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koreader/frontend/ui/gesturedetector.lua

330 lines
6.9 KiB
Lua

require "ui/geometry"
GestureRange = {
ges = nil,
range = nil,
}
function GestureRange:new(o)
local o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function GestureRange:match(gs)
if gs.ges ~= self.ges then
return false
end
if self.range:contains(gs.pos) then
return true
end
return false
end
--[[
Currently supported gestures:
* single tap
* double tap
* hold
* pan
* swipe
You change the state machine by feeding it touch events, i.e. calling
GestureDetector:feedEvent(tev).
a touch event should have following format:
tev = {
slot = 1,
id = 46,
x = 0,
y = 1,
timev = TimeVal:new{...},
}
Don't confuse tev with raw evs from kernel, tev is build according to ev.
GestureDetector:feedEvent(tev) will return a detection result when you
feed a touch release event to it.
--]]
GestureDetector = {
-- all the time parameters are in us
DOUBLE_TAP_INTERVAL = 300 * 1000,
HOLD_INTERVAL = 1000 * 1000,
SWIPE_INTERVAL = 900 * 1000,
-- distance parameters
DOUBLE_TAP_DISTANCE = 50,
PAN_THRESHOLD = 50,
track_id = {},
ev_stack = {},
-- latest feeded touch event
last_ev = {},
is_ev_start = false,
first_ev = nil,
state = function(self, ev)
self:switchState("initialState", ev)
end,
last_tap = nil, -- for single/double tap
}
function GestureDetector:feedEvent(tev)
if tev.id ~= -1 then
self.last_ev = tev
end
return self.state(self, tev)
end
function GestureDetector:deepCopyEv(ev)
return {
x = ev.x,
y = ev.y,
id = ev.id,
slot = ev.slot,
timev = TimeVal:new{
sec = ev.timev.sec,
usec = ev.timev.usec,
}
}
end
--[[
tap2 is the later tap
--]]
function GestureDetector:isDoubleTap(tap1, tap2)
local tv_diff = tap2.timev - tap1.timev
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_INTERVAL)
)
end
--[[
compare last_pan with self.first_ev
if it is a swipe, return direction of swipe gesture.
--]]
function GestureDetector:isSwipe()
local tv_diff = self.first_ev.timev - self.last_ev.timev
if (tv_diff.sec == 0) and (tv_diff.usec < self.SWIPE_INTERVAL) then
x_diff = self.last_ev.x - self.first_ev.x
y_diff = self.last_ev.y - self.first_ev.y
if x_diff == 0 and y_diff == 0 then
return nil
end
if (math.abs(x_diff) > math.abs(y_diff)) then
-- left or right
if x_diff < 0 then
return "left"
else
return "right"
end
else
-- up or down
if y_diff < 0 then
return "up"
else
return "down"
end
end
end
end
--[[
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_new](self, ev)
end
function GestureDetector:clearState()
self.state = self.initialState
self.last_ev = {}
self.is_ev_start = false
self.first_ev = nil
end
function GestureDetector:initialState(ev)
if ev.id then
-- a event ends
if ev.id == -1 then
self.is_ev_start = false
else
self.track_id[ev.id] = ev.slot
end
end
if ev.x and ev.y then
-- user starts a new touch motion
if not self.is_ev_start then
self.is_ev_start = true
self.first_ev = self:deepCopyEv(ev)
-- default to tap state
return self:switchState("tapState", ev)
end
end
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 = {
-- default to single tap
ges = "tap",
pos = Geom:new{
x = self.last_ev.x,
y = self.last_ev.y,
w = 0, h = 0,
}
}
-- cur_tap is used for double tap detection
local cur_tap = {
x = self.last_ev.x,
y = self.last_ev.y,
timev = ev.timev,
}
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
end
-- set current tap to last tap
self.last_tap = cur_tap
DEBUG("set up tap timer")
local deadline = self.last_ev.timev + TimeVal:new{
sec = 0, usec = self.DOUBLE_TAP_INTERVAL,
}
Input:setTimeout(function()
DEBUG("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 ~= nil then
self.last_tap = nil
-- we are using closure here
return ges_ev
end
end, deadline)
-- 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
DEBUG("set up hold timer")
local deadline = self.last_ev.timev + TimeVal:new{
sec = 0, usec = self.HOLD_INTERVAL
}
Input:setTimeout(function()
if self.state == self.tapState then
-- timer set in tapState, so we switch to hold
return self:switchState("holdState")
end
end, deadline)
else
-- it is not end of touch event, see if we need to switch to
-- other states
if (ev.x and math.abs(ev.x - self.first_ev.x) >= self.PAN_THRESHOLD) or
(ev.y and math.abs(ev.y - self.first_ev.y) >= self.PAN_THRESHOLD) then
-- if user's finger moved long enough in X or
-- Y distance, we switch to pan state
return self:switchState("panState", ev)
end
end
end
function GestureDetector:panState(ev)
DEBUG("in pan state...")
if ev.id == -1 then
-- end of pan, signal swipe gesture if necessary
swipe_direct = self:isSwipe()
if swipe_direct then
local start_pos = Geom:new{
x = self.first_ev.x,
y = self.first_ev.y,
w = 0, h = 0,
}
self:clearState()
return {
ges = "swipe",
direction = swipe_direct,
-- use first pan ev coordination as swipe start point
pos = start_pos,
--@TODO add start and end points? (houqp)
}
end
self:clearState()
else
if self.state ~= self.panState then
self.state = self.panState
end
local pan_ev = {
ges = "pan",
relative = {
-- default to pan 0
x = 0,
y = 0,
},
pos = nil,
}
pan_ev.relative.x = ev.x - self.last_ev.x
pan_ev.relative.y = ev.y - self.last_ev.y
pan_ev.pos = Geom:new{
x = self.last_ev.x,
y = self.last_ev.y,
w = 0, h = 0,
}
self.last_ev = ev
return pan_ev
end
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.last_ev.x and self.last_ev.y then
self.state = self.holdState
return {
ges = "hold",
pos = Geom:new{
x = self.last_ev.x,
y = self.last_ev.y,
w = 0, h = 0,
}
}
end
if ev.id == -1 then
-- end of hold, signal hold release
self:clearState()
return {
ges = "hold_release",
pos = Geom:new{
x = self.last_ev.x,
y = self.last_ev.y,
w = 0, h = 0,
}
}
end
end