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#include "state.h"
#include <stdlib.h>
/******************************************************/
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);
}
}
/******************************************************/
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