/********************************************************************************************** * * 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 // malloc(), free() #include // printf(), fprintf() #include // Used for ... #include // Defines int32_t, int64_t #if defined(_WIN32) //#include #elif defined(__linux) #include // Used for clock functions #endif #if defined(PLATFORM_ANDROID) #include // Java native interface #include // Android sensors functions #include // Defines AWINDOW_FLAG_FULLSCREEN and others #endif #if defined(PLATFORM_WEB) #include #include #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; typedef enum { UP, DOWN, MOVE } ActionType; typedef struct { ActionType action; int pointCount; int pointerId[MAX_TOUCH_POINTS]; Vector2 position[MAX_TOUCH_POINTS]; } GestureEvent; //---------------------------------------------------------------------------------- // 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; static unsigned int enabledGestures = 0; // TODO: Currently not in use... static Vector2 touchPosition; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void ProcessMotionEvent(GestureEvent event); 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(); #if defined(PLATFORM_WEB) static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); #endif #if defined(PLATFORM_ANDROID) static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); #endif //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Returns touch position X int GetTouchX(void) { return (int)touchPosition.x; } // Returns touch position Y int GetTouchY(void) { return (int)touchPosition.y; } // Returns touch position XY // TODO: touch position should be scaled depending on display size and render size Vector2 GetTouchPosition(void) { Vector2 position = touchPosition; /* if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { // TODO: Seems to work ok but... review! position.x = position.x*((float)screenWidth / (float)(displayWidth - renderOffsetX)) - renderOffsetX/2; position.y = position.y*((float)screenHeight / (float)(displayHeight - renderOffsetY)) - renderOffsetY/2; } else { position.x = position.x*((float)renderWidth / (float)displayWidth) - renderOffsetX/2; position.y = position.y*((float)renderHeight / (float)displayHeight) - renderOffsetY/2; } */ return position; } // Check if a gesture have been detected bool IsGestureDetected(void) { /* if (currentGesture == GESTURE_DRAG) TraceLog(INFO, "DRAG"); else if (currentGesture == GESTURE_TAP) TraceLog(INFO, "TAP"); else if (currentGesture == GESTURE_DOUBLETAP) TraceLog(INFO, "DOUBLE"); else if (currentGesture == GESTURE_HOLD) TraceLog(INFO, "HOLD"); else if (currentGesture == GESTURE_SWIPE_RIGHT) TraceLog(INFO, "RIGHT"); else if (currentGesture == GESTURE_SWIPE_UP) TraceLog(INFO, "UP"); else if (currentGesture == GESTURE_SWIPE_LEFT) TraceLog(INFO, "LEFT"); else if (currentGesture == GESTURE_SWIPE_DOWN) TraceLog(INFO, "DOWN"); else if (currentGesture == GESTURE_PINCH_IN) TraceLog(INFO, "PINCH IN"); else if (currentGesture == GESTURE_PINCH_OUT) TraceLog(INFO, "PINCH OUT"); */ if (currentGesture != GESTURE_NONE) return true; else return false; } // Check gesture type int GetGestureType(void) { return currentGesture; } void SetGesturesEnabled(unsigned int gestureFlags) { 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; } #if defined(PLATFORM_WEB) // Init gestures system (web) void InitGesturesSystem(void) { // Init gestures system web (emscripten) // NOTE: Some code examples //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch); //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch); emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback); } #elif defined(PLATFORM_ANDROID) // Init gestures system (android) void InitGesturesSystem(struct android_app *app) { app->onInputEvent = AndroidInputCallback; // TODO: Receive frameBuffer data: displayWidth/displayHeight, renderWidth/renderHeight, screenWidth/screenHeight } #endif // 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 void ProcessMotionEvent(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.action == 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.action == 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.action == 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.action == 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.action == MOVE) { if (event.pointCount > 1) InitPinchGesture(event.position[0], event.position[1]); else { lastDragPosition = endDragPosition; endDragPosition = touchPosition; //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.action == UP) { if (event.pointCount == 1) { // Set the drag starting position initialTapPosition = event.position[0]; } gestureType = TYPE_MOTIONLESS; } else if (event.action == 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; } //-------------------------------------------------------------------- } 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) /* // NOTE: Requires Windows.h FILETIME tm; GetSystemTimePreciseAsFileTime(&tm); ULONGLONG nowTime = ((ULONGLONG)tm.dwHighDateTime << 32) | (ULONGLONG)tm.dwLowDateTime; // Time provided in 100-nanosecond intervals time = ((double)nowTime/10000000.0); // time in seconds */ #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; } #if defined(PLATFORM_ANDROID) // Android: Get input events static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) { int type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { touchPosition.x = AMotionEvent_getX(event, 0); touchPosition.y = AMotionEvent_getY(event, 0); } else if (type == AINPUT_EVENT_TYPE_KEY) { //int32_t key = AKeyEvent_getKeyCode(event); //int32_t AKeyEvent_getMetaState(event); //int32_t code = AKeyEvent_getKeyCode((const AInputEvent *)event); // If we are in active mode, we eat the back button and move into pause mode. // If we are already in pause mode, we allow the back button to be handled by the OS, which means we'll be shut down. /* if ((code == AKEYCODE_BACK) && mActiveMode) { setActiveMode(false); return 1; } */ } int32_t action = AMotionEvent_getAction(event); unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; GestureEvent gestureEvent; // Action if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.action = DOWN; else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.action = UP; else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.action = MOVE; // Points gestureEvent.pointCount = AMotionEvent_getPointerCount(event); // Position gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; ProcessMotionEvent(gestureEvent); return 0; // return 1; } #endif #if defined(PLATFORM_WEB) // Web: Get input events static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) { /* for (int i = 0; i < touchEvent->numTouches; i++) { long x, y, id; if (!touchEvent->touches[i].isChanged) continue; id = touchEvent->touches[i].identifier; x = touchEvent->touches[i].canvasX; y = touchEvent->touches[i].canvasY; } printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); for(int i = 0; i < event->numTouches; ++i) { const EmscriptenTouchPoint *t = &event->touches[i]; printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); } */ GestureEvent gestureEvent; // Action if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.action = DOWN; else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.action = UP; else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.action = MOVE; // Points gestureEvent.pointCount = touchEvent->numTouches; // Position gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; touchPosition = gestureEvent.position[0]; ProcessMotionEvent(gestureEvent); return 1; } #endif