/usr/share/pyshared/libavg/grabbable.py is in python-libavg 1.7.1-0ubuntu1.
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# Copyright (C) 2003-2011 Ulrich von Zadow
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2 of the License, or (at your option) any later version.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# Current versions can be found at www.libavg.de
#
# Original author of this file is Martin Heistermann <mh at sponc dot de>
#
import math
from libavg import avg, Point2D
from clusteredEventList import ClusteredEventList
from mathutil import solveEquationMatrix, EquationSingular, EquationNotSolvable
from mathutil import getAngle, getDistance, getScaledDim, getOffsetForMovedPivot
NUM_SPEEDS = 5
g_Player = avg.Player.get()
def getRelPos(pos, nodePos, angle, pivot):
return (pos - nodePos).getRotated(-angle, pivot)
def getAbsPos(pos, nodePos, angle, pivot):
return Point2D(pos).getRotated(angle, Point2D(pivot)) + Point2D(nodePos)
class Grabbable:
"""Helper for multitouch object movement.
Grabbable will add the well-known multitouch gestures
to a node, i.e. moving with one finger, rotating,
resizing and moving with 2 fingers.
It also works with many more cursors/fingers, clustering
them.
"""
def __init__(self,
node,
source = avg.TOUCH | avg.MOUSE,
maxSize = None, minSize = None,
onResize = lambda: None,
onDrop = lambda: None,
onStop = lambda: None,
onAction = lambda: None,
onMotion = lambda pos, size, angle, pivot: None,
onResetMotion = lambda: None,
onDragStart = lambda: None,
initialDown = None,
inertia = 0.95,
torque = 0.95,
moveNode = True):
global g_Player
self.__inertia = inertia
self.__torque = torque
self.__node = node
self.__minSize = minSize
self.__maxSize = maxSize
self.__moveNode = moveNode
self.__callback = {
'onResize': onResize,
'onDrop': onDrop,
'onStop': onStop,
'onAction': onAction,
'onMotion': onMotion,
'onResetMotion': onResetMotion,
'onDragStart': onDragStart,
}
self.__stopInertia()
#self.__oldAngle = 0.0
self.__lastFixPoint = None
self.__lastNumFingers = 0
self.__onFrameHandler = g_Player.setOnFrameHandler(self.__onFrame)
self.__eventList = ClusteredEventList (self.__node,
source = source,
onMotion = self.__onMotion,
onUp = self.__onUp,
onDown = self.__onDown,
resetMotion = self.__resetMotion
)
if initialDown:
self.__eventList.handleInitialDown (initialDown)
self.__lastPos = None
self.__stopped = True
def isDragging(self):
return len(self.__eventList) > 0
def getSpeed(self):
return self.__speed
def getAngle(self):
return self.__angle
def delete(self):
global g_Player
g_Player.clearInterval(self.__onFrameHandler)
self.__eventList.delete()
self.__node = None
def __onFrame(self):
global g_Player
if len (self.__eventList) == 0:
# inertia
if self.__speed.getNorm() < 1:
if not self.__stopped:
pos = Point2D(round(self.__node.pos.x), round(self.__node.pos.y))
size = Point2D(round(self.__node.size.x), round(self.__node.size.y))
self.__callback['onMotion'](pos, size, self.__node.angle,
self.__node.pivot)
self.__stopped = True
self.__callback['onStop']()
self.__stopInertia()
return
pos = self.__node.pos + self.__speed
angle = self.__node.angle + self.__rotSpeed
size = self.__node.size
pivot = self.__node.pivot
if self.__moveNode:
self.__node.pos = pos
self.__node.size = size
self.__node.angle = angle
self.__node.pivot = pivot
self.__callback['onMotion'](pos, size, angle, pivot)
self.__speed *= self.__inertia
self.__rotSpeed *= self.__torque
else:
self.__stopped = False
# save current speed for inertia
pos = self.__node.pos
angle = self.__node.angle
if self.__lastPos:
speed = pos - self.__lastPos
rotSpeed = angle - self.__lastAngle
# use minimal angle to avoid extreme rotation:
if rotSpeed < -math.pi/2:
rotSpeed += math.pi*2
if rotSpeed > math.pi/2:
rotSpeed -= math.pi*2
self.__speeds = (self.__speeds + [speed])[-NUM_SPEEDS:]
self.__rotSpeeds = (self.__rotSpeeds + [rotSpeed])[-NUM_SPEEDS:]
self.__lastPos = pos
self.__lastAngle = angle
def __stopInertia (self):
self.__speed = Point2D(0,0)
self.__rotSpeed = 0
self.__speeds = [Point2D(0,0)]
self.__rotSpeeds = [0.0]
self.__lastPos = None
def __onDown(self):
def __gotoTopLayer():
parent = self.__node.getParent()
numChildren = parent.getNumChildren()
parent.reorderChild(self.__node, numChildren - 1)
self.__stopInertia()
self.__reshape()
if len(self.__eventList) == 1: # first finger down
if self.__moveNode:
__gotoTopLayer()
self.__callback['onDragStart']()
self.__callback['onAction']()
def __onMotion(self):
self.__reshape()
self.__callback['onAction']()
def __drop(self):
self.__speed = sum(self.__speeds, Point2D(0,0)) / len(self.__speeds)
self.__rotSpeed = sum(self.__rotSpeeds, 0.0) / len(self.__rotSpeeds)
self.__callback['onDrop']()
def __onUp(self):
if len(self.__eventList) == 0:
self.__drop()
self.__callback['onAction']()
def __reshape (self):
def applyAffineTransformation (parameters, p):
"""apply transformation to point:
M: v:
P' = P * (m -n) + (v0)
(n m) (v1) """
m, n, v0, v1 = parameters
nx = p[0] * m - p[1] * n + v0
ny = p[0] * n + p[1] * m + v1
return Point2D(nx, ny)
clusters = self.__eventList.getCursors()
if len(clusters) == 1:
cursor = self.__eventList.getCursors()[0]
pos = self.__oldpos + cursor.getDelta()
size = self.__node.size
angle = self.__node.angle
pivot = self.__node.pivot
elif len(clusters) == 2:
# calculate an affine transformation which describes cluster movement
# TODO: explain used maths
cursor1, cursor2 = clusters
equationMatrix = (
((cursor1.getStartPos().x, -cursor1.getStartPos().y, 1, 0), cursor1.getPos().x),
((cursor1.getStartPos().y, cursor1.getStartPos().x, 0, 1), cursor1.getPos().y),
((cursor2.getStartPos().x, -cursor2.getStartPos().y, 1, 0), cursor2.getPos().x),
((cursor2.getStartPos().y, cursor2.getStartPos().x, 0, 1), cursor2.getPos().y),
)
try:
param = solveEquationMatrix (equationMatrix)
except (EquationSingular, EquationNotSolvable):
# g_Log.trace(g_Log.APP,
# "Grabbable: cannot solve equation, skipping movement")
return False
absTouchCenter = cursor2.getPos() + (cursor1.getPos() - cursor2.getPos()) / 2
n_tl = applyAffineTransformation (param, self.o_tl)
n_bl = applyAffineTransformation (param, self.o_bl)
n_tr = applyAffineTransformation (param, self.o_tr)
pos = n_tl
if pos.x > 1e6 and pos.x > self.o_tl.x:
pos = self.o_tl
if pos.y > 1e6 and pos.y > self.o_tl.y:
pos = self.o_tl
if pos.x < -1e6 and pos.x < self.o_tl.x:
pos = self.o_tl
if pos.y < -1e6 and pos.y < self.o_tl.y:
pos = self.o_tl
size = Point2D(getDistance (n_tl, n_tr), getDistance (n_tl, n_bl))
if size.x<=0.1:
size.x=0.1
if size.y<=0.1:
size.y=0.1
angle = getAngle(n_tl, n_tr) # pivot for this rotation is 0,0 (rel. to node)
# get middle of touches relative to the node
relTouchCenter = getRelPos(absTouchCenter, pos, angle, Point2D(0,0))
pos += getOffsetForMovedPivot(
oldPivot = Point2D(0,0),
newPivot = relTouchCenter,
angle = angle)
pivot = relTouchCenter
# the absolute position of the pivot should change when
# resizing, so we track and revert absolute pivot movement
oldAbsPivot = getAbsPos(pivot, pos, angle, pivot)
newSize = getScaledDim (size,
max = self.__maxSize,
min = self.__minSize)
ratio = newSize.x / size.x
newPivot = pivot * ratio
pos += getOffsetForMovedPivot(
oldPivot = pivot,
newPivot = newPivot,
angle = angle)
oldPivot = pivot
pivot = newPivot
size = newSize
newAbsPivot = getAbsPos(pivot, pos, angle, pivot)
# move node to revert absolute pivot position
pos -= (newAbsPivot - oldAbsPivot)
else: # more than 2 clusters
assert False
if self.__moveNode:
self.__node.angle = angle
self.__node.size = size
self.__node.pos = pos
self.__node.pivot = pivot
self.__callback['onResize']()
self.__callback['onMotion'](pos, size, angle, pivot)
def __resetMotion (self):
""" sets a new movement start point """
# store absolute position at the beginning of the movement
# for 2-finger-movements:
def getPos(pos):
return getAbsPos(pos, self.__node.pos, self.__node.angle, self.__node.pivot)
self.o_tl = getPos((0, 0))
self.o_bl = getPos((0, self.__node.height))
self.o_tr = getPos((self.__node.width, 0))
# for 1-finger-movements:
self.__oldpos = self.__node.pos
self.__lastFixPoint = None
self.__callback['onResetMotion']()
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