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* clutter/fruity/clutter-fruity.c: made the multi touch code more
robust. There are situations though where the device seems to stop generating any touch events until all fingers have been lifted and a new interaction session is started.
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@ -1,3 +1,10 @@
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2008-07-02 Øyvind Kolås <pippin@o-hand.com>
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* clutter/fruity/clutter-fruity.c: made the multi touch code more
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robust. There are situations though where the device seems to stop
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generating any touch events until all fingers have been lifted and
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a new interaction session is started.
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2008-07-02 Neil Roberts <neil@o-hand.com>
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2008-07-02 Neil Roberts <neil@o-hand.com>
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* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
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* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
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@ -79,10 +79,16 @@ typedef struct {
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bool mapped[MAX_FINGERS] = {false, false, false, false, false}; /* an event has been mapped to this device */
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bool mapped[MAX_FINGERS] = {false, false, false, false, false}; /* an event has been mapped to this device */
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int evs[MAX_FINGERS] = {0,0,0,0,0};
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int evs[MAX_FINGERS] = {0,0,0,0,0};
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for (i = 0; i < event->fingerCount; i++)
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/* using numPoints (with the points[i].status check) seems to
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* be no different from using numFingers :/ */
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for (i = 0; i < event->numPoints; i++)
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{
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{
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bool found = false;
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bool found = false;
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if (event->points[i].status != 3) /* skip if finger not down */
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continue;
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/* NSLog(@"IncomingEvent: %d, pos: %f, %f", i, event->points[i].x, event->points[i].y);*/
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/* NSLog(@"IncomingEvent: %d, pos: %f, %f", i, event->points[i].x, event->points[i].y);*/
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/* check if this finger maps to one of the existing devices */
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/* check if this finger maps to one of the existing devices */
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@ -98,13 +104,14 @@ typedef struct {
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if (!dev->is_down)
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if (!dev->is_down)
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continue; /* device isn't down we cannot really match against it */
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continue; /* device isn't down we cannot really match against it */
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int dist = ABS(event->points[i].x - dev->x) +
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int dist = (event->points[i].x - dev->x) * (event->points[i].x - dev->x) +
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ABS(event->points[i].y - dev->y);
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(event->points[i].y - dev->y) * (event->points[i].y - dev->y);
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if (dist < 20)
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if (dist < 20 * 20)
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{
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{
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found = true;
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found = true;
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mapped[j] = true;
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mapped[j] = true;
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/* only generate motion events if we've changed position */
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if (dist >= 1)
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if (dist >= 1)
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{
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{
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dev->x = event->points[i].x;
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dev->x = event->points[i].x;
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@ -130,6 +137,7 @@ typedef struct {
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dev->x = event->points[i].x;
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dev->x = event->points[i].x;
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dev->y = event->points[i].y;
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dev->y = event->points[i].y;
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g_assert (dev->is_down == FALSE);
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dev->is_down = TRUE;
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dev->is_down = TRUE;
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mapped[j] = true;
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mapped[j] = true;
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@ -213,7 +221,7 @@ typedef struct {
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}
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}
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}
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}
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#if 0 // old stylie
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#if 0 // old style
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- (void) mouseDown:(GSEvent*)event
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- (void) mouseDown:(GSEvent*)event
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{
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{
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CGPoint location= GSEventGetLocationInWindow(event);
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CGPoint location= GSEventGetLocationInWindow(event);
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@ -274,13 +282,14 @@ typedef struct {
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/* New... */
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/* New... */
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#if 0
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- (void)gestureChanged:(GSEvent*)event {
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- (void)gestureChanged:(GSEvent*)event {
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/*NSLog(@"gestureChanged:");*/
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NSLog(@"gestureChanged:");
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[self doEvent: event];
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[self doEvent: event];
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}
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}
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- (void)gestureEnded:(GSEvent*)event {
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- (void)gestureEnded:(GSEvent*)event {
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/*NSLog(@"gestureEnded:");*/
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NSLog(@"gestureEnded:");
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[self doEvent: event];
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[self doEvent: event];
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}
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}
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@ -288,6 +297,7 @@ typedef struct {
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/*NSLog(@"gestureStarted:");*/
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/*NSLog(@"gestureStarted:");*/
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[self doEvent: event];
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[self doEvent: event];
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}
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}
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#endif
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- (void)mouseDown:(GSEvent*)event {
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- (void)mouseDown:(GSEvent*)event {
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/*NSLog(@"mouseDown:");*/
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/*NSLog(@"mouseDown:");*/
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@ -407,6 +417,13 @@ typedef struct {
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g_main_context_iteration (NULL, FALSE);
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g_main_context_iteration (NULL, FALSE);
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}
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}
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- (id)initWithFrame:(struct CGRect)frame {
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[super initWithFrame: frame];
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[super setTapDelegate: self];
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[super setGestureDelegate: self];
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return self;
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}
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@end
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@end
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void clutter_fruity_main (void)
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void clutter_fruity_main (void)
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