FIX: Wrong way to gesture speed calculation.

This is a follow-up to bug: 7165929

Change-Id: I7ad2bbd1f6ef1f74ea8770585f584d4232cb40b5
main
Keisuke Kuroyanagi 2012-09-25 13:03:56 +09:00
parent 089c7d43c7
commit 4d75fe9bca
1 changed files with 4 additions and 2 deletions

View File

@ -179,7 +179,9 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
duration = times[index] - times[index - 1];
} else if (0 < index && index < inputSize - 1) {
length = getDistanceInt(xCoordinates[index - 1], yCoordinates[index - 1],
xCoordinates[index + 1], yCoordinates[index + 1]);
xCoordinates[index], yCoordinates[index])
+ getDistanceInt(xCoordinates[index], yCoordinates[index],
xCoordinates[index + 1], yCoordinates[index + 1]);
duration = times[index + 1] - times[index - 1];
} else {
length = 0;
@ -509,7 +511,7 @@ float ProximityInfoState::getPointToKeyLength(const int inputIndex, const int co
return min(mDistanceCache[index] * scale, mMaxPointToKeyLength);
}
if (isSkippableChar(codePoint)) {
return 0;
return 0.0f;
}
// If the char is not a key on the keyboard then return the max length.
return MAX_POINT_TO_KEY_LENGTH;