Optimize and simplify the gesture system (#3190)
* Optimize and simplify the gesture system * Decouples GESTURE_SWIPE_* from GESTURE_DRAG
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1 changed files with 5 additions and 28 deletions
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@ -180,7 +180,7 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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#define FORCE_TO_SWIPE 0.2f // Swipe force, measured in normalized screen units/time
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#define FORCE_TO_SWIPE 0.2f // Swipe force, measured in normalized screen units/time
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#define MINIMUM_DRAG 0.015f // Drag minimum force, measured in normalized screen units (0.0f to 1.0f)
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#define MINIMUM_DRAG 0.015f // Drag minimum force, measured in normalized screen units (0.0f to 1.0f)
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#define DRAG_TIMEOUT 0.2f // Drag minimum time for web, measured in seconds
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#define DRAG_TIMEOUT 0.3f // Drag minimum time for web, measured in seconds
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#define MINIMUM_PINCH 0.005f // Pinch minimum force, measured in normalized screen units (0.0f to 1.0f)
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#define MINIMUM_PINCH 0.005f // Pinch minimum force, measured in normalized screen units (0.0f to 1.0f)
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#define TAP_TIMEOUT 0.3f // Tap minimum time, measured in seconds
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#define TAP_TIMEOUT 0.3f // Tap minimum time, measured in seconds
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#define PINCH_TIMEOUT 0.3f // Pinch minimum time, measured in seconds
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#define PINCH_TIMEOUT 0.3f // Pinch minimum time, measured in seconds
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@ -219,8 +219,7 @@ typedef struct {
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float intensity; // DRAG intensity, how far why did the DRAG (pixels per frame)
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float intensity; // DRAG intensity, how far why did the DRAG (pixels per frame)
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} Drag;
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} Drag;
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struct {
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struct {
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bool start; // SWIPE used to define when start measuring GESTURES.Swipe.timeDuration
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double startTime; // SWIPE start time to calculate drag intensity
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double timeDuration; // SWIPE time to calculate drag intensity
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} Swipe;
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} Swipe;
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struct {
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struct {
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Vector2 vector; // PINCH vector (between first and second touch points)
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Vector2 vector; // PINCH vector (between first and second touch points)
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@ -292,7 +291,7 @@ void ProcessGestureEvent(GestureEvent event)
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GESTURES.Touch.upPosition = GESTURES.Touch.downPositionA;
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GESTURES.Touch.upPosition = GESTURES.Touch.downPositionA;
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GESTURES.Touch.eventTime = rgGetCurrentTime();
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GESTURES.Touch.eventTime = rgGetCurrentTime();
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GESTURES.Touch.firstId = event.pointId[0];
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GESTURES.Swipe.startTime = rgGetCurrentTime();
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GESTURES.Drag.vector = (Vector2){ 0.0f, 0.0f };
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GESTURES.Drag.vector = (Vector2){ 0.0f, 0.0f };
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}
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}
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@ -303,12 +302,10 @@ void ProcessGestureEvent(GestureEvent event)
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// NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
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// NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
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GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
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GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
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GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.timeDuration));
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GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.startTime));
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GESTURES.Swipe.start = false;
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// Detect GESTURE_SWIPE
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// Detect GESTURE_SWIPE
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if ((GESTURES.Drag.intensity > FORCE_TO_SWIPE) && (GESTURES.Touch.firstId == event.pointId[0]))
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if ((GESTURES.Drag.intensity > FORCE_TO_SWIPE) && (GESTURES.current != GESTURE_DRAG))
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{
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{
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// NOTE: Angle should be inverted in Y
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// NOTE: Angle should be inverted in Y
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GESTURES.Drag.angle = 360.0f - rgVector2Angle(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
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GESTURES.Drag.angle = 360.0f - rgVector2Angle(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
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@ -333,14 +330,6 @@ void ProcessGestureEvent(GestureEvent event)
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}
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}
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else if (event.touchAction == TOUCH_ACTION_MOVE)
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else if (event.touchAction == TOUCH_ACTION_MOVE)
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{
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{
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if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.eventTime = rgGetCurrentTime();
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if (!GESTURES.Swipe.start)
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{
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GESTURES.Swipe.timeDuration = rgGetCurrentTime();
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GESTURES.Swipe.start = true;
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}
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GESTURES.Touch.moveDownPositionA = event.position[0];
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GESTURES.Touch.moveDownPositionA = event.position[0];
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if (GESTURES.current == GESTURE_HOLD)
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if (GESTURES.current == GESTURE_HOLD)
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@ -350,12 +339,7 @@ void ProcessGestureEvent(GestureEvent event)
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GESTURES.Hold.resetRequired = false;
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GESTURES.Hold.resetRequired = false;
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// Detect GESTURE_DRAG
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// Detect GESTURE_DRAG
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#if defined(PLATFORM_WEB)
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// An alternative check to detect gesture drag is necessary since moveDownPositionA on touch for web is always zero, causing the distance calculation to be inaccurate
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if ((rgGetCurrentTime() - GESTURES.Touch.eventTime) > DRAG_TIMEOUT)
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if ((rgGetCurrentTime() - GESTURES.Touch.eventTime) > DRAG_TIMEOUT)
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#else
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if (rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.moveDownPositionA) >= MINIMUM_DRAG)
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#endif
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{
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{
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GESTURES.Touch.eventTime = rgGetCurrentTime();
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GESTURES.Touch.eventTime = rgGetCurrentTime();
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GESTURES.current = GESTURE_DRAG;
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GESTURES.current = GESTURE_DRAG;
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@ -436,13 +420,6 @@ void UpdateGestures(void)
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GESTURES.Hold.timeDuration = rgGetCurrentTime();
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GESTURES.Hold.timeDuration = rgGetCurrentTime();
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}
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}
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if (((rgGetCurrentTime() - GESTURES.Touch.eventTime) > TAP_TIMEOUT) && (GESTURES.current == GESTURE_DRAG) && (GESTURES.Touch.pointCount < 2))
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{
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GESTURES.current = GESTURE_HOLD;
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GESTURES.Hold.timeDuration = rgGetCurrentTime();
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GESTURES.Hold.resetRequired = true;
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}
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// Detect GESTURE_NONE
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// Detect GESTURE_NONE
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if ((GESTURES.current == GESTURE_SWIPE_RIGHT) || (GESTURES.current == GESTURE_SWIPE_UP) || (GESTURES.current == GESTURE_SWIPE_LEFT) || (GESTURES.current == GESTURE_SWIPE_DOWN))
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if ((GESTURES.current == GESTURE_SWIPE_RIGHT) || (GESTURES.current == GESTURE_SWIPE_UP) || (GESTURES.current == GESTURE_SWIPE_LEFT) || (GESTURES.current == GESTURE_SWIPE_DOWN))
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{
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{
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