#ifndef SkTouchGesture_DEFINED
#define SkTouchGesture_DEFINED
#include "SkTDArray.h"
#include "SkMatrix.h"
struct SkFlingState {
SkFlingState() : fActive(false) {}
bool isActive() const { return fActive; }
void stop() { fActive = false; }
void reset(float sx, float sy);
bool evaluateMatrix(SkMatrix* matrix);
private:
SkPoint fDirection;
SkScalar fSpeed0;
double fTime0;
bool fActive;
};
class SkTouchGesture {
public:
SkTouchGesture();
~SkTouchGesture();
void touchBegin(void* owner, float x, float y);
void touchMoved(void* owner, float x, float y);
void touchEnd(void* owner);
void reset();
bool isActive() { return fFlinger.isActive(); }
void stop() { fFlinger.stop(); }
const SkMatrix& localM();
const SkMatrix& globalM() const { return fGlobalM; }
private:
enum State {
kEmpty_State,
kTranslate_State,
kZoom_State,
};
struct Rec {
void* fOwner;
float fStartX, fStartY;
float fPrevX, fPrevY;
float fLastX, fLastY;
SkMSec fPrevT, fLastT;
};
SkTDArray<Rec> fTouches;
State fState;
SkMatrix fLocalM, fGlobalM;
SkFlingState fFlinger;
SkMSec fLastUpT;
SkPoint fLastUpP;
void flushLocalM();
int findRec(void* owner) const;
void appendNewRec(void* owner, float x, float y);
float computePinch(const Rec&, const Rec&);
float limitTotalZoom(float scale) const;
bool handleDblTap(float, float);
};
#endif