skia2/tools/viewer/TouchGesture.h

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Automatic update of all copyright notices to reflect new license terms. I have manually examined all of these diffs and restored a few files that seem to require manual adjustment. The following files still need to be modified manually, in a separate CL: android_sample/SampleApp/AndroidManifest.xml android_sample/SampleApp/res/layout/layout.xml android_sample/SampleApp/res/menu/sample.xml android_sample/SampleApp/res/values/strings.xml android_sample/SampleApp/src/com/skia/sampleapp/SampleApp.java android_sample/SampleApp/src/com/skia/sampleapp/SampleView.java experimental/CiCarbonSampleMain.c experimental/CocoaDebugger/main.m experimental/FileReaderApp/main.m experimental/SimpleCocoaApp/main.m experimental/iOSSampleApp/Shared/SkAlertPrompt.h experimental/iOSSampleApp/Shared/SkAlertPrompt.m experimental/iOSSampleApp/SkiOSSampleApp-Base.xcconfig experimental/iOSSampleApp/SkiOSSampleApp-Debug.xcconfig experimental/iOSSampleApp/SkiOSSampleApp-Release.xcconfig gpu/src/android/GrGLDefaultInterface_android.cpp gyp/common.gypi gyp_skia include/ports/SkHarfBuzzFont.h include/views/SkOSWindow_wxwidgets.h make.bat make.py src/opts/memset.arm.S src/opts/memset16_neon.S src/opts/memset32_neon.S src/opts/opts_check_arm.cpp src/ports/SkDebug_brew.cpp src/ports/SkMemory_brew.cpp src/ports/SkOSFile_brew.cpp src/ports/SkXMLParser_empty.cpp src/utils/ios/SkImageDecoder_iOS.mm src/utils/ios/SkOSFile_iOS.mm src/utils/ios/SkStream_NSData.mm tests/FillPathTest.cpp Review URL: http://codereview.appspot.com/4816058 git-svn-id: http://skia.googlecode.com/svn/trunk@1982 2bbb7eff-a529-9590-31e7-b0007b416f81
2011-07-28 14:26:00 +00:00
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef TouchGesture_DEFINED
#define TouchGesture_DEFINED
#include "../private/SkTDArray.h"
#include "SkMatrix.h"
class TouchGesture {
public:
TouchGesture();
~TouchGesture();
void touchBegin(void* owner, float x, float y);
void touchMoved(void* owner, float x, float y);
void touchEnd(void* owner);
void reset();
void resetTouchState();
bool isActive() { return fFlinger.isActive(); }
void stop() { fFlinger.stop(); }
bool isBeingTouched() { return kEmpty_State != fState; }
bool isFling(SkPoint* dir);
const SkMatrix& localM();
const SkMatrix& globalM() const { return fGlobalM; }
Simplify some Viewer code, and fix a few bugs The content rect was always identical to the window rect, so most of the related code did nothing. The translation limit code is always useful (to avoid dragging the slide way off-screen with the mouse), so always include it. The auto-scaling to fit the screen is also still useful, but just base it on the window rect. The zoom code has four state variables, only used two of them, and one was a trivially derived computation. Fold most of that work into computeMatrix. (The translation was always zero -- we never changed the zoom center.) Include fDefaultMatrix in the matrix from computeMatrix, rather than needing to apply it specially to the canvas. Don't apply the inverse default matrix to touch or mouse points. The absolute positions of those touch points is not important, but because that matrix includes scale (and sometimes very large or very small scale), it just had the effect of greatly amplifying or damping the drag speed. Without it, the slide always pans at the speed of the touch/mouse drag -- which seems more desirable. The use of the inverse default matrix was a clever trick, but it caused the translation (applied to the global mtx) to be scaled, so the slide was always pinned incorrectly. Instead, supply the unmodified window rect and the default matrix, so the trans limit code can do the obvious correct thing: xform the slide bounds completely, then limit the translation that will be applied after that. Slides are now correctly pinned to screen edge regardless of how much zoom is present in the default matrix. Note: There are still several bugs related to all of this code, but given the web of xform state, it's hard to unravel. The touch gesture still doesn't know about viewer's zoom, so that's ignored when doing the pinning. Beyond that, it doesn't even know about window resize - it only configures the translation limit when setting up a slide. I had a fix for all of this (doing the translation limiting in computeMatrix), but then the touch gesture doesn't know about it, and can accumulate drag motion that needs to be un-dragged to get back on-screen, even though the slide is never really translated that far. SkTouchGesture is in include. No one uses it except viewer: TBR=bsalomon@google.com Bug: skia: Change-Id: I460cc07c3de6d36e63826f57d359faf1facf5ab3 Reviewed-on: https://skia-review.googlesource.com/18524 Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Yuqian Li <liyuqian@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2017-06-05 12:46:04 +00:00
void setTransLimit(const SkRect& contentRect, const SkRect& windowRect,
const SkMatrix& preTouchM);
private:
enum State {
kEmpty_State,
kTranslate_State,
kZoom_State,
};
struct Rec {
void* fOwner;
float fStartX, fStartY;
float fPrevX, fPrevY;
float fLastX, fLastY;
float fPrevT, fLastT;
};
SkTDArray<Rec> fTouches;
State fState;
Simplify some Viewer code, and fix a few bugs The content rect was always identical to the window rect, so most of the related code did nothing. The translation limit code is always useful (to avoid dragging the slide way off-screen with the mouse), so always include it. The auto-scaling to fit the screen is also still useful, but just base it on the window rect. The zoom code has four state variables, only used two of them, and one was a trivially derived computation. Fold most of that work into computeMatrix. (The translation was always zero -- we never changed the zoom center.) Include fDefaultMatrix in the matrix from computeMatrix, rather than needing to apply it specially to the canvas. Don't apply the inverse default matrix to touch or mouse points. The absolute positions of those touch points is not important, but because that matrix includes scale (and sometimes very large or very small scale), it just had the effect of greatly amplifying or damping the drag speed. Without it, the slide always pans at the speed of the touch/mouse drag -- which seems more desirable. The use of the inverse default matrix was a clever trick, but it caused the translation (applied to the global mtx) to be scaled, so the slide was always pinned incorrectly. Instead, supply the unmodified window rect and the default matrix, so the trans limit code can do the obvious correct thing: xform the slide bounds completely, then limit the translation that will be applied after that. Slides are now correctly pinned to screen edge regardless of how much zoom is present in the default matrix. Note: There are still several bugs related to all of this code, but given the web of xform state, it's hard to unravel. The touch gesture still doesn't know about viewer's zoom, so that's ignored when doing the pinning. Beyond that, it doesn't even know about window resize - it only configures the translation limit when setting up a slide. I had a fix for all of this (doing the translation limiting in computeMatrix), but then the touch gesture doesn't know about it, and can accumulate drag motion that needs to be un-dragged to get back on-screen, even though the slide is never really translated that far. SkTouchGesture is in include. No one uses it except viewer: TBR=bsalomon@google.com Bug: skia: Change-Id: I460cc07c3de6d36e63826f57d359faf1facf5ab3 Reviewed-on: https://skia-review.googlesource.com/18524 Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Yuqian Li <liyuqian@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2017-06-05 12:46:04 +00:00
SkMatrix fLocalM, fGlobalM, fPreTouchM;
struct FlingState {
FlingState() : fActive(false) {}
bool isActive() const { return fActive; }
void stop() { fActive = false; }
void reset(float sx, float sy);
bool evaluateMatrix(SkMatrix* matrix);
void get(SkPoint* dir, SkScalar* speed) {
*dir = fDirection;
*speed = fSpeed0;
}
private:
SkPoint fDirection;
SkScalar fSpeed0;
double fTime0;
bool fActive;
};
FlingState fFlinger;
double fLastUpMillis;
SkPoint fLastUpP;
// The following rects are used to limit the translation so the content never leaves the window
SkRect fContentRect, fWindowRect;
bool fIsTransLimited = false;
void limitTrans(); // here we only limit the translation with respect to globalM
void flushLocalM();
int findRec(void* owner) const;
void appendNewRec(void* owner, float x, float y);
float computePinch(const Rec&, const Rec&);
float limitTotalZoom(float scale) const;
bool handleDblTap(float, float);
};
#endif