forked from extern/Unexpected-Keyboard
4906f8105f
This implements clockwise/anticlockwise circle and round trip gestures inspired by Messagease. The circle gestures start after a small threshold to avoid making the regular swipe too hard to aim. The gestures do: - circle: The center symbol with Shift applied, with a fallback on Fn - round trip: Same as the circle gesture but applied to a side symbol - anticlockwise circle: Nothing currently. It is intended to be made configurable per-layout in the future. The new Gesture class keeps track of what the pointer is doing while it moves on a key. It replaces the 'selected_direction' integer.
142 lines
3.5 KiB
Java
142 lines
3.5 KiB
Java
package juloo.keyboard2;
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public final class Gesture
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{
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/** The pointer direction that caused the last state change.
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Integer from 0 to 15 (included). */
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int current_dir;
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State state;
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public Gesture(int starting_direction)
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{
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current_dir = starting_direction;
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state = State.Swiped;
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}
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enum State
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{
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Cancelled,
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Swiped,
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Rotating_clockwise,
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Rotating_anticlockwise,
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Ended_swipe,
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Ended_center,
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Ended_clockwise,
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Ended_anticlockwise
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}
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enum Name
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{
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None,
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Swipe,
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Roundtrip,
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Circle,
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Anticircle
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}
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/** Angle to travel before a rotation gesture starts. A threshold too low
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would be too easy to reach while doing back and forth gestures, as the
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quadrants are very small. In the same unit as [current_dir] */
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static final int ROTATION_THRESHOLD = 2;
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/** Return the currently recognized gesture. Return [null] if no gesture is
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recognized. Might change everytime [changed_direction] return [true]. */
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public Name get_gesture()
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{
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switch (state)
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{
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case Cancelled:
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return Name.None;
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case Swiped:
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case Ended_swipe:
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return Name.Swipe;
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case Ended_center:
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return Name.Roundtrip;
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case Rotating_clockwise:
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case Ended_clockwise:
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return Name.Circle;
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case Rotating_anticlockwise:
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case Ended_anticlockwise:
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return Name.Anticircle;
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}
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return Name.None; // Unreachable
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}
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public boolean is_in_progress()
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{
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switch (state)
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{
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case Swiped:
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case Rotating_clockwise:
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case Rotating_anticlockwise:
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return true;
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}
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return false;
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}
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public int current_direction() { return current_dir; }
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/** The pointer changed direction. Return [true] if the gesture changed
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state and [get_gesture] return a different value. */
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public boolean changed_direction(int direction)
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{
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int d = dir_diff(current_dir, direction);
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boolean clockwise = d > 0;
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switch (state)
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{
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case Swiped:
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if (Math.abs(d) < ROTATION_THRESHOLD)
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return false;
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// Start a rotation
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state = (clockwise) ?
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State.Rotating_clockwise : State.Rotating_anticlockwise;
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current_dir = direction;
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return true;
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// Check that rotation is not reversing
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case Rotating_clockwise:
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case Rotating_anticlockwise:
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current_dir = direction;
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if ((state == State.Rotating_clockwise) == clockwise)
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return false;
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state = State.Cancelled;
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return true;
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}
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return false;
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}
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/** Return [true] if [get_gesture] will return a different value. */
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public boolean moved_to_center()
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{
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switch (state)
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{
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case Swiped: state = State.Ended_center; return true;
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case Rotating_clockwise: state = State.Ended_clockwise; return false;
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case Rotating_anticlockwise: state = State.Ended_anticlockwise; return false;
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}
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return false;
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}
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/** Will not change the gesture state. */
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public void pointer_up()
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{
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switch (state)
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{
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case Swiped: state = State.Ended_swipe; break;
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case Rotating_clockwise: state = State.Ended_clockwise; break;
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case Rotating_anticlockwise: state = State.Ended_anticlockwise; break;
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}
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}
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static int dir_diff(int d1, int d2)
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{
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final int n = 16;
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// Shortest-path in modulo arithmetic
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if (d1 == d2)
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return 0;
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int left = (d1 - d2 + n) % n;
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int right = (d2 - d1 + n) % n;
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return (left < right) ? -left : right;
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}
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}
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