320 lines
15 KiB
C
320 lines
15 KiB
C
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef LATINIME_PROXIMITY_INFO_STATE_UTILS_H
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#define LATINIME_PROXIMITY_INFO_STATE_UTILS_H
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#include <vector>
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#include "defines.h"
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#include "geometry_utils.h"
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#include "hash_map_compat.h"
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#include "proximity_info.h"
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namespace latinime {
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class ProximityInfoStateUtils {
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public:
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static int updateTouchPoints(const int mostCommonKeyWidth,
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const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
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const int *const inputProximities,
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const int *const inputXCoordinates, const int *const inputYCoordinates,
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const int *const times, const int *const pointerIds, const int inputSize,
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const bool isGeometric, const int pointerId, const int pushTouchPointStartIndex,
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std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
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std::vector<int> *sampledInputTimes, std::vector<int> *sampledLengthCache,
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std::vector<int> *sampledInputIndice) {
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if (DEBUG_SAMPLING_POINTS) {
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if (times) {
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for (int i = 0; i < inputSize; ++i) {
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AKLOGI("(%d) x %d, y %d, time %d",
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i, xCoordinates[i], yCoordinates[i], times[i]);
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}
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}
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}
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#ifdef DO_ASSERT_TEST
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if (times) {
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for (int i = 0; i < inputSize; ++i) {
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if (i > 0) {
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ASSERT(times[i] >= times[i - 1]);
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}
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}
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}
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#endif
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const bool proximityOnly = !isGeometric
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&& (inputXCoordinates[0] < 0 || inputYCoordinates[0] < 0);
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int lastInputIndex = pushTouchPointStartIndex;
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for (int i = lastInputIndex; i < inputSize; ++i) {
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const int pid = pointerIds ? pointerIds[i] : 0;
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if (pointerId == pid) {
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lastInputIndex = i;
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}
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}
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if (DEBUG_GEO_FULL) {
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AKLOGI("Init ProximityInfoState: last input index = %d", lastInputIndex);
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}
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// Working space to save near keys distances for current, prev and prevprev input point.
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NearKeysDistanceMap nearKeysDistances[3];
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// These pointers are swapped for each inputs points.
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NearKeysDistanceMap *currentNearKeysDistances = &nearKeysDistances[0];
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NearKeysDistanceMap *prevNearKeysDistances = &nearKeysDistances[1];
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NearKeysDistanceMap *prevPrevNearKeysDistances = &nearKeysDistances[2];
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// "sumAngle" is accumulated by each angle of input points. And when "sumAngle" exceeds
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// the threshold we save that point, reset sumAngle. This aims to keep the figure of
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// the curve.
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float sumAngle = 0.0f;
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for (int i = pushTouchPointStartIndex; i <= lastInputIndex; ++i) {
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// Assuming pointerId == 0 if pointerIds is null.
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const int pid = pointerIds ? pointerIds[i] : 0;
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if (DEBUG_GEO_FULL) {
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AKLOGI("Init ProximityInfoState: (%d)PID = %d", i, pid);
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}
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if (pointerId == pid) {
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const int c = isGeometric ?
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NOT_A_COORDINATE : getPrimaryCodePointAt(inputProximities, i);
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const int x = proximityOnly ? NOT_A_COORDINATE : inputXCoordinates[i];
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const int y = proximityOnly ? NOT_A_COORDINATE : inputYCoordinates[i];
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const int time = times ? times[i] : -1;
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if (i > 1) {
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const float prevAngle = getAngle(
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inputXCoordinates[i - 2], inputYCoordinates[i - 2],
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inputXCoordinates[i - 1], inputYCoordinates[i - 1]);
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const float currentAngle =
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getAngle(inputXCoordinates[i - 1], inputYCoordinates[i - 1], x, y);
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sumAngle += getAngleDiff(prevAngle, currentAngle);
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}
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if (pushTouchPoint(mostCommonKeyWidth, proximityInfo, maxPointToKeyLength,
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i, c, x, y, time, isGeometric /* do sampling */,
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i == lastInputIndex, sumAngle, currentNearKeysDistances,
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prevNearKeysDistances, prevPrevNearKeysDistances,
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sampledInputXs, sampledInputYs, sampledInputTimes, sampledLengthCache,
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sampledInputIndice)) {
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// Previous point information was popped.
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NearKeysDistanceMap *tmp = prevNearKeysDistances;
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prevNearKeysDistances = currentNearKeysDistances;
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currentNearKeysDistances = tmp;
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} else {
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NearKeysDistanceMap *tmp = prevPrevNearKeysDistances;
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prevPrevNearKeysDistances = prevNearKeysDistances;
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prevNearKeysDistances = currentNearKeysDistances;
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currentNearKeysDistances = tmp;
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sumAngle = 0.0f;
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}
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}
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}
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return sampledInputXs->size();
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}
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static const int *getProximityCodePointsAt(
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const int *const inputProximities, const int index) {
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return inputProximities + (index * MAX_PROXIMITY_CHARS_SIZE_INTERNAL);
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}
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static int getPrimaryCodePointAt(const int *const inputProximities, const int index) {
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return getProximityCodePointsAt(inputProximities, index)[0];
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}
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static void popInputData(std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
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std::vector<int> *sampledInputTimes, std::vector<int> *sampledLengthCache,
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std::vector<int> *sampledInputIndice) {
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sampledInputXs->pop_back();
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sampledInputYs->pop_back();
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sampledInputTimes->pop_back();
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sampledLengthCache->pop_back();
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sampledInputIndice->pop_back();
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}
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private:
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DISALLOW_IMPLICIT_CONSTRUCTORS(ProximityInfoStateUtils);
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typedef hash_map_compat<int, float> NearKeysDistanceMap;
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// Calculating point to key distance for all near keys and returning the distance between
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// the given point and the nearest key position.
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static float updateNearKeysDistances(const ProximityInfo *const proximityInfo,
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const float maxPointToKeyLength, const int x, const int y,
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NearKeysDistanceMap *const currentNearKeysDistances) {
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static const float NEAR_KEY_THRESHOLD = 2.0f;
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currentNearKeysDistances->clear();
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const int keyCount = proximityInfo->getKeyCount();
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float nearestKeyDistance = maxPointToKeyLength;
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for (int k = 0; k < keyCount; ++k) {
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const float dist = proximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y);
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if (dist < NEAR_KEY_THRESHOLD) {
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currentNearKeysDistances->insert(std::pair<int, float>(k, dist));
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}
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if (nearestKeyDistance > dist) {
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nearestKeyDistance = dist;
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}
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}
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return nearestKeyDistance;
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}
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// Check if previous point is at local minimum position to near keys.
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static bool isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) {
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static const float MARGIN = 0.01f;
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for (NearKeysDistanceMap::const_iterator it = prevNearKeysDistances->begin();
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it != prevNearKeysDistances->end(); ++it) {
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NearKeysDistanceMap::const_iterator itPP = prevPrevNearKeysDistances->find(it->first);
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NearKeysDistanceMap::const_iterator itC = currentNearKeysDistances->find(it->first);
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if ((itPP == prevPrevNearKeysDistances->end() || itPP->second > it->second + MARGIN)
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&& (itC == currentNearKeysDistances->end()
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|| itC->second > it->second + MARGIN)) {
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return true;
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}
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}
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return false;
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}
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// Calculating a point score that indicates usefulness of the point.
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static float getPointScore(const int mostCommonKeyWidth,
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const int x, const int y, const int time, const bool lastPoint, const float nearest,
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const float sumAngle, const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances,
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std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs) {
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static const int DISTANCE_BASE_SCALE = 100;
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static const float NEAR_KEY_THRESHOLD = 0.6f;
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static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 25;
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static const float NOT_LOCALMIN_DISTANCE_SCORE = -1.0f;
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static const float LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE = 1.0f;
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static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 2.0f / 3.0f;
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static const float CORNER_SUM_ANGLE_THRESHOLD = M_PI_F / 4.0f;
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static const float CORNER_SCORE = 1.0f;
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const size_t size = sampledInputXs->size();
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// If there is only one point, add this point. Besides, if the previous point's distance map
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// is empty, we re-compute nearby keys distances from the current point.
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// Note that the current point is the first point in the incremental input that needs to
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// be re-computed.
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if (size <= 1 || prevNearKeysDistances->empty()) {
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return 0.0f;
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}
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const int baseSampleRate = mostCommonKeyWidth;
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const int distPrev = getDistanceInt(
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sampledInputXs->back(), sampledInputYs->back(),
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(*sampledInputXs)[size - 2], (*sampledInputYs)[size - 2]) * DISTANCE_BASE_SCALE;
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float score = 0.0f;
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// Location
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if (!isPrevLocalMin(currentNearKeysDistances, prevNearKeysDistances,
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prevPrevNearKeysDistances)) {
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score += NOT_LOCALMIN_DISTANCE_SCORE;
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} else if (nearest < NEAR_KEY_THRESHOLD) {
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// Promote points nearby keys
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score += LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE;
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}
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// Angle
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const float angle1 = getAngle(x, y, sampledInputXs->back(), sampledInputYs->back());
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const float angle2 = getAngle(sampledInputXs->back(), sampledInputYs->back(),
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(*sampledInputXs)[size - 2], (*sampledInputYs)[size - 2]);
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const float angleDiff = getAngleDiff(angle1, angle2);
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// Save corner
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if (distPrev > baseSampleRate * CORNER_CHECK_DISTANCE_THRESHOLD_SCALE
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&& (sumAngle > CORNER_SUM_ANGLE_THRESHOLD || angleDiff > CORNER_ANGLE_THRESHOLD)) {
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score += CORNER_SCORE;
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}
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return score;
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}
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// Sampling touch point and pushing information to vectors.
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// Returning if previous point is popped or not.
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static bool pushTouchPoint(const int mostCommonKeyWidth,
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const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
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const int inputIndex, const int nodeCodePoint, int x, int y,
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const int time, const bool sample, const bool isLastPoint, const float sumAngle,
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NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances,
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std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
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std::vector<int> *sampledInputTimes, std::vector<int> *sampledLengthCache,
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std::vector<int> *sampledInputIndice) {
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static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4;
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size_t size = sampledInputXs->size();
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bool popped = false;
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if (nodeCodePoint < 0 && sample) {
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const float nearest = updateNearKeysDistances(
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proximityInfo, maxPointToKeyLength, x, y, currentNearKeysDistances);
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const float score = getPointScore(mostCommonKeyWidth, x, y, time, isLastPoint, nearest,
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sumAngle, currentNearKeysDistances, prevNearKeysDistances,
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prevPrevNearKeysDistances, sampledInputXs, sampledInputYs);
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if (score < 0) {
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// Pop previous point because it would be useless.
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popInputData(sampledInputXs, sampledInputYs, sampledInputTimes, sampledLengthCache,
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sampledInputIndice);
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size = sampledInputXs->size();
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popped = true;
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} else {
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popped = false;
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}
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// Check if the last point should be skipped.
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if (isLastPoint && size > 0) {
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if (getDistanceInt(x, y, sampledInputXs->back(),
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sampledInputYs->back()) * LAST_POINT_SKIP_DISTANCE_SCALE
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< mostCommonKeyWidth) {
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// This point is not used because it's too close to the previous point.
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if (DEBUG_GEO_FULL) {
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AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %d, "
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"width = %d", size, x, y, mSampledInputXs.back(),
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mSampledInputYs.back(), ProximityInfoUtils::getDistanceInt(
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x, y, mSampledInputXs.back(), mSampledInputYs.back()),
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mProximityInfo->getMostCommonKeyWidth()
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/ LAST_POINT_SKIP_DISTANCE_SCALE);
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}
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return popped;
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}
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}
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}
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if (nodeCodePoint >= 0 && (x < 0 || y < 0)) {
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const int keyId = proximityInfo->getKeyIndexOf(nodeCodePoint);
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if (keyId >= 0) {
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x = proximityInfo->getKeyCenterXOfKeyIdG(keyId);
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y = proximityInfo->getKeyCenterYOfKeyIdG(keyId);
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}
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}
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// Pushing point information.
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if (size > 0) {
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sampledLengthCache->push_back(
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sampledLengthCache->back() + getDistanceInt(
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x, y, sampledInputXs->back(), sampledInputYs->back()));
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} else {
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sampledLengthCache->push_back(0);
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}
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sampledInputXs->push_back(x);
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sampledInputYs->push_back(y);
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sampledInputTimes->push_back(time);
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sampledInputIndice->push_back(inputIndex);
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if (DEBUG_GEO_FULL) {
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AKLOGI("pushTouchPoint: x = %03d, y = %03d, time = %d, index = %d, popped ? %01d",
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x, y, time, inputIndex, popped);
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}
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return popped;
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}
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};
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} // namespace latinime
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#endif // LATINIME_PROXIMITY_INFO_STATE_UTILS_H
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