconds
static double GetCurrentTime(void)
{
double time = 0;
#if defined(_WIN32)
unsigned long long int clockFrequency, currentTime;
QueryPerformanceFrequency(&clockFrequency);
QueryPerformanceCounter(&currentTime);
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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);
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uint64_t nowTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; // Time in nanoseconds
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time = ((double)nowTime/1000000.0); // Time in miliseconds
#endif
return time;
}