// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. package org.chromium.chromoting; import android.content.Context; import android.view.MotionEvent; import android.view.ViewConfiguration; /** * Helper class for disambiguating whether to treat a two-finger gesture as a swipe or a pinch. * Initially, the status will be unknown, until the fingers have moved sufficiently far to * determine the intent. */ public class SwipePinchDetector { /** Current state of the gesture. */ private enum State { UNKNOWN, SWIPE, PINCH } private State mState = State.UNKNOWN; /** Initial coordinates of the two pointers in the current gesture. */ private float mFirstX0; private float mFirstY0; private float mFirstX1; private float mFirstY1; /** * The initial coordinates above are valid when this flag is set. Used to determine whether a * MotionEvent's pointer coordinates are the first ones of the gesture. */ private boolean mInGesture = false; /** * Threshold squared-distance, in pixels, to use for motion-detection. */ private int mTouchSlopSquare; private void reset() { mState = State.UNKNOWN; mInGesture = false; } /** Construct a new detector, using the context to determine movement thresholds. */ public SwipePinchDetector(Context context) { ViewConfiguration config = ViewConfiguration.get(context); int touchSlop = config.getScaledTouchSlop(); mTouchSlopSquare = touchSlop * touchSlop; } /** Returns whether a swipe is in progress. */ public boolean isSwiping() { return mState == State.SWIPE; } /** Returns whether a pinch is in progress. */ public boolean isPinching() { return mState == State.PINCH; } /** * Analyzes the touch event to determine whether the user is swiping or pinching. Only * motion events with 2 pointers are considered here. Once the gesture is determined to be a * swipe or a pinch, further 2-finger motion-events will be ignored. When a different event is * passed in (motion event with != 2 pointers, or some other event type), this object will * revert back to the original UNKNOWN state. */ public void onTouchEvent(MotionEvent event) { if (event.getPointerCount() != 2) { reset(); return; } // Only MOVE or DOWN events are considered - all other events should finish any current // gesture and reset the detector. In addition, a DOWN event should reset the detector, // since it signals the start of the gesture. If the events are consistent, a DOWN event // will occur at the start of the gesture, but this implementation tries to cope in case // the first event is MOVE rather than DOWN. int action = event.getActionMasked(); if (action != MotionEvent.ACTION_MOVE) { reset(); if (action != MotionEvent.ACTION_POINTER_DOWN) { return; } } // If the gesture is known, there is no need for further processing - the state should // remain the same until the gesture is complete, as tested above. if (mState != State.UNKNOWN) { return; } float currentX0 = event.getX(0); float currentY0 = event.getY(0); float currentX1 = event.getX(1); float currentY1 = event.getY(1); if (!mInGesture) { // This is the first event of the gesture, so store the pointer coordinates. mFirstX0 = currentX0; mFirstY0 = currentY0; mFirstX1 = currentX1; mFirstY1 = currentY1; mInGesture = true; return; } float deltaX0 = currentX0 - mFirstX0; float deltaY0 = currentY0 - mFirstY0; float deltaX1 = currentX1 - mFirstX1; float deltaY1 = currentY1 - mFirstY1; float squaredDistance0 = deltaX0 * deltaX0 + deltaY0 * deltaY0; float squaredDistance1 = deltaX1 * deltaX1 + deltaY1 * deltaY1; // If both fingers have moved beyond the touch-slop, it is safe to recognize the gesture. // However, one finger might be held stationary whilst the other finger is moved a long // distance. In this case, it is preferable to trigger a PINCH. This should be detected // soon enough to avoid triggering a sudden large change in the zoom level, but not so // soon that SWIPE never gets triggered. // Threshold level for triggering the PINCH gesture if one finger is stationary. This // cannot be equal to the touch-slop, because in that case, SWIPE would rarely be detected. // One finger would usually leave the touch-slop radius slightly before the other finger, // triggering a PINCH as described above. A larger radius gives an opportunity for // SWIPE to be detected. Doubling the radius is an arbitrary choice that works well. int pinchThresholdSquare = 4 * mTouchSlopSquare; boolean finger0Moved = squaredDistance0 > mTouchSlopSquare; boolean finger1Moved = squaredDistance1 > mTouchSlopSquare; if (!finger0Moved && !finger1Moved) { return; } if (finger0Moved && !finger1Moved) { if (squaredDistance0 > pinchThresholdSquare) { mState = State.PINCH; } return; } if (!finger0Moved && finger1Moved) { if (squaredDistance1 > pinchThresholdSquare) { mState = State.PINCH; } return; } // Both fingers have moved, so determine SWIPE/PINCH status. If the fingers have moved in // the same direction, this is a SWIPE, otherwise it's a PINCH. This can be measured by // taking the scalar product of the direction vectors. This product is positive if the // vectors are pointing in the same direction, and negative if they're in opposite // directions. float scalarProduct = deltaX0 * deltaX1 + deltaY0 * deltaY1; mState = (scalarProduct > 0) ? State.SWIPE : State.PINCH; } }