Improve dead zone precision for stylus input

This commit is contained in:
Cameron Gutman 2020-04-22 22:46:05 -07:00
parent 0c72910eb7
commit 5b86e99138

View File

@ -95,8 +95,11 @@ public class Game extends Activity implements SurfaceHolder.Callback,
private static final int REFERENCE_HORIZ_RES = 1280;
private static final int REFERENCE_VERT_RES = 720;
private static final int STYLUS_DEAD_ZONE_DELAY = 250;
private static final int STYLUS_DEAD_ZONE_RADIUS = 50;
private static final int STYLUS_DOWN_DEAD_ZONE_DELAY = 100;
private static final int STYLUS_DOWN_DEAD_ZONE_RADIUS = 20;
private static final int STYLUS_UP_DEAD_ZONE_DELAY = 150;
private static final int STYLUS_UP_DEAD_ZONE_RADIUS = 50;
private static final int THREE_FINGER_TAP_THRESHOLD = 300;
@ -119,8 +122,10 @@ public class Game extends Activity implements SurfaceHolder.Callback,
private boolean grabbedInput = true;
private boolean grabComboDown = false;
private StreamView streamView;
private long stylusDownTime = 0;
private float stylusDownX, stylusDownY;
private long lastAbsTouchUpTime = 0;
private long lastAbsTouchDownTime = 0;
private float lastAbsTouchUpX, lastAbsTouchUpY;
private float lastAbsTouchDownX, lastAbsTouchDownY;
private boolean isHidingOverlays;
private TextView notificationOverlayView;
@ -1252,16 +1257,16 @@ public class Game extends Activity implements SurfaceHolder.Callback,
if (event.getPointerCount() == 1 && event.getActionIndex() == 0) {
if (event.getActionMasked() == MotionEvent.ACTION_DOWN) {
if (event.getToolType(0) == MotionEvent.TOOL_TYPE_STYLUS) {
stylusDownTime = SystemClock.uptimeMillis();
stylusDownX = event.getX(0);
stylusDownY = event.getY(0);
lastAbsTouchDownTime = SystemClock.uptimeMillis();
lastAbsTouchDownX = event.getX(0);
lastAbsTouchDownY = event.getY(0);
// Stylus is left click
conn.sendMouseButtonDown(MouseButtonPacket.BUTTON_LEFT);
} else if (event.getToolType(0) == MotionEvent.TOOL_TYPE_ERASER) {
stylusDownTime = SystemClock.uptimeMillis();
stylusDownX = event.getX(0);
stylusDownY = event.getY(0);
lastAbsTouchDownTime = SystemClock.uptimeMillis();
lastAbsTouchDownX = event.getX(0);
lastAbsTouchDownY = event.getY(0);
// Eraser is right click
conn.sendMouseButtonDown(MouseButtonPacket.BUTTON_RIGHT);
@ -1269,18 +1274,16 @@ public class Game extends Activity implements SurfaceHolder.Callback,
}
else if (event.getActionMasked() == MotionEvent.ACTION_UP || event.getActionMasked() == MotionEvent.ACTION_CANCEL) {
if (event.getToolType(0) == MotionEvent.TOOL_TYPE_STYLUS) {
// It looks odd to set these on ACTION_UP, but it makes sense.
// The last "down" position is actually when we come up.
stylusDownTime = SystemClock.uptimeMillis();
stylusDownX = event.getX(0);
stylusDownY = event.getY(0);
lastAbsTouchUpTime = SystemClock.uptimeMillis();
lastAbsTouchUpX = event.getX(0);
lastAbsTouchUpY = event.getY(0);
// Stylus is left click
conn.sendMouseButtonUp(MouseButtonPacket.BUTTON_LEFT);
} else if (event.getToolType(0) == MotionEvent.TOOL_TYPE_ERASER) {
stylusDownTime = SystemClock.uptimeMillis();
stylusDownX = event.getX(0);
stylusDownY = event.getY(0);
lastAbsTouchUpTime = SystemClock.uptimeMillis();
lastAbsTouchUpX = event.getX(0);
lastAbsTouchUpY = event.getY(0);
// Eraser is right click
conn.sendMouseButtonUp(MouseButtonPacket.BUTTON_RIGHT);
@ -1409,13 +1412,29 @@ public class Game extends Activity implements SurfaceHolder.Callback,
float eventY = event.getY(0);
if (event.getPointerCount() == 1 && event.getActionIndex() == 0 &&
(event.getToolType(0) == MotionEvent.TOOL_TYPE_ERASER) ||
event.getToolType(0) == MotionEvent.TOOL_TYPE_STYLUS)
(event.getToolType(0) == MotionEvent.TOOL_TYPE_ERASER ||
event.getToolType(0) == MotionEvent.TOOL_TYPE_STYLUS))
{
if (SystemClock.uptimeMillis() - stylusDownTime <= STYLUS_DEAD_ZONE_DELAY &&
Math.sqrt(Math.pow(eventX - stylusDownX, 2) + Math.pow(eventY - stylusDownY, 2)) <= STYLUS_DEAD_ZONE_RADIUS) {
// Ignore small inputs shortly after the stylus has been pressed. This ensures users can reliably double click.
return;
switch (event.getActionMasked()) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_HOVER_ENTER:
case MotionEvent.ACTION_HOVER_EXIT:
case MotionEvent.ACTION_HOVER_MOVE:
if (SystemClock.uptimeMillis() - lastAbsTouchUpTime <= STYLUS_UP_DEAD_ZONE_DELAY &&
Math.sqrt(Math.pow(eventX - lastAbsTouchUpX, 2) + Math.pow(eventY - lastAbsTouchUpY, 2)) <= STYLUS_UP_DEAD_ZONE_RADIUS) {
// Enforce a small deadzone between touch up and hover or touch down to allow more precise double-clicking
return;
}
break;
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
if (SystemClock.uptimeMillis() - lastAbsTouchDownTime <= STYLUS_DOWN_DEAD_ZONE_DELAY &&
Math.sqrt(Math.pow(eventX - lastAbsTouchDownX, 2) + Math.pow(eventY - lastAbsTouchDownY, 2)) <= STYLUS_DOWN_DEAD_ZONE_RADIUS) {
// Enforce a small deadzone between touch down and move or touch up to allow more precise double-clicking
return;
}
break;
}
}