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Taddeüs Kroes
multitouch
Commits
22aa3086
Commit
22aa3086
authored
May 08, 2012
by
Taddeus Kroes
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Added double, single and simple tap to test draw program.
parent
c50325c1
Changes
1
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1 changed file
with
50 additions
and
9 deletions
+50
-9
src/draw.py
src/draw.py
+50
-9
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src/draw.py
View file @
22aa3086
...
...
@@ -19,6 +19,13 @@ RECT_COLOR = 0, 200, 0
RECT_POS
=
W
/
2
,
H
/
2
RECT_SIZE
=
W
/
6.
,
H
/
6.
TAP_RADIUS
=
60
TAP_INCREMENT
=
.
25
BEAM_COLOR
=
255
,
50
,
50
BEAM_LENGTH
=
50
BEAM_WIDTH
=
3
BEAM_INCREMENT
=
.
8
# Create canvas GUI in the current thread
screen
=
pygame
.
display
.
set_mode
((
W
,
H
))
...
...
@@ -37,13 +44,15 @@ def coord(x, y):
return
int
(
round
(
W
*
x
)),
int
(
round
(
H
*
y
))
#
Rotated rectangl
e
#
Global stat
e
angle
=
0
scale
=
1
taps
=
[]
dtaps
=
[]
def
update
():
cx
,
cy
=
coord
(
*
listener
.
centroid
)
global
taps
,
dtaps
# Clear previous frame
screen
.
fill
(
BG_COLOR
)
...
...
@@ -57,20 +66,49 @@ def update():
screen
.
blit
(
transformed
,
rect
)
# Draw touch points
c
=
coord
(
*
listener
.
centroid
)
for
p
in
listener
.
points
:
x
,
y
=
coord
(
p
.
x
,
p
.
y
)
xy
=
coord
(
p
.
x
,
p
.
y
)
# Draw line to centroid
pygame
.
draw
.
line
(
screen
,
LINE_COLOR
,
(
x
,
y
),
(
cx
,
cy
)
,
1
)
pygame
.
draw
.
line
(
screen
,
LINE_COLOR
,
xy
,
c
,
1
)
# Draw outlined circle around touch point
pygame
.
draw
.
circle
(
screen
,
CIRCLE_COLOR
,
(
x
,
y
)
,
FINGER_RADIUS
,
1
)
pygame
.
draw
.
circle
(
screen
,
CIRCLE_COLOR
,
xy
,
FINGER_RADIUS
,
1
)
# Fill
outlined circle with background color
pygame
.
draw
.
circle
(
screen
,
BG_COLOR
,
(
x
,
y
)
,
FINGER_RADIUS
-
1
,
0
)
# Fill
filled circle with background color within the outline
pygame
.
draw
.
circle
(
screen
,
BG_COLOR
,
xy
,
FINGER_RADIUS
-
1
,
0
)
# Draw filled circle around centroid
pygame
.
draw
.
circle
(
screen
,
CIRCLE_COLOR
,
(
cx
,
cy
),
CENTROID_RADIUS
)
pygame
.
draw
.
circle
(
screen
,
CIRCLE_COLOR
,
c
,
CENTROID_RADIUS
)
# Draw an expanding circle around each tap event
taps
=
filter
(
lambda
(
xy
,
r
):
r
<=
TAP_RADIUS
,
taps
)
for
tap
in
taps
:
xy
,
radius
=
tap
pygame
.
draw
.
circle
(
screen
,
CIRCLE_COLOR
,
xy
,
int
(
radius
),
2
)
# Increment radius
tap
[
1
]
+=
TAP_INCREMENT
# Shoot a beam from each double tap event to the left
dtaps
=
filter
(
lambda
(
x
,
y
,
s
):
0
<=
x
<=
W
,
dtaps
)
for
dtap
in
dtaps
:
x
,
y
,
single
=
dtap
if
single
:
start_x
=
x
end_x
=
x
+
BEAM_LENGTH
dtap
[
0
]
+=
BEAM_INCREMENT
else
:
start_x
=
x
-
BEAM_LENGTH
end_x
=
x
dtap
[
0
]
-=
BEAM_INCREMENT
pygame
.
draw
.
line
(
screen
,
BEAM_COLOR
,
(
start_x
,
y
),
(
end_x
,
y
),
BEAM_WIDTH
)
# Update canvas
pygame
.
display
.
flip
()
...
...
@@ -83,13 +121,16 @@ def rotate(event):
def
pinch
(
event
):
global
scale
scale
+
=
event
.
amount
scale
*
=
event
.
amount
# Start touch event listener in separate thread
listener
=
MultiTouchListener
(
verbose
=
1
,
tuio_verbose
=
0
)
listener
.
bind
(
'rotate'
,
rotate
)
listener
.
bind
(
'pinch'
,
pinch
)
#listener.bind('tap', lambda e: taps.append([coord(*e.xy), FINGER_RADIUS]))
#listener.bind('single_tap', lambda e: dtaps.append(list(coord(*e.xy)) + [1]))
#listener.bind('double_tap', lambda e: dtaps.append(list(coord(*e.xy)) + [0]))
listener
.
start
(
threaded
=
True
)
# Start GUI event loop
...
...
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