Use touch position correction in the geometric input
bug: 7108161 Change-Id: I72d51bcfa26f241bec8fa907d64384e7eebe5c5emain
parent
8acb881a50
commit
0edab9d2fc
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@ -134,10 +134,22 @@ static inline float getNormalizedSquaredDistanceFloat(float x1, float y1, float
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return (SQUARE_FLOAT(deltaX) + SQUARE_FLOAT(deltaY)) / SQUARE_FLOAT(scale);
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}
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float ProximityInfo::getNormalizedSquaredDistanceFromCenterFloat(
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float ProximityInfo::getNormalizedSquaredDistanceFromCenterFloatG(
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const int keyId, const int x, const int y) const {
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const float centerX = static_cast<float>(getKeyCenterXOfKeyIdG(keyId));
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const float centerY = static_cast<float>(getKeyCenterYOfKeyIdG(keyId));
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const static float verticalSweetSpotScaleForGeometric = 1.1f;
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const bool correctTouchPosition = hasTouchPositionCorrectionData();
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const float centerX = static_cast<float>(correctTouchPosition
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? getSweetSpotCenterXAt(keyId)
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: getKeyCenterXOfKeyIdG(keyId));
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const float visualKeyCenterY = static_cast<float>(getKeyCenterYOfKeyIdG(keyId));
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float centerY;
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if (correctTouchPosition) {
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const float sweetSpotCenterY = static_cast<float>(getSweetSpotCenterYAt(keyId));
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const float gapY = sweetSpotCenterY - visualKeyCenterY;
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centerY = visualKeyCenterY + gapY * verticalSweetSpotScaleForGeometric;
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} else {
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centerY = visualKeyCenterY;
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}
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const float touchX = static_cast<float>(x);
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const float touchY = static_cast<float>(y);
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const float keyWidth = static_cast<float>(getMostCommonKeyWidth());
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@ -44,7 +44,7 @@ class ProximityInfo {
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~ProximityInfo();
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bool hasSpaceProximity(const int x, const int y) const;
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int getNormalizedSquaredDistance(const int inputIndex, const int proximityIndex) const;
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float getNormalizedSquaredDistanceFromCenterFloat(
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float getNormalizedSquaredDistanceFromCenterFloatG(
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const int keyId, const int x, const int y) const;
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bool sameAsTyped(const unsigned short *word, int length) const;
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int getKeyIndexOf(const int c) const;
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@ -123,8 +123,6 @@ class ProximityInfo {
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int getStartIndexFromCoordinates(const int x, const int y) const;
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void initializeG();
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float calculateNormalizedSquaredDistance(const int keyIndex, const int inputIndex) const;
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float calculateSquaredDistanceFromSweetSpotCenter(
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const int keyIndex, const int inputIndex) const;
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bool hasInputCoordinates() const;
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int squaredDistanceToEdge(const int keyId, const int x, const int y) const;
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bool isOnKey(const int keyId, const int x, const int y) const {
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@ -171,7 +171,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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const int x = mInputXs[i];
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const int y = mInputYs[i];
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const float normalizedSquaredDistance =
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mProximityInfo->getNormalizedSquaredDistanceFromCenterFloat(k, x, y);
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mProximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y);
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mDistanceCache[index] = normalizedSquaredDistance;
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if (normalizedSquaredDistance < NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD) {
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mNearKeysVector[i].set(k, 1);
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@ -203,7 +203,7 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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memset(mNormalizedSquaredDistances, NOT_A_DISTANCE, sizeof(mNormalizedSquaredDistances));
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memset(mPrimaryInputWord, 0, sizeof(mPrimaryInputWord));
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mTouchPositionCorrectionEnabled = mInputSize > 0 && mHasTouchPositionCorrectionData
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&& xCoordinates && yCoordinates && !isGeometric;
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&& xCoordinates && yCoordinates;
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if (!isGeometric && pointerId == 0) {
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for (int i = 0; i < inputSize; ++i) {
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mPrimaryInputWord[i] = getPrimaryCharAt(i);
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@ -267,7 +267,7 @@ float ProximityInfoState::updateNearKeysDistances(const int x, const int y,
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const int keyCount = mProximityInfo->getKeyCount();
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float nearestKeyDistance = mMaxPointToKeyLength;
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for (int k = 0; k < keyCount; ++k) {
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const float dist = mProximityInfo->getNormalizedSquaredDistanceFromCenterFloat(k, x, y);
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const float dist = mProximityInfo->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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