| Commit message (Collapse) | Author | Age | Files | Lines |
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Adjust timings to put drag, pinch and rotate on more equal footing,
with regard to gesture timeouts. Also make sure events are not lost
during hold, now that all MT events are buffered as well.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Do not activate a drag, pinch or rotate immediately, even
if the activation threshold is met. This allows for a smoother
transition between fingers.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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The timeout of a gesture is integral to the gesture type.
This patch introduces timeout per gesture type, potentially
enabling more control over gesture timing aspects. The timeout
logic replaces the recently added recognition state.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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The original grail uses an internal touch framework and exports some
touch information as extended attributes to gesture events. This was
never quite the intention, but rather to expose gestures and touches
on a similar footing, such that grail can be input agnostic. This
patch starts off by replacing the internal touch framework with the
utouch-frame engine.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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For the benefit of hardware that cannot accurately meet the desirable
response times, allow for tapping times up to 300 ms.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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The first few ticks since a configuration change are not really
suited for velocity computation, so move the speed computation
over to the periodic sampling point.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Reduce the tapping timeout to 200 ms.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Add the five first contacts to the property list, and unify the
handling of all gesture types in this regard. To avoid duplication,
move the scaling of properties closer to the gesture recognizer.
Move all gesture event handling code to grail-event.c, simplifying
the structure somewhat.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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To be able to model touch information uniformly across all supported
devices, the semantics of the touch attributes has to be treated
explicitly. Drop the generic touch property array and replace it
by an actual structure. In addition, the touch-engine abstraction
turned out to not be needed, so drop it as well.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Use angle units, such that a complete revolution corresponds
to 2 pi.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Also connect the timeout for press with the timeout of tapping.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Also add accumulated values for delta and velocity properties.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Accumulated values can be obtained either by using the raw_delta,
which is the actual (filtered) change between frames, or by using
the action delta, which sums up to the same position, but in a non-
linear fashion. Use the raw delta for pointer gestures.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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For transient gestures like taps, use update only.
Signed-off-by: Henrik Rydberg <rydberg@euromail.se>
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Reorganize the mode model to use bitmasks for tickle and active,
and refine the tickle logic for each gesture.
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Add the author to the copyright, courtesy of Canonical Ltd.
Signed-off-by: Henrik Rydberg <rydberg@bitmath.org>
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