#include "state.h" #include /******************************************************/ void init_state(struct State *s) { memset(s, 0, sizeof(struct State)); } /******************************************************/ inline int fincomp(const struct FingerState* a,const struct FingerState* b) { return a->id - b->id; } inline float dist2(const struct FingerData* a,const struct FingerData* b) { float dx = a->position_x - b->position_x; float dy = a->position_y - b->position_y; return dx * dx + dy * dy; } void modify_state(struct State *s, const struct HWData* hw) { float A[DIM2_FINGER], *row; int id[DIM_FINGER], index[DIM_FINGER], i, j; for (j = 0; j < s->nfinger; j++) { id[j] = s->finger[j].id; row = A + hw->nfinger * j; for (i = 0; i < hw->nfinger; i++) row[i] = dist2(&hw->finger[i], &s->finger[j].hw); } match_fingers(index, A, hw->nfinger, s->nfinger); s->nfinger = 0; /* update matched fingers */ for (i = 0; i < hw->nfinger; i++) { if ((j = index[i]) >= 0) { s->finger[s->nfinger].id = id[j]; s->finger[s->nfinger].hw = hw->finger[i]; s->nfinger++; } } /* create new fingers */ for (i = 0; i < hw->nfinger; i++) { if (index[i] < 0) { s->finger[s->nfinger].id = ++s->lastid; s->finger[s->nfinger].hw = hw->finger[i]; s->nfinger++; } } /* sort fingers in touching order */ qsort(s->finger, s->nfinger, sizeof(struct FingerState), (int (*)(const void*,const void*))fincomp); /* copy buttons */ for (i = 0; i < DIM_BUTTON; i++) s->button[i] = hw->button[i]; } /******************************************************/ const struct FingerState *find_finger(const struct State *s, int id) { int i; for (i = 0; i < s->nfinger; i++) if (s->finger[i].id == id) return s->finger + i; return NULL; } /******************************************************/ void output_state(const struct State *s) { int i; printf("buttons: %d%d%d\n", s->button[0], s->button[1], s->button[2]); printf("fingers: %d\n", s->nfinger); for (i = 0; i < s->nfinger; i++) { printf(" %+02d %+05d:%+05d +%05d:%+05d %+05d %+05d:%+05d\n", s->finger[i].id, s->finger[i].hw.touch_major, s->finger[i].hw.touch_minor, s->finger[i].hw.width_major, s->finger[i].hw.width_minor, s->finger[i].hw.orientation, s->finger[i].hw.position_x, s->finger[i].hw.position_y); } } /******************************************************/