# Copyright 2004-2019 Tom Rothamel # # Permission is hereby granted, free of charge, to any person # obtaining a copy of this software and associated documentation files # (the "Software"), to deal in the Software without restriction, # including without limitation the rights to use, copy, modify, merge, # publish, distribute, sublicense, and/or sell copies of the Software, # and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. from __future__ import print_function import pygame import math import renpy.display DIRECTIONS = [ "n", "ne", "e", "se", "s", "sw", "w", "nw" ] def dispatch_gesture(gesture): """ This is called with a gesture to dispatch it as an event. """ event = renpy.config.gestures.get(gesture, None) if event is not None: renpy.exports.queue_event(event) raise renpy.display.core.IgnoreEvent() class GestureRecognizer(object): def __init__(self): super(GestureRecognizer, self).__init__() self.x = None self.y = None def start(self, x, y): # The last coordinates we saw motion at. self.x = x self.y = y # Minimum sizes for gestures. self.min_component = renpy.config.screen_width * renpy.config.gesture_component_size self.min_stroke = renpy.config.screen_width * renpy.config.gesture_stroke_size # The direction of the current strokes. self.current_stroke = None # The length of the current stroke. self.stroke_length = 0 # A list of strokes we've recognized. self.strokes = [ ] def take_point(self, x, y): if self.x is None: return dx = x - self.x dy = y - self.y length = math.hypot(dx, dy) if length < self.min_component: return self.x = x self.y = y angle = math.atan2(dx, -dy) * 180 / math.pi + 22.5 if angle < 0: angle += 360 stroke = DIRECTIONS[int(angle / 45)] if stroke == self.current_stroke: self.stroke_length += length else: self.current_stroke = stroke self.stroke_length = length if self.stroke_length > self.min_stroke: if (not self.strokes) or (self.strokes[-1] != stroke): self.strokes.append(stroke) def finish(self): rv = None if self.x is None: return if self.strokes: func = renpy.config.dispatch_gesture if func is None: func = dispatch_gesture rv = func("_".join(self.strokes)) self.x = None self.y = None return rv def cancel(self): self.x = None self.y = None def event(self, ev, x, y): if ev.type == pygame.MOUSEBUTTONDOWN: self.start(x, y) elif ev.type == pygame.MOUSEMOTION: if ev.buttons[0]: self.take_point(x, y) elif ev.type == pygame.MOUSEBUTTONUP: self.take_point(x, y) if ev.button == 1: return self.finish() recognizer = GestureRecognizer()