add setTimeOut method in inputevent.lua

adapt all the state machine to use setTimeOut. Now supported gestures
includes tap, double tap and hold.
pull/2/merge
Qingping Hou 12 years ago
parent b7e62491bc
commit d3e0424122

@ -51,7 +51,8 @@ SYN REPORT
GestureDetector = {
-- all the time parameters are in us
DOUBLE_TAP_TIME = 500 * 1000,
DOUBLE_TAP_INTERVAL = 300 * 1000,
HOLD_INTERVAL = 1000 * 1000,
-- distance parameters
DOUBLE_TAP_DISTANCE = 50,
PAN_THRESHOLD = 50,
@ -103,13 +104,17 @@ function GestureDetector:isDoubleTap(tap1, tap2)
return (
math.abs(tap1.x - tap2.x) < self.DOUBLE_TAP_DISTANCE and
math.abs(tap1.y - tap2.y) < self.DOUBLE_TAP_DISTANCE and
(tv_diff.sec == 0 and (tv_diff.usec) < self.DOUBLE_TAP_TIME)
(tv_diff.sec == 0 and (tv_diff.usec) < self.DOUBLE_TAP_INTERVAL)
)
end
function GestureDetector:switchState(state, ev)
--[[
Warning! this method won't update self.state, you need to do it
in each state method!
--]]
function GestureDetector:switchState(state_new, ev)
--@TODO do we need to check whether state is valid? (houqp)
return self[state](self, ev)
return self[state_new](self, ev)
end
function GestureDetector:clearState()
@ -130,7 +135,7 @@ function GestureDetector:initialState(ev)
end
end
if ev.x and ev.y then
-- a new event has just started
-- user starts a new touch motion
if not self.ev_start then
self.ev_start = true
-- default to tap state
@ -141,8 +146,9 @@ end
--[[
this method handles both single and double tap
]]
--]]
function GestureDetector:tapState(ev)
DEBUG("in tap state...", ev)
if ev.id == -1 then
-- end of tap event
local ges_ev = {
@ -161,8 +167,10 @@ function GestureDetector:tapState(ev)
timev = ev.timev,
}
if self.last_tap and
if self.last_tap ~= nil and
self:isDoubleTap(self.last_tap, cur_tap) then
-- it is a double tap
self:clearState()
ges_ev.ges = "double_tap"
self.last_tap = nil
return ges_ev
@ -170,31 +178,42 @@ function GestureDetector:tapState(ev)
-- set current tap to last tap
self.last_tap = cur_tap
local dead_line = self.cur_ev.timev + TimeVal:new{
sec = 0, usec = self.DOUBLE_TAP_INTERVAL,
}
DEBUG("set up tap timer")
Input:setTimeOut(function()
print("in tap timer", self.last_tap ~= nil)
-- double tap will set last_tap to nil
-- so if it is not, then user must only
-- tapped once
if self.last_tap then
if self.last_tap ~= nil then
self.last_tap = nil
self:clearState()
-- we are using closure here
return ges_ev
end
end, self.cur_ev.timev+TimeVal:new{sec=0, usec=DOUBLE_TAP_TIME})
end, dead_line)
-- we are already at the end of touch event
-- so reset the state
self:clearState()
elseif self.state ~= self.tapState then
-- switched from other state, probably from initialState
-- we return nil in this case
self.state = self.tapState
self.cur_x = ev.x
self.cur_y = ev.y
--@TODO set up hold timer (houqp)
DEBUG("set up hold timer")
local dead_line = self.cur_ev.timev + TimeVal:new{
sec = 0, usec = self.HOLD_INTERVAL
}
Input:setTimeOut(function()
print("hold timer", self.state == self.tapState)
if self.state == self.tapState then
-- timer set in tapState, so we switch to hold
return self:switchState("holdState")
end
end,
self.cur_ev.timev + TimeVal:new{sec = 0, usec = HOLD_TIME})
end, dead_line)
else
-- it is not end of touch event, see if we need to switch to
-- other states
@ -208,8 +227,10 @@ function GestureDetector:tapState(ev)
end
function GestureDetector:panState(ev)
DEBUG("in pan state...")
if ev.id == -1 then
-- end of pan, signal swipe gesture
self:clearState()
elseif self.state ~= self.panState then
self.state = self.panState
--@TODO calculate direction here (houqp)
@ -220,7 +241,11 @@ function GestureDetector:panState(ev)
end
function GestureDetector:holdState(ev)
DEBUG("in hold state...")
-- when we switch to hold state, we pass no ev
-- so ev = nil
if not ev and self.cur_x and self.cur_y then
self.state = self.holdState
return {
ges = "hold",
pos = Geom:new{
@ -231,7 +256,16 @@ function GestureDetector:holdState(ev)
}
end
if ev.id == -1 then
-- end of hold, signal hold release?
-- end of hold, signal hold release
self:clearState()
return {
ges = "hold_release",
pos = Geom:new{
x = self.cur_x,
y = self.cur_y,
w = 0, h = 0,
}
}
end
end

@ -269,10 +269,19 @@ function Input:adjustKindle4EventMap()
end
function Input:setTimeOut(cb, tv_out)
table.insert(self.timer_callbacks, {
local item = {
callback = cb,
dead_line = tv_out,
})
}
for k,v in ipairs(self.timer_callbacks) do
if v.dead_line > tv_out then
table.insert(self.timer_callbacks, k, item)
break
end
end
if #self.timer_callbacks <= 0 then
self.timer_callbacks[1] = item
end
end
function Input:waitEvent(timeout_us, timeout_s)
@ -283,9 +292,26 @@ function Input:waitEvent(timeout_us, timeout_s)
usec = timeout_us
}
while true do
if #self.timer_callbacks then
if #self.timer_callbacks > 0 then
-- we don't block if there is any timer, set wait to 10us
ok, ev = pcall(input.waitForEvent, 10)
while #self.timer_callbacks > 0 do
ok, ev = pcall(input.waitForEvent, 100)
if ok then break end
local tv_now = TimeVal:now()
if ((not timeout_us and not timeout_s) or tv_now < wait_deadline) then
-- check whether timer is up
if tv_now >= self.timer_callbacks[1].dead_line then
local ges = self.timer_callbacks[1].callback()
table.remove(self.timer_callbacks, 1)
if ges then
-- Do we really need to clear all setTimeOut after
-- decided a gesture? FIXME
Input.timer_callbacks = {}
return Event:new("Gesture", ges)
end
end
end
end
else
ok, ev = pcall(input.waitForEvent, timeout_us)
end
@ -293,25 +319,13 @@ function Input:waitEvent(timeout_us, timeout_s)
break
end
if ev == "Waiting for input failed: timeout\n" then
local tv_now = TimeVal:now()
if #self.timer_thread and tv_now < wait_deadline then
-- check whether timer is up
if tv_now >= timer_thread[1].dead_line then
local ges = self.timer_callbacks[1].callback()
table.remove(self.timer_callbacks, 1)
if ges then
return Event:new("Gesture", ges)
end
end
else
-- don't report an error on timeout
ev = nil
break
end
-- don't report an error on timeout
ev = nil
break
elseif ev == "application forced to quit" then
os.exit(0)
end
DEBUG("got error waiting for events:", ev)
--DEBUG("got error waiting for events:", ev)
if ev ~= "Waiting for input failed: 4\n" then
-- we only abort if the error is not EINTR
break
@ -363,7 +377,6 @@ function Input:waitEvent(timeout_us, timeout_s)
end
elseif ev.type == EV_ABS or ev.type == EV_SYN then
local touch_ges = GestureDetector:feedEvent(ev)
DEBUG(touch_ges)
if touch_ges then
return Event:new("Gesture", touch_ges)
end

@ -10,6 +10,9 @@ function TimeVal:new(o)
end
if o.usec == nil then
o.usec = 0
elseif o.usec > 1000000 then
o.sec = o.sec + maht.floor(o.usec/1000000)
o.usec = o.usec % 1000000
end
setmetatable(o, self)
self.__index = self

@ -200,6 +200,7 @@ function UIManager:run()
-- delegate input_event to handler
if input_event then
DEBUG(input_event)
self:sendEvent(input_event)
end
end

@ -299,8 +299,9 @@ static int waitForInput(lua_State *L) {
}
int ticks = SDL_GetTicks();
if (usecs < 0)
if (usecs < 0) {
SDL_WaitEvent(&event);
}
else {
while (SDL_GetTicks()-ticks <= usecs/1000) {
if (SDL_PollEvent(&event)) break;

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