/* * 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 "include/core/SkMatrix.h" #include "include/private/SkTDArray.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); void startZoom(); void updateZoom(float scale, float startX, float startY, float lastX, float lastY); void endZoom(); const SkMatrix& localM(); const SkMatrix& globalM() const { return fGlobalM; } 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 fTouches; State fState; 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&); bool handleDblTap(float, float); }; #endif