gencpp/project/auxillary/vis_ast/dependencies/raylib/include/rgestures.h

595 lines
21 KiB
C

/**********************************************************************************************
*
* rgestures - Gestures system, gestures processing based on input events (touch/mouse)
*
* CONFIGURATION:
* #define RGESTURES_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RGESTURES_STANDALONE
* If defined, the library can be used as standalone to process gesture events with
* no external dependencies.
*
* CONTRIBUTORS:
* Marc Palau: Initial implementation (2014)
* Albert Martos: Complete redesign and testing (2015)
* Ian Eito: Complete redesign and testing (2015)
* Ramon Santamaria: Supervision, review, update and maintenance
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 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.
*
**********************************************************************************************/
#ifndef RGESTURES_H
#define RGESTURES_H
#ifndef PI
#define PI 3.14159265358979323846
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#ifndef MAX_TOUCH_POINTS
#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for standalone usage
//----------------------------------------------------------------------------------
// Boolean type
#if ( defined( __STDC__ ) && __STDC_VERSION__ >= 199901L ) || ( defined( _MSC_VER ) && _MSC_VER >= 1800 )
#include <stdbool.h>
#elif ! defined( __cplusplus ) && ! defined( bool ) && ! defined( RL_BOOL_TYPE )
typedef enum bool
{
false = 0,
true = ! false
} bool;
#endif
#if ! defined( RL_VECTOR2_TYPE )
// Vector2 type
typedef struct Vector2
{
float x;
float y;
} Vector2;
#endif
#if defined( RGESTURES_STANDALONE )
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
typedef enum
{
GESTURE_NONE = 0,
GESTURE_TAP = 1,
GESTURE_DOUBLETAP = 2,
GESTURE_HOLD = 4,
GESTURE_DRAG = 8,
GESTURE_SWIPE_RIGHT = 16,
GESTURE_SWIPE_LEFT = 32,
GESTURE_SWIPE_UP = 64,
GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512
} Gesture;
#endif
typedef enum
{
TOUCH_ACTION_UP = 0,
TOUCH_ACTION_DOWN,
TOUCH_ACTION_MOVE,
TOUCH_ACTION_CANCEL
} TouchAction;
// Gesture event
typedef struct
{
int touchAction;
int pointCount;
int pointId[ MAX_TOUCH_POINTS ];
Vector2 position[ MAX_TOUCH_POINTS ];
} GestureEvent;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
#if defined( __cplusplus )
extern "C"
{ // Prevents name mangling of functions
#endif
void ProcessGestureEvent( GestureEvent event ); // Process gesture event and translate it into gestures
void UpdateGestures( void ); // Update gestures detected (must be called every frame)
#if defined( RGESTURES_STANDALONE )
void SetGesturesEnabled( unsigned int flags ); // Enable a set of gestures using flags
bool IsGestureDetected( int gesture ); // Check if a gesture have been detected
int GetGestureDetected( void ); // Get latest detected gesture
float GetGestureHoldDuration( void ); // Get gesture hold time in seconds
Vector2 GetGestureDragVector( void ); // Get gesture drag vector
float GetGestureDragAngle( void ); // Get gesture drag angle
Vector2 GetGesturePinchVector( void ); // Get gesture pinch delta
float GetGesturePinchAngle( void ); // Get gesture pinch angle
#endif
#if defined( __cplusplus )
}
#endif
#endif // RGESTURES_H
/***********************************************************************************
*
* RGESTURES IMPLEMENTATION
*
************************************************************************************/
#if defined( RGESTURES_IMPLEMENTATION )
#if defined( RGESTURES_STANDALONE )
#if defined( _WIN32 )
#if defined( __cplusplus )
extern "C"
{ // Prevents name mangling of functions
#endif
// Functions required to query time on Windows
int __stdcall QueryPerformanceCounter( unsigned long long int* lpPerformanceCount );
int __stdcall QueryPerformanceFrequency( unsigned long long int* lpFrequency );
#if defined( __cplusplus )
}
#endif
#elif defined( __linux__ )
#if _POSIX_C_SOURCE < 199309L
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
#include <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#include <math.h> // Required for: sqrtf(), atan2f()
#endif
#if defined( __APPLE__ ) // macOS also defines __MACH__
#include <mach/clock.h> // Required for: clock_get_time()
#include <mach/mach.h> // Required for: mach_timespec_t
#endif
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define FORCE_TO_SWIPE 0.2f // Swipe force, measured in normalized screen units/time
#define MINIMUM_DRAG 0.015f // Drag minimum force, measured in normalized screen units (0.0f to 1.0f)
#define DRAG_TIMEOUT 0.3f // Drag minimum time for web, measured in seconds
#define MINIMUM_PINCH 0.005f // Pinch minimum force, measured in normalized screen units (0.0f to 1.0f)
#define TAP_TIMEOUT 0.3f // Tap minimum time, measured in seconds
#define PINCH_TIMEOUT 0.3f // Pinch minimum time, measured in seconds
#define DOUBLETAP_RANGE 0.03f // DoubleTap range, measured in normalized screen units (0.0f to 1.0f)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Gestures module state context [136 bytes]
typedef struct
{
unsigned int current; // Current detected gesture
unsigned int enabledFlags; // Enabled gestures flags
struct
{
int firstId; // Touch id for first touch point
int pointCount; // Touch points counter
double eventTime; // Time stamp when an event happened
Vector2 upPosition; // Touch up position
Vector2 downPositionA; // First touch down position
Vector2 downPositionB; // Second touch down position
Vector2 downDragPosition; // Touch drag position
Vector2 moveDownPositionA; // First touch down position on move
Vector2 moveDownPositionB; // Second touch down position on move
Vector2 previousPositionA; // Previous position A to compare for pinch gestures
Vector2 previousPositionB; // Previous position B to compare for pinch gestures
int tapCounter; // TAP counter (one tap implies TOUCH_ACTION_DOWN and TOUCH_ACTION_UP actions)
} Touch;
struct
{
bool resetRequired; // HOLD reset to get first touch point again
double timeDuration; // HOLD duration in seconds
} Hold;
struct
{
Vector2 vector; // DRAG vector (between initial and current position)
float angle; // DRAG angle (relative to x-axis)
float distance; // DRAG distance (from initial touch point to final) (normalized [0..1])
float intensity; // DRAG intensity, how far why did the DRAG (pixels per frame)
} Drag;
struct
{
double startTime; // SWIPE start time to calculate drag intensity
} Swipe;
struct
{
Vector2 vector; // PINCH vector (between first and second touch points)
float angle; // PINCH angle (relative to x-axis)
float distance; // PINCH displacement distance (normalized [0..1])
} Pinch;
} GesturesData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static GesturesData GESTURES = {
.Touch.firstId = -1,
.current = GESTURE_NONE, // No current gesture detected
.enabledFlags = 0b0000001111111111 // All gestures supported by default
};
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float rgVector2Angle( Vector2 initialPosition, Vector2 finalPosition );
static float rgVector2Distance( Vector2 v1, Vector2 v2 );
static double rgGetCurrentTime( void );
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Enable only desired gestures to be detected
void SetGesturesEnabled( unsigned int flags )
{
GESTURES.enabledFlags = flags;
}
// Check if a gesture have been detected
bool IsGestureDetected( unsigned int gesture )
{
if ( ( GESTURES.enabledFlags & GESTURES.current ) == gesture )
return true;
else
return false;
}
// Process gesture event and translate it into gestures
void ProcessGestureEvent( GestureEvent event )
{
// Reset required variables
GESTURES.Touch.pointCount = event.pointCount; // Required on UpdateGestures()
if ( GESTURES.Touch.pointCount == 1 ) // One touch point
{
if ( event.touchAction == TOUCH_ACTION_DOWN )
{
GESTURES.Touch.tapCounter++; // Tap counter
// Detect GESTURE_DOUBLE_TAP
if ( ( GESTURES.current == GESTURE_NONE ) && ( GESTURES.Touch.tapCounter >= 2 )
&& ( ( rgGetCurrentTime() - GESTURES.Touch.eventTime ) < TAP_TIMEOUT )
&& ( rgVector2Distance( GESTURES.Touch.downPositionA, event.position[ 0 ] ) < DOUBLETAP_RANGE ) )
{
GESTURES.current = GESTURE_DOUBLETAP;
GESTURES.Touch.tapCounter = 0;
}
else // Detect GESTURE_TAP
{
GESTURES.Touch.tapCounter = 1;
GESTURES.current = GESTURE_TAP;
}
GESTURES.Touch.downPositionA = event.position[ 0 ];
GESTURES.Touch.downDragPosition = event.position[ 0 ];
GESTURES.Touch.upPosition = GESTURES.Touch.downPositionA;
GESTURES.Touch.eventTime = rgGetCurrentTime();
GESTURES.Swipe.startTime = rgGetCurrentTime();
GESTURES.Drag.vector = ( Vector2 ) { 0.0f, 0.0f };
}
else if ( event.touchAction == TOUCH_ACTION_UP )
{
// A swipe can happen while the current gesture is drag, but (specially for web) also hold, so set upPosition for both cases
if ( GESTURES.current == GESTURE_DRAG || GESTURES.current == GESTURE_HOLD )
GESTURES.Touch.upPosition = event.position[ 0 ];
// NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
GESTURES.Drag.distance = rgVector2Distance( GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition );
GESTURES.Drag.intensity = GESTURES.Drag.distance / ( float )( ( rgGetCurrentTime() - GESTURES.Swipe.startTime ) );
// Detect GESTURE_SWIPE
if ( ( GESTURES.Drag.intensity > FORCE_TO_SWIPE ) && ( GESTURES.current != GESTURE_DRAG ) )
{
// NOTE: Angle should be inverted in Y
GESTURES.Drag.angle = 360.0f - rgVector2Angle( GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition );
if ( ( GESTURES.Drag.angle < 30 ) || ( GESTURES.Drag.angle > 330 ) )
GESTURES.current = GESTURE_SWIPE_RIGHT; // Right
else if ( ( GESTURES.Drag.angle >= 30 ) && ( GESTURES.Drag.angle <= 150 ) )
GESTURES.current = GESTURE_SWIPE_UP; // Up
else if ( ( GESTURES.Drag.angle > 150 ) && ( GESTURES.Drag.angle < 210 ) )
GESTURES.current = GESTURE_SWIPE_LEFT; // Left
else if ( ( GESTURES.Drag.angle >= 210 ) && ( GESTURES.Drag.angle <= 330 ) )
GESTURES.current = GESTURE_SWIPE_DOWN; // Down
else
GESTURES.current = GESTURE_NONE;
}
else
{
GESTURES.Drag.distance = 0.0f;
GESTURES.Drag.intensity = 0.0f;
GESTURES.Drag.angle = 0.0f;
GESTURES.current = GESTURE_NONE;
}
GESTURES.Touch.downDragPosition = ( Vector2 ) { 0.0f, 0.0f };
GESTURES.Touch.pointCount = 0;
}
else if ( event.touchAction == TOUCH_ACTION_MOVE )
{
GESTURES.Touch.moveDownPositionA = event.position[ 0 ];
if ( GESTURES.current == GESTURE_HOLD )
{
if ( GESTURES.Hold.resetRequired )
GESTURES.Touch.downPositionA = event.position[ 0 ];
GESTURES.Hold.resetRequired = false;
// Detect GESTURE_DRAG
if ( ( rgGetCurrentTime() - GESTURES.Touch.eventTime ) > DRAG_TIMEOUT )
{
GESTURES.Touch.eventTime = rgGetCurrentTime();
GESTURES.current = GESTURE_DRAG;
}
}
GESTURES.Drag.vector.x = GESTURES.Touch.moveDownPositionA.x - GESTURES.Touch.downDragPosition.x;
GESTURES.Drag.vector.y = GESTURES.Touch.moveDownPositionA.y - GESTURES.Touch.downDragPosition.y;
}
}
else if ( GESTURES.Touch.pointCount == 2 ) // Two touch points
{
if ( event.touchAction == TOUCH_ACTION_DOWN )
{
GESTURES.Touch.downPositionA = event.position[ 0 ];
GESTURES.Touch.downPositionB = event.position[ 1 ];
GESTURES.Touch.previousPositionA = GESTURES.Touch.downPositionA;
GESTURES.Touch.previousPositionB = GESTURES.Touch.downPositionB;
// GESTURES.Pinch.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.downPositionB);
GESTURES.Pinch.vector.x = GESTURES.Touch.downPositionB.x - GESTURES.Touch.downPositionA.x;
GESTURES.Pinch.vector.y = GESTURES.Touch.downPositionB.y - GESTURES.Touch.downPositionA.y;
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = rgGetCurrentTime();
}
else if ( event.touchAction == TOUCH_ACTION_MOVE )
{
GESTURES.Pinch.distance = rgVector2Distance( GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB );
GESTURES.Touch.moveDownPositionA = event.position[ 0 ];
GESTURES.Touch.moveDownPositionB = event.position[ 1 ];
GESTURES.Pinch.vector.x = GESTURES.Touch.moveDownPositionB.x - GESTURES.Touch.moveDownPositionA.x;
GESTURES.Pinch.vector.y = GESTURES.Touch.moveDownPositionB.y - GESTURES.Touch.moveDownPositionA.y;
if ( ( rgVector2Distance( GESTURES.Touch.previousPositionA, GESTURES.Touch.moveDownPositionA ) >= MINIMUM_PINCH )
|| ( rgVector2Distance( GESTURES.Touch.previousPositionB, GESTURES.Touch.moveDownPositionB ) >= MINIMUM_PINCH ) )
{
if ( rgVector2Distance( GESTURES.Touch.previousPositionA, GESTURES.Touch.previousPositionB )
> rgVector2Distance( GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB ) )
GESTURES.current = GESTURE_PINCH_IN;
else
GESTURES.current = GESTURE_PINCH_OUT;
}
else
{
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = rgGetCurrentTime();
}
// NOTE: Angle should be inverted in Y
GESTURES.Pinch.angle = 360.0f - rgVector2Angle( GESTURES.Touch.moveDownPositionA, GESTURES.Touch.moveDownPositionB );
}
else if ( event.touchAction == TOUCH_ACTION_UP )
{
GESTURES.Pinch.distance = 0.0f;
GESTURES.Pinch.angle = 0.0f;
GESTURES.Pinch.vector = ( Vector2 ) { 0.0f, 0.0f };
GESTURES.Touch.pointCount = 0;
GESTURES.current = GESTURE_NONE;
}
}
else if ( GESTURES.Touch.pointCount > 2 ) // More than two touch points
{
// TODO: Process gesture events for more than two points
}
}
// Update gestures detected (must be called every frame)
void UpdateGestures( void )
{
// NOTE: Gestures are processed through system callbacks on touch events
// Detect GESTURE_HOLD
if ( ( ( GESTURES.current == GESTURE_TAP ) || ( GESTURES.current == GESTURE_DOUBLETAP ) ) && ( GESTURES.Touch.pointCount < 2 ) )
{
GESTURES.current = GESTURE_HOLD;
GESTURES.Hold.timeDuration = rgGetCurrentTime();
}
// Detect GESTURE_NONE
if ( ( GESTURES.current == GESTURE_SWIPE_RIGHT ) || ( GESTURES.current == GESTURE_SWIPE_UP ) || ( GESTURES.current == GESTURE_SWIPE_LEFT )
|| ( GESTURES.current == GESTURE_SWIPE_DOWN ) )
{
GESTURES.current = GESTURE_NONE;
}
}
// Get latest detected gesture
int GetGestureDetected( void )
{
// Get current gesture only if enabled
return ( GESTURES.enabledFlags & GESTURES.current );
}
// Hold time measured in ms
float GetGestureHoldDuration( void )
{
// NOTE: time is calculated on current gesture HOLD
double time = 0.0;
if ( GESTURES.current == GESTURE_HOLD )
time = rgGetCurrentTime() - GESTURES.Hold.timeDuration;
return ( float )time;
}
// Get drag vector (between initial touch point to current)
Vector2 GetGestureDragVector( void )
{
// NOTE: drag vector is calculated on one touch points TOUCH_ACTION_MOVE
return GESTURES.Drag.vector;
}
// Get drag angle
// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
float GetGestureDragAngle( void )
{
// NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP
return GESTURES.Drag.angle;
}
// Get distance between two pinch points
Vector2 GetGesturePinchVector( void )
{
// NOTE: Pinch distance is calculated on two touch points TOUCH_ACTION_MOVE
return GESTURES.Pinch.vector;
}
// Get angle between two pinch points
// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
float GetGesturePinchAngle( void )
{
// NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE
return GESTURES.Pinch.angle;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Get angle from two-points vector with X-axis
static float rgVector2Angle( Vector2 v1, Vector2 v2 )
{
float angle = atan2f( v2.y - v1.y, v2.x - v1.x ) * ( 180.0f / PI );
if ( angle < 0 )
angle += 360.0f;
return angle;
}
// Calculate distance between two Vector2
static float rgVector2Distance( Vector2 v1, Vector2 v2 )
{
float result;
float dx = v2.x - v1.x;
float dy = v2.y - v1.y;
result = ( float )sqrt( dx * dx + dy * dy );
return result;
}
// Time measure returned are seconds
static double rgGetCurrentTime( void )
{
double time = 0;
#if ! defined( RGESTURES_STANDALONE )
time = GetTime();
#else
#if defined( _WIN32 )
unsigned long long int clockFrequency, currentTime;
QueryPerformanceFrequency( &clockFrequency ); // BE CAREFUL: Costly operation!
QueryPerformanceCounter( &currentTime );
time = ( double )currentTime / clockFrequency; // Time in seconds
#endif
#if defined( __linux__ )
// NOTE: Only for Linux-based systems
struct timespec now;
clock_gettime( CLOCK_MONOTONIC, &now );
unsigned long long int nowTime = ( unsigned long long int )now.tv_sec * 1000000000LLU + ( unsigned long long int )now.tv_nsec; // Time in nanoseconds
time = ( ( double )nowTime * 1e-9 ); // Time in seconds
#endif
#if defined( __APPLE__ )
// #define CLOCK_REALTIME CALENDAR_CLOCK // returns UTC time since 1970-01-01
// #define CLOCK_MONOTONIC SYSTEM_CLOCK // returns the time since boot time
clock_serv_t cclock;
mach_timespec_t now;
host_get_clock_service( mach_host_self(), SYSTEM_CLOCK, &cclock );
// NOTE: OS X does not have clock_gettime(), using clock_get_time()
clock_get_time( cclock, &now );
mach_port_deallocate( mach_task_self(), cclock );
unsigned long long int nowTime = ( unsigned long long int )now.tv_sec * 1000000000LLU + ( unsigned long long int )now.tv_nsec; // Time in nanoseconds
time = ( ( double )nowTime * 1e-9 ); // Time in seconds
#endif
#endif
return time;
}
#endif // RGESTURES_IMPLEMENTATION